Forging The Chaos Dwarfs

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A collaborative worldbuilding thread on the fallen Dwarfs of Warhammer Fantasy, the Dawi Zharr.

Mostly for fun
Thread Introduction
Location
A Pit Of My Own Making
Pronouns
He/Him
As said above, this is a thread for worldbuilding the Dawi Zhar, aka the Chaos Dwarfs - fallen and accursed cousins to Warhammer Fantasy Dwarfs. Currently we only have the old, weird editions and the Total War Warhammer 3 game to draw upon, and they leave quite a few gaps. I want to draw upon those sources, mix them with my and other's ideas, and make something interesting.

The theme I want to go for is of Hellish Capitalism. The Dawi Zharr meet in conference rooms, sitting on chairs of orc leather, and cordially discuss atrocities and perversions of the natural order. They're certainly evil, but Lawful Evil, with rules.

We might include some stuff the goes against canon, but it'll be so the rest makes sense.

When I want to make clear something is canon, it'll be fully in italics.

For best reading I suggest you keep invisi-text on.

Threadposts will be split between different categories. They are -
  • Threadmark - Wiki type posts. Just information. Will be updated constantly
  • Sidestory - actual stories about or around the Dawi Zharr, if anyone writes some
  • Apocrypha - Media like maps or videos that have relevance. The actual media threadmark will be taken up with-
  • Media - Memes
  • Informational - Information about the thread, like this one
 
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Dawi Zharr Society Overlook
The oathbreakers say we are their dark mirror, all they could be if they gave into the darkness. But I say they are fools! We are not their opposite, we are their superiors! While they languish in the mountains, we march for glory and plunder! While they pray to dead liars, we worship the Father of Darkness! And while they mourn their lost past, we build our future! They are weak, we are strong! They have failed, we shall succeed! They have nothing, we shall take everything! For Hashut!!! - Unnamed Sorcerer-Prophet leading an assault on Darven Karak

The Dawi Zharr, known by themselves as Uzkul-Dhrazh-Zharr, are servants of Chaos. Even if they worship one of the lesser deities they are a blight upon the world that all good beings should strive to extinguish before they do so in turn. Yet they are also a civilisation, and all that entails. They are not the disparate Norscan or Kurgan, that raid and ravage mindlessly. Nor are they the Skaven, whose' "society" is only ever a few betrayals away from collapse. Indeed, of all the dark races, the Chaos Dwarfs are most like the Dark Elves - a comparison neither would enjoy, despite the often thriving trade between the two. The Dawi Zharr are a machine, taking in material and souls, reshaping them on the anvil of their bull god.

A dawi born in Zharr Naggrund could, theoretically, live their entire life without spilling a drop of blood. They could be groomed for the position of a clerk. Their family, or even themselves if they have the means, could pay the exorbitant bribes needed avoid conscription. They might never have the need to strike a slave, although it is likely they will not spend a day without seeing one. Yet that simple clerk can be responsible for hundreds of deaths. Slave shipments directed straight to sacrificial temples. Raids to other lands approved with the flick of a quill. This clerk is but a cog in a machine, yet their work ensures evil continues.

The web of trade, influence and corruption spread by the Dawi Zharr extends far beyond the Dark Lands. Their iron ships have sailed all but the inner oceans of Ulthuan, carrying goods mundane, magical and dark. When they return to their fortified ports, they carry riches and slaves - some taken by the dwarves' own hands, some traded for. Their caravans return with the same, having travelled the same routes the traders from east and west take. Men, whether ruled by God-Kings or ancient Dragons, are greedy creatures and will happily take a good deal, even if the one offering it is of questionable morality.

Population

By nature the Dawi are a race small in number, and this is doubly true for the Dawi Zharr. Conflict external and internal, "blessed" mutations and afflictions, and the general hostility of the Dark Lands ensure their population remains in the low ten thousands. At a number of times in their history they have come close to the precipice of extinction, and only drastic action has pulled them back.

Like the Ankorite Dawi, the gender ratio of the Dawi Zharr is skewed towards men, at about six-to-one. Logically, then, woman capable of breeding must be kept safe to ensure the future of the Children of Hashut. Approach a female with that argument however, and you will learn they can be just as viscous - if not more so - than their male counterparts. While some are happy to live lives of luxury, although fully aware of threats physical and political, others choose more dangerous paths to sate their ambitions. Thus, you will find women in the Dawi Zharr's military just as often as civilian jobs. And of course, due the rarity of magical talent, women are taught to become Daemonsmiths and Sorcerer-Prophets.

The natural lifespan of a Dawi is about one hundred and seventy five years. This does not take into account many things, including the Dawi's ability to indefinitely expand their life as long as they have something unfulfilled. For the Dawi Zharr, the average lifespan is closer to a mere hundred years, for the Dark Lands are a dangerous place, without even including threats like dangerous jobs and rebelling slaves. Those rich enough can afford to purchase the varying methods divided by the Sorcerer-Prophets to extended life - alchemical potions that turn back the clock, sorcerous rituals that involving bathing in slave blood, even - some whisper - entirely new bodies that minds can be transferred into. As for the Sorcerer-Prophets themselves, they can live for many long centuries - as long as they can hold back the creeping Curse of Stone.

The primary population centre is Zharr-Naggrund, purpose built by ancient Sorcerer-Prophets as a fortress-factory. Second is Uzkulak, birthplace of the Dawi Zharr and often seen as their holiest location. Despite this, much of the ancient city is abandoned, home only to exiled criminals and rogue monstrosities. The rest of the population is divided between lesser cities, such as the Black Fortress, and outpost and military camps.

Military

Each Dawi Zharr must spend at least sixty-six years within the military. Their conscription orders can come at any time, and the system is often abused to send rivals from the centres of power. On the other hand, the Conscriptor's offices accept sizeable bribes for a person's orders to be "lost" in the system, or withheld indefinitely.

A conscript spends a number of years in training, where their aptitude and skills will be assessed. Should they be possessed of a keen eye, they would be inducted into a ranger formation. Should they have engineering skills, they would serve in a weapon team. Most, however, become simple warriors, the backbone of the Dawi Zharr's forces, ignoring the legions of slaves and hobgoblin clans.

Should a dawi prove worthy, or should he have the influence and money to buy it, they will ascend through the ranks. Many find military life to their liking, and stay after their mandated years.

The military is supported by a number of Warrior Cults, which are vaguely analogous to religious knightly orders, although with a great deal of diversity. The largest, wealthiest, and most widespread cult is the Infernal Guard, who were originally just the defenders of the Black Fortress, yet their skill made them very in demand. There are also the Bull Centaurs, who only serve Hashut's priests.

Religion

Our lying ancestors had abandoned us, and the winds brought madness. We dug deep into the darkness, seeking safety. And the Darkness itself reach back to us. - Writings of Khul Scornchild, early Prophet of Hashut

The Dawi Zharr worship Hashut, not simply as their God but as their savior, their leader, their guiding example and stern master. The entirety of their empire is a great, endless prayer - the gears of factories grinding away, oiled in blood; the stamp of warriors intent on claiming slaves and plunder; the screams of bound deamons slaved to engines and weapons. This is what Hashut finds good, and he rewards his followers with power, should they be strong enough to claim it.

Dawi Zharr citizens are expected to pray to Hashut at least twice a day - once in the morning, at a household or local shrine, and in the evening at an official temple. Once a week they attend a lengthy service at the temple, where they observe slave sacrifices. Usually the sacrifice is chosen from the local workforce, although some special sacrifices are saved for holidays. Of religious holidays, there are a number - but it is important to remember Dawi Zharr doctrine states that hard work is itself worship to Hashut, so "time off" is exceedingly rare.

The most popular holiday celebrates the Rebirth, when Hashut first appeared to the dawi. At a lengthy church ceromony, each devote bring forth a gift - usually some valuable, handmade, or a good quality slave - and throws it into the sacrifical fire. Children are especiallyfocused upon, each having spent the last month working on their offerng. Afterwards, their is often a feast, although it's duration and ammount of food available depends on the social level.

Ancestor's Burning occurs on a day Ankorite Dawi celebrate as a holy day of Grungni, which is intentional - the holiday was oringally done in mockery of that god, but has grown to encompass all the ancestors. Large effigies are made from cloth and fiber, sprayed with flamable oil then lit in front of a roaring crowd. A variation practiced by the militray sees the effigies shot by massed firepower, be it blunderbusses or mortars, although officers try to disencourage such waste of ammo. Sometimes, when the opportunity presents itself, captured dawi replace the effegies, garbed in mockery of the Ancestor Gods.

The holy text of Dawi Zharr is known as The Book of Hashut, or the Krun Hashut. It is part history of their race - starting with the Abandonment, and updated regularly - prayers and ritualised forms of worship, commandant and laws. The primary copy is made of bronze plates quenched in slave blood and carved using the finger bones of a Karak Ankor High King.

While the Sorcerer-Prophets are the undisputed masters of the Church of Hashut, both they and the Deamonsmiths are too few in number, and likely too busy, to attend to the spiritual needs of all Dawi Zharr. Thus, Lay-Priests; dawi without magic potential that are indoctrinated with Hashut's truths, and act as his lesser servants. They can be found tending to smaller temples, ensuring proper rites of marriage and cremation are observed, and listning for any sign of heresy among their flock. Highest among their number is the High Deacon, who sits upon the Conclave.

Private Sector

Uzkulak Temple Stones, get ye Uzkulak Temple Stones here! Taken from only the oldest temples of Hashut beneath our oldest city! Ten Blazes a chunk! What's that lord, these look like any old rock? How dare you, I'm honest business dwarf! Tell you what, I'll you one for five Blazes, but that's smashing a hand with my own hammer. - Enterprising Dawi Zharr street trader

The old Guilds of the Karak Ankor were dissolved after the Dawi Zharr come to be; how could knowledge and craft be easily shared between the greedy and paranoid? However during The Reforging, something else rose to fill the gap; private enterprises. Cunning Dawi would be beholden to no one, not even their customers. Competition was of course fierce, and remains so.

The monetary system used by the Dawi Zharr has two coins - a Blaze, roughly equivalent to a gold coin, and Embers, equivalent to copper piece. It's a hundred Embers to Blaze. Both coins have the symbol of Hashut on one side, while on the other Blazes have a depiction of the Tower of Zharr, and Embers a fire. The value of currency is tightly controlled by the Brimstone Bank, which is also the Dawi Zharr's primary loan organisation, for which they charge high interest.

Factories are often cramped affairs, with slaves chained to their work stations while overseers watch from hanging bridges. Final products go through stringent quality checks, for while the Dawi Zharr have abandoned the quality over quantity mind set of their cousins, there is something called pride in your products. Should a fault be found, the blame will quickly be passed down the line; from factory manager, to section chief, to individual overseers to the work slave, who usually suffers the worst, becoming a sacrifice at the workplace's mandated altar to Hashut. There are always more slaves, of course.

Many businesses produce more esoteric items. Alchemical substances, large steam engines, holy talismans. While it does not take a magic user to produce all of these, they are often involved on some level; while Sorcerer-Prophets often own the businesses, Deamonsmiths have to settle with being hired as advisors and designers.

Sorcerer-Prophets & Deamonsmiths

Dawi capable of utilising Hashut's magical gifts are rare. Sorcerer-Prophets, the ultimate expression of Dawi Zharr might and power, only number around a hundred at anytime. Their junior Deamonsmiths are more common but come in varying levels of skill; from inept apprentice to lords in all but name. Even the weakest to bear that title are afforded respect and privileges above any other. They are the Priests of Hashut, the divinely impowered tools sent to guide and drive the Dawi Zharr forward.

The magical potential of a Dawi Zharr is usually discovered as an infant, when their parent(s) take them to be blessed and catalogued by a Sorcerer-Prophet. Almost immediately, their family will be inundated with petitions from prospective masters. Some will be offers of monetary reward or advancement in statement, while others will be threats or blackmail. If the parent(s) are direct underlings of Sorcerer-Prophets, they can be ordered to hand over the child with minimum fuss or reward.

The ultimate fate of the child depends on their level of power. Those strong enough will be taught directly by the Sorcerer-Prophet, learning the mysteries of Hashut, secrets of engineering, and everything they care to share. Often a Prophet shall have multiple Apprentices at once, of differing level of tutelage and skill, so that they may compete for their favour and knowledge. Duels or challenges are common, although any deaths are harshly punished. The Prophet will always seek to drive wedges between their students, so they do not plot against them together.

For a Dawi Zharr whose' magical potential is too low to be of any use, they are doomed to a life of servitude. The Sorcerer-Prophet shall only give them the most basic knowledge, and have them serve as an Acolyte. They shall help perform rites and perform basic mechanical work, and their master shall send them on tasks they cannot trust to slave or other dwarfs. Such a state is rarely tolerable for an ambitious young Dawi Zharr, and they attempt to increase their standing. Some attempt to prove their worth, so their master shall take note and permanently assign to a better role. Some study the sorcerous arts, attempting to increase their power, although many suffer terrible fates. And some sell secret to the rivals of their master. Such fools are dealt with harshly when caught, although a Prophet may let them think themselves undiscovered for a while, perhaps to fed them false information or to simply toy with them.

Once an Apprentice has advanced sufficiently for their master, they shall be given the title of Daemonsmith. They will be given their own holdings and servants, and allowed to purse their own works - but they must always be aware the Sorcerer-Prophet shall be watching them, ensuring they do not stray to far from their teachings. From time to time the Daemonsmith might be sent tasks, orders, or even "requests"; it is up to them how well they obey them. An Apprentice is costly to train, and Sorcerer-Prophets shall always wish for a return on that investment. Sometimes, once they have received it, or have concluded they will not be - and have prepared alternative ways - they will cut the majority of their support, forcing the Daemonsmith to survive on their own merit. Other Prophets remain close to their former students, forming multi-level dynasties that allow them a great deal of influence. The oldest Sorcerer-Prophet, Astragoth Ironhand, maintains a network that spreads from his place of power in Uzkulak, down to the port of Ruin's End.

Once a Daemonsmith believes they have the breadth of knowledge and skill required, which can take up to a century, they may petition the Conclave to be granted the position of Sorcerer-Prophet. To do so, they must undertake a number of tasks, which can vary in number and type but often include: proof that they command the Thrall Winds and can channel Hashut's Divine power. The induvial creation of a useful machine or device. The creation of a particularly fine example of weaponry. And so on, so on. Should they fail to impress the Conclave, a Daemonsmith must wait a decade before they try again. To improve their chances, they often bribe Conclave members - indeed, it could be said to be part of the challenge.

It is not uncommon for a additional title to be given to magic users, depending on they specialised or are best known for. However it would be wrong, and dangerous, to assume that discipline was all they were capable of. Deamonsmiths and especially Sorcerer-Prophets must be multitalented to survive.
  • Engineer - One who focuses on the production of machines, be they mundane factory systems to infernal Daemon-Engines
  • Warsmith - One who studies the cold mathematics of war, or who leads armies regularly
  • Armourer - One who crafts armour and weapons, forging unique and deadly personal implements of war
  • Architect - One who plans and oversees the construction of forts, factories, entire cities
  • Fleshcrafter - A rare title, given to one who warps life itself
  • Summoner - One who specialises in summoning and binding Daemons & elementals
  • Alchemist - One who blends magic and science to create potions and powders, and other wonders

Mutation

Viewed as gifts from Hashut, physical mutation is extremely common among the Dawi Zharr, even wider-spread than the Northmen. Almost everyone of them have tusks, small protrusions that set them apart from their Dawi Ankor cousins and add a fearsome cast to their appearance. Also common are horns of varying kinds, hoofed feet to some degree, and stone or metal like skin. While some are born as such, mutations can still occur across a lifetime, marking the bearer as favoured.

Bull Centaurs are of course the most famed of the Dawi Zharr's mutations. With the upper body of a dwarf, but the lower form of a bull, they are terrifying site on and off the battlefield. On birth, their parents instantly hand them over to the Priests of Hashut, as laid down in ancient law. They are trained as guardians, both of temple grounds and priests. It is common for the most zealous Sorcerer-Prophets to surround themselves with cadres of Bull Centaurs. As they grow older, Bull Centaur's skin becomes like living metal, and often require the attention of their master or their bound smiths to mend wounds, tightening an already unbreakable control.

Although the examples of such are rare, it has been known for practically faithful and violent warriors to undergo a change into Bull Centaurs, usually in the midst of battle. Such Ascended are held above their naturally-born peers, and are often given command of legions to persecute war in Hashut's name. If they do not die in battle however, they will likely die to assassination. Many of the great and powerful of Zhar-Naggrund don't wish for an Avatar of their God to return in glory, and potentially upset the balance they profit from.
 
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The Concalve & The Tower of Zharr
The Conclave rules the Children of Hashut and the Children of Hashut rule the Conclave. That is what they claim, at least. - Nameless Dawi Zharr dissenter. Later taken by agents of The Conclave for interrogation

The governing body of the Uzkul-Dhrazh-Zharr for most of their history, the Conclave rules from the Tower of Zharr - the second highest structure in Zharr-Naggrund, supplanted only by Hashut's great temple.

Although the seats of the Conclave are primarily taken by Sorcerer-Prophets, or even powerful Daemonsmiths, but some are taken by others. These include military leaders, and lords of industry. To actually claim a seat takes a great of power and influence. Once on the Conclave, most of the holder's time will be filled with foiling plots to remove or control them; both from other members of the Conclave and outsiders.

There is a rough hierarchy in the Conclave, with the twenty-eight seats split into three groups. Those that have the highest seats - metaphorically and literally, the Conclave chamber is tiered - are the most powerful, highest in Hashut's favour. They enforce their will on those below, but by design each member of the Conclave, no matter their level, has the same voting power. Threats or promises must be used to insure supposed subordinates vote how their master wishes, and not to follow their own designs.

Seats

Upper Seven
True lords of the Dawi Zharr, these seven are the most powerful of their race. They have held their seats for centuries, stubbornly clinging on through political machinations and outright force. Their control is absolute, kept in check only by others of the same.
  • Master of the Conclave - Potentially the most powerful seat, long has it been held by Ghorth The Cruel. Able to deny or push ruling decrees at a whim, it takes the other six highest seats to block or mitigate his machinations. Still, Ghorth has much influence.
  • High Commissioner - Manages the flow and uses of slaves across the entirey of the Dawi Zharr's domain, ensuring numbers and suppression stays high, and rebellions fail before the begin.
  • Procurator - Oversees the building and expansion of the Dawi Zharr's holdings. By cutting corners and accepting bribes, they are often the richest of the Conclave
  • Infernatus - Lord of the Ironswon, to whom all their number are sworn. As the Infernal Guard spread, the power of their ultimate commander increased, until they gained one of the highest seats of the Conclave. Currently held by Drazhoath the Ashen.
  • First Marshal - Commander of all the armies of the Dawi Zharr, from the lowliest Hobgoblin scout to mighty Daemon-Engines.
  • Black Artificer - Regulates, tracks and commands the construction of Deamon-Engines and weapons. Held by Karazar The Mean, oldest female in Conclave.
  • High Priest - The direct conduit between Hashut and his children. Long held by Astragoth Ironhand.
Middle Nine
Middling their power, middling in their importance. Such seats are often held for a century or less, but while sat upon the Conclave their holders can still drastically shape the future of their race.
  • Trafficker - Controls all trade and "recruitment" of slaves.
  • Expounder General - The representative of private business, and elected from their number. Often the position goes one best manipulated by richer dawi.
  • Grand Architect - Designs new cities and fortress, and oversees their construction. Currently held by Orivrila Graniteshaper
  • Lord Warlock - All Sorcerer-Prophets and Deamonsmiths that march for war answer to the Lord Warlock, especially if they fail in some notable manner.
  • Director Of HAMMER - Leads the High Authority for the Monitoring of Miscreants and the Elimination of Rebels. Currently held by Furyborn.
  • Conscriptor - A military office, insures each Son of Hashut spend their mandated century in the military. Is well known to accept bribes from those that wish to lessen, or even avoid, their service.
  • Daemogogue - Binds the strongest of Daemons for the Conclave's use. Also keeps the records of daemons bound by industry.
  • Grand Reaper - Ensures the official sacrifices to Hashut continue. Often does so personally.
  • Hierophant - Ensures the the Word of Hashut is spread to the populace
Lower Twelve
The rulers of cities and heads of industry, yet their power is limited, even in this place. The holders and even composition of these seats can shuffle ever decade, as groups rise and fall in importance.
  • Consul - Manages diplomatic efforts, both with other polities and between city-states. Currently held by Arghung The Placid
  • Preceptor - Controls all teaching curriculums
  • Excise Collector - The single most hated yet feared Dawi Zharr by members of their own race; the tax-man.
  • Machinator - Insures all factories and manufactories are up to code
  • Quartermaster - Organises the flow of supplies for the armies.
  • Black Smith - Oversees the production of arms and armaments
  • Brimstone Director - Oversees the Dawi Zharr's monetary system, as well as the Brimstone Bank.
  • Legate of Zharr - Commander of the legions and garrisons of Zharr-Naggrund. Currently held by Zhatan The Black.
  • Thaumaturge - Studies and regulates the practical applications of magic
  • Cardinal Daemonsmith - Is responsible for maintaining the practice of Daemon-Binding, and punishing those whose' creations break free
  • Black Alchemist - Leads the study of Accursed Alchemy.
  • High Deacon- Commands the Lay Priesthood of Hashut. Currently held by Fen'Lon The Redeemer.
Even as the holders of the seats change, on rare occasions the composition of offices change, as the Dawi Zharr understand the need to adapt and cast off what lacks use. One such seat is that of the Procreation Commissioner, a position introduced during times of under-population to enforce growth. The last holder of the title proved so hated that a fellow councillor, upon the Commissioner's attempt to introduce a particularly extreme legislation, threw them bodily from their chair then had her Harridan bodyguards hold him in place while she beat him to death bare-handed. Remarkably, Karazar The Mean received only a light condemnation over the incident, for having her bodyguards enter the Conclave chamber.

Factions

While each member of the Conclave works towards their own ends just as often as their race's, there are many that are of the same mind when it comes to issues - or at least close enough to loosely support advantageous resolutions. Some of these factions are as old as the Conclave itself, new members taking over from the old, while newer blocs rise and fall.

The Traditionalists, also known as The Loyal Sons, wish to keep the status quo and innovate slowly. Over long lives they have acquired much power, and wish to keep it safe. They are also the most devout followers of Hashut, being lead by his High Priest.

The Reformists believe the Dawi Zharr have stagnated, allowed themselves to fall into a rut. They wish to reshape their race's future to fit their own ideals - one where they are a world power, with advanced forms of technology and

The Brass-Born are warmongers, generals and lords of weapon manufactories. They believe for the Dawi Zharr to prosper - and their own stations to improve, of course - they must wage war on all their enemies. Not just the Karak Ankor, although they are where the hammer shall fall first, but anyone - the greenskins that raid their outposts, the skaven that skulk in their tunnels. Even tentative allies shall become targets, like the Druchii and Cathayns. All to feed the greed of The Bull.

Laws

A collection of rules and ordinances passed by the Conclave
  • Dawi Zharr Shall Not Kill Dawi Zharr - The actual law has a number of clauses, such as provisons for duels and accidental deaths, that can and have been exploited.
  • All Magically Gifted Dawi Shall Be Given Up As Apprentices
  • All Bull Centaurs Shall Be Given Up to The Church Of Hashut
  • Hashut Is Your God, Praise No Other
  • Slaves Shall Not Hold Property - What a slave "owns", they are just holding onto on behalf of their masters.
 
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Magics of The Dawi Zharr

Sorcery

FromFtheRburningObloodMofHtheIBull,ScomesBFire.LFromAHisCbrassKskin,BcomesRMetal.EFromAhisTgrindingHhooves,ScomesHDeath.ATheseDareOtheWgifts of Hashut. - ancient Dawi Zharr magic chant

By the blessings of Hashut and the touch of Chaos, the Dawi Zharr are able to produce magic users, although not in great numbers. They can wielded three winds with most ease - Fire, Metal, & Death - but view them as Thrall Winds, subservient to what they produce when mixed; the Divine Wind of Hashut. Sorcerer-Prophets generally have preferred wind to use, such as in combat or everyday life, but they are quite capable of using all four lores.

While the Dawi-Zharr use spells that bear some resemblance to those employed by the Wizards of the Empire and the Mages of Ulthuan, they are often the result of convergent study; there are only a few ways to throw a fireball, of course. However Sorcerer-Prophets have been known to capture magic users and torture them for their secrets, which they may sometimes apply themselves.

Although the Dawi Zharr do not gain Arcane Marks as the Wizards of The Empire do, they are still affected by the kind of magic they prefer to use. Their character shifts to better suit their wind, and while some seek to prevent or undo these changes, other embrace them as growing closer to power.

Divine Lore of Hashut
To the Elves it would be called Black Magic, but to the Dawi Zharr it is the divine power of Hashut. By weaving together multiple Winds, the Sorcerer-Prophets produce something horrific. It is subjugation and oppression, choking ash and binding metal. The Sorcerer-Prophets that use it most become cruel and sadistic, even beyond the norm. They enjoy torturing slaves simply because they can, and rarely tolerate dissent or even induvial thought from their subordinates.
A
  • Ash Cloud - The sorcerer summons up a cloud of hot volcanic ash which appears under any unit.
  • Ash Storm - Choking, scolding, blinding, superheated ash streams across the battlefield whenever this nasty little spell is cast by a Chaos Dwarf Sorcerer, scalding and blinding anything unfortunate enough to be caught in its path.
B
  • Breath of Hatred - The sorcerer's malice infects his chosen allies like an insidious malady, spurring them on to ever-greater depths of cruelty and savagery.
  • Burning Wrath - The Daemonsmith calls forth the fires of the deep earth to send a torrent of white hot molten lava to immolate the foe.
C
  • Curse of Hashut - Channelling the malediction that inflicts his own twisted body, slowly transforming it into stone, the Chaos Dwarf Sorcerer turns the dark curse of Hashut on others, causing their bones to petrify and their flesh to grow brittle and crumble to dust.
D
  • Dark Subjugation - The Father of Darkness is the god of fire, greed and tyranny, whose malignant force utterly crushes the will of his adepts' enemies, eroding their will to fight and their ability to defend themselves from the assaults of Hashut's Dawi-Zharr worshippers.
  • Doomroar - The sorcerer's eyes blaze with power and their head slowly begins to transform, taking on the aspect of the mighty Bull-God Hashut. Massive, twisted horns spout from their temples and large, flared nostrils belch forth smoke and fire. The transformed sorcerer lifts their bull-head and bellows forth a deafening roar across the battlefield. Friends hearing it are filled with courage, while enemies suffer a feeling of doom and dread.
E
  • Eruption - The sorcerer chants words of power and smashes their staff on the ground. There is a low rumbling, then the ground erupts, spewing forth molten lava and clouds of hot ash.
F
  • Fist of Fire - The sorcerer's hands are enwrapped with glowing bands of magical fire that snake out and envelope hand-to-hand-combat opponents.
  • Flames of Azgorh - Fire leaps from the sorcerer's eyes and mouth as they call upon the most terrible incantations of fire and destruction, the ground cracking open and boiling magma exploding forth in a devastating eruption beneath the very feet of the Daemonsmith's foes at their word.
  • Flaming Hide - The sorcerer may cast this spell upon themself or a single, nearby person. The skin of the afflicted begins to glow red hot and flickers with sparks, limiting the effectiveness of wounding the afflicted.
H
  • Hell Hammer - The sorcerer manifests the power of Hashut as a thunderous ram of roiling energy in the shape of an immense, burning, black warhammer or a monstrous bull's head, which they can unleash across the battlefield with crushing force. Needless to say, anyone in its path is going to be flattened and reduced to ash.
L
  • Lava Storm - With a sweep of the sorcerer's arm the air fills with balls of molten lava.
K
  • Killing Fire - Practicioners of the Lore of Hashut are always able to unleash a nimbus of flame around themselves at will that can burn any nearby foes to ash.
M
  • Magma Pool - The sorcerer begins to melt into molten lava which flows away into the ground. The sorcerer reappears in another part of the battlefield, slowly seeping through the ground, then gradually re-forming and solidifying.
S
  • Shadows of Hashut - The air around the sorcerer grows cold and a shadowy form begins to coalesce next to them. It forms into a visage of Hashut, the mighty Chaos God of the Chaos Dwarfs. With a deafening roar, the shadow bull charges forward, smashing everything out of its path.
  • Sorcerer's Curse - The sorcerer motions towards an enemy and instils them with the curse that afflicts all Chaos Dwarf sorcerers. The victim slowly begins to turn to stone from the feet upwards.

Lore of Fire
Of all the Winds of Magic, the Dark Lands are most suffused with Aqshy.

B
  • Boiling Blood - Causes the target excruciating pain and hallucinations as their blood boils. Worse, those that die from this spell become a fountain of super-heated blood! Touch spell.
  • Bolt of Aqshy - An armour piercing magic missile capable of blasting through multiple enemies.
  • Breathe Fire - The caster breathes out a rolling burst of flame, akin to that of the dragons of legend.
  • Burn - Burns one target, wounding them.
  • Burning Barrage - The sorcerer hurls a volley of one to five small fireballs into the enemy.
  • The Burning Head - A cackling horned visage, wreathed in flame, appears before the sorcerer. With a final screech of glee, it bounds towards the enemy.
  • Burning Vengeance - Causes the target of this spell to have a burning desire for vengeance against another character. The caster must name both the target and the object of the vendetta during the casting of the spell. If successful, he becomes obsessed with getting revenge on the named character. He can't articulate why; all he knows is that his enemy is a betrayer and deserving only of death. The spell lasts for one year and one day, or until vengeance is taken. Each month the target may attempt to shake the spell, but these subsequent tests are difficult. Burning vengeance, once ignited, is hard to extinguish.
C
  • Cascading Fire-Cloak - A shield of flame appears around the sorcerer, scorching nearby foes.
  • Cauterize - The pyromancer can lay their hands on an open wound and sear it shut. While this does not restore their health, it does count as medical attention and can thus save the critically injured from certain death. This spell can be used for similar tasks, such as branding. The wizard's hands must be bare to cast this spell successfully.
  • Choleric - A nearby target becomes irate towards another target the pyromancer designates. If the target fails to resist, it attacks the secondary target.
  • Cinder Blast - A magical projectile is launched by the sorcerer, which explodes when it hits something. It typically is able to cause damage to several enemies, if they're close together.
  • Conflagration of Doom - Arguably the most destructive spell in the fire sorcerer's arsenal, when called down, a fiery inferno engulfs a large swath of the targeted area, the spell lasting until nothing inside it is left alive. The waves of Aqshy can be felt by anyone with magical ability in a wide area.
  • Consuming Wrath - The pyromancer causes a target to become overwhelmed with hate. Should they fail to resist, they become more effective in combat scenarios. However, they suffer gradual injury from the consuming fires of rage burning within him, further they attack the nearest creature, regardless of being ally or enemy. Touch spell.
  • Crimson Bands - Snaking crimson magic entwines any one target within range of the spellcaster.
  • Crown of Fire - This spell creates a majestic crown of shimmering flame above the caster's head. During the spell's duration, the pyromancer becomes more effective at commanding and intimidating. Furthermore, enemies that fail to resist its magic cannot willingly attack him in melee combat. The flaming diadem provides the illumination equivalent of a torch and can be used to ignite flammable materials, though this requires such undignified movements that few Bright Wizards use it for such a purpose. Note that it is impossible to damage yourself using this spell.
  • Curtain of Flame - The pyromancer creates a temporary curtain of flame whose contour he can shape at will. Although it always hangs downward like a curtain affected by gravity, the figurative rod that supports it can be bent at any angle, follow any curve, or be at any height the sorcerer chooses. The curtain itself and the smoke rising from it obstructs vision and missile attacks. The curtain billows in wind as a curtain of heavy cloth would, which can cause it to blow into nearby creatures or set nearby combustibles on fire.
E
  • Embodiment of Aqshy - The wizard clasps a flame-wreathed key, and transforms himself into an avatar of the Lore of Fire.
F
  • Flame Beam - A beam-like offensive spell that stuns the targets while causing continuous damage.
  • Fiery Blast - Between one and ten fiery projectiles are made to fly at one or more targets within a large area.
  • Fire Ball - The sorcerer conjures a roiling ball of magic flame and hurls it at a nearby foe. Similar to Fiery Blast, save quicker to cast and limited in number only by the pyromancer's own arcane prowess.
  • Fireball Barrage - A storm of blazing missiles erupts from the sorcerer's outstretched hands, unerringly seeking his chosen enemy.
  • Firewall - The caster builds a fulminating wall of pure Aqshy. Any who attempt to cross the wall will pay for it in the form of burn damage.
  • Fires of U'Zhul - A reflexive bolt of fire that is shorter range than a Fire ball, but quite potent.
  • Flame Storm - A column of roiling flame bursts from the battlefield, the roar of its creation almost drowning out the screams of its victims.
  • Flaming Hearts - An unnatural resonance augments the sorcerer's voice, terrifying tired and frightened allies to feats of discipline and courage.
  • Flaming Sword of Ruin - A fiery sword materializes in the caster's grasp. Being magical in nature, it also imparts greater prowess in battle.
  • Flaming Swords of Rhuin - The sorcerer ensorces his allies' weapons, making them burn with a savagely hungry flame.
  • Flashcook - The caster either instantaneously cooks one serving of food to their liking or causes one quart or less of water (or a similar liquid) to immediately come to a furious boil. Can also be used to boil blood still inside the body. This is a touch spell.
  • Fulminating Flame Cage - Searing rods of magical flame shoot from the sorcerer's outstretched hands, trammelling his chosen foe in a fiery prison.
G
  • Great Fires of U'Zhul - A large fireball is lobbed in an arc toward the enemy. It erupts into flame upon impact and is capable of damaging multiple enemies.
H
  • Hearts of Fire - The pyromancer unlock the fires of courage in the hearts of their allies, enabling them to resist panic and supernatural terror, provided they remain in the immediate area of said-caster.

I
  • Inextinguishable Flame - Renders any single fire, up to the size of a campfire, inextinguishable by wind or water, whether magical or natural. This effect can last between a day and a year depending on the caster's level of skill. In addition to being inextinguishable, the fire consumes no fuel while the spell persists. If the spell's fuel is scattered, the flame continues burning on the smaller pieces; an inextinguishable campfire kicked apart, for example, continues to burn as component logs. After the spell expires, the fire continues
  • burning naturally until its fuel is consumed or some force puts it out.
  • Inferno - An explosion of heat emanates from the sorcerer, dealing flaming damage to anyone adjacent to him.
M
  • Magma Rumbling - The sorcerer sets a fire in the very rock itself, causing the ground to splinter and the raging lifeblood of the world to gush forth and engulf his foes.
  • Magma Storm - sends a burning projectile at an enemy, which also sometimes hurting those around the target
  • Azgorh's Wrath - The wizard invokes this spell by thrusting his hand in the air. Flames burst out of the ground, beneath the feet of chosen foes.
P
  • Piercing Bolts of Burning - Focusing all his mystical might, the sorcerer strikes his foe with a flurry of incandescent missiles.
  • Purge - Fire erupts in a focused area, setting anything flammable alight, and also burning anything tainted by the corruption of Dhar, such as warpstone – but the spell must be maintained longer the larger the corrupted item is.
R
  • Raze - Fire bursts from the hands of the sorcerer, burning a particular target until there is nothing left but a pile of ash.
  • Rise From Ashes - This spell can be used to heal a mortally wounded comrade of the wizard. It makes their wounds no longer life-threatening, but does not heal them completely.
  • Ruin and Destruction - Causes a non-living object to instantaneously be destroyed as if by fire. The precise remains of the object after the spell is cast generally depend on its nature. A sheaf of papers would be reduced to ash. A sturdy wooden chair would be reduced to a collection of charred bits of wood. A sword would be charred black and its leather wrappings destroyed, but the blade itself would be largely intact. The overall rule is any object that would be essentially destroyed by a prolonged fire is essentially destroyed by Ruin and Destruction. After the spell is over, the object is left cold to the touch. This is a touch spell.
S
  • Sanguine Swords - The air around the sorcerer takes on a fiery glow as up to 6 red swords materialize, floating before him. At a gesture, the swords fly toward a victim and attack, and the target can be switched over time.
  • Scarlet Scimitar - Strands of scarlet power assume the form of a brightly glowing scimitar in the grasp of the wizard.
  • Sear - The sorcerer creates a cone of searing flame, burning all enemies within the area of effect.
  • Shield of Aqshy - Wraps the caster with currents of the Red Wind, which shields them against fire attacks. This works only against fire damage such as dragon breath, fire balls, etc. The sorcerer cannot cast this spell on others.
T
  • Taste of Fire - Imparts one batch of food or drink with a fiery potency. This makes food spicy and imparts the burning flavour and effect of alcoholic spirits to beverages of any kind. A "batch" of food consists of a plate of food served to you, a common serving container of one dish (a whole stewpot, for example), or a single container of some beverage up to and including a whole barrel of water or keg of ale. Beverages which were already alcoholic have their potency increased to that of spirits. The effect of spicy food on those unaccustomed to it—the caster is always considered accustomed—causes intestinal distress for several hours.
  • Towering Inferno - Binding the Wind of Aqshy into the very stone of the walls before him, the sorcerer gestures and the magical energy is unleashed as a torrent of raging flame.
W
  • Wall of Fire - A ring of fire is summoned around a target, protecting them from their enemies' attacks.
  • Wings of Fire - The wizard is enveloped by fiery wings and is carried into the air at incredible speed. The sorcerer can only go to places that can be seen from line of sight from the point of casting, and cannot fit into spaces too small to fit through normally.
  • Withering Heat - With a triumphant gesture, the sorcerer sets a curse of desiccation upon his foes' flesh

Lore of Metal

A
  • Armour of Lead - Causes the armour of a group of enemies to have the weight of lead, encumbering them severely.
B
  • Breach the Unknown - Allows the alchemist to unlock all secrets of the object, learning the material composition as well as any mundane special properties it might contain. For instance, using Breach the Unknown could identify the medicinal character of a toadstone. In addition to the normal effects of this spell, the caster may attempt channelling to discern a magical item's special properties. In the case of cursed, tainted, or otherwise spoiled items, the wizard uncovers these dangerous properties last.
  • Burnished Gauntlet - A burnished gold gauntlet materializes out of thin air and flies off to strike an enemy. It vanishes after making its attack.
C
  • The Crucible - The caster takes on a golden glow that gets fiercer and fiercer until he is impossible to look upon, at which point he seems to melt away to nothing. The caster can then reappear instantaneously somewhere else, appearing first as a glow of molten gold that then solidifies and cools a multiple of 100 yards away from the casting point. The spell only allows the caster to move somewhere within line of sight, and cannot be cast on anyone but the caster.
  • Crucible of Chamon - The caster enchants a mundane metal object. It melts to the floor and subsequently cools again.
  • Curse of Rust - Rusts and corrodes one metal object within close proximity of the caster making it pitted and useless.
D
  • Devil's Bargain - The caster chooses an ally. For the duration of the spell, their weaknesses become strengths, and their strengths become weaknesses.
E
  • Embodiment of Chamon - The sorcerer transmutes himself into a living statue of gold, with axes for hands and metal for flesh.
  • Enchanted Blades of Aiban - The sorcerer sends powerful magic coursing over his allies' weapons, making them infinitely stronger and sharper than before.
  • Enchant Item - This spell can temporarily enchant an item to give a small boon to any one of the user's characteristics. Function must follow form. The caster could enchant a sword to give prowess in combat, for example, or a circlet for a talent in socializing. The enchantment lasts for one hour and an item can only bear one at a time. The item counts as magical. This is a touch spell.
  • Enchant Weapon - The alchemist temporarily enchants a weapon to increase its potency. Heavy chains of Chamon encircle it, and it acts as a magical weapon as long as the spell is in effect.
F
  • Fault of Form - Subtly alters the composition and characteristics of any single nearby weapon. That weapon temporarily loses the effects of any beneficial qualities for at the most nearly two minutes. Baneful weapon qualities are made worse: experimental weapons jam, slow weapons become even slower, tiring weapons never have an impact, and unreliable weapons jam or explode.
  • Feather of Lead - The caster ensorcells one target's belongings, either making light objects heavy, or heavy objects light.
  • Final Transmutation - The sorcerer unleashes a hail of magical energy, transmuting the flesh of his foes to unliving golden statues.
  • Fool's Gold - Temporarily alters the quality of an inanimate object to make it appear more valuable than it is. Ember coins become Blazes, a rusted sword becomes a masterfully crafted broadsword, and a set of wooden teeth shine with a silver sheen. The object increases is value by ten times. This is a touch spell. This spell may also be used to alter functional weapons and armour into far less effective, although more appealing, gilded pieces. It is no illusion -- for the duration of the spell, the fundamental nature of the object in question is actually changed.
  • Forge of Chamon - The wizard increases the craftsmanship of a single metal object. They remove its flaws and add new qualities to it.
G
  • Golden Globe - Speaking the three sacred syllables of transformation, the sorcerer hurls a brilliant golden sphere towards the foe. Those it touches are transmuted into gleaming statues, adding a glorious lustre to their otherwise insignificant lives.
  • Golden Gun - The sorcerer drops a golden nugget to the floor, summoning the artifice of his race to transmute the enchanted ingot into a mighty weapon of war, such as a cannon or bolt thrower.
  • Golden Hounds - Blowing on a glimmering golden whistle, the sorcerer summons a massive pair of clockwork hounds, which bound after his chosen prey and drag it screaming to its doom.
  • The Gilded Cage - This spell must be cast on a particular point or individual. Golden bars erupt from the ground, forming a circular cage that terminates in a point above their head. The cage is 6 yards in diameter and 8 yards high; the bars are half an inch thick and 6 inches apart. The situation is not as bad as it may seem: While the cage exist, nothing can enter it, although of course weapons, missiles, small objects and spells will all pass through the bars. If the Gilded Cage is cast indoors, its top will burst through any ceiling lower than 8 yards high. The cage disappears at dawn the following day.
  • Gleaming Arrow - An arrow of pure golden power bursts from the caster's forehead, soaring high into the sky. The arrow seeks out a single target within 144 yards, dropping down and striking the victim as if from nowhere. The target must be in line of sight, and armour protects as normal. The arrow disappears once it has struck.
  • Glittering Robe - Shaping a sigil of power, the sorcerer conjures a gaudy (but effective) cloak of shimmering scale to protect his allies.
  • The Golden Touch - When a Gold wizard casts this spell, the next person he touches with his bare hands is turned to gold and rendered helpless. After some time the target will turn back to flesh and blood, with no ill-effects -- unless someone has pushed them into a deep lake in the meantime, for example. Any attempt to damage the statue will cancel the spell, but cause damage to the victim.
  • Guard of Steel - Summons shimmering orbs of steel that rotate around the wizard's body and protect them from incoming attacks for about a minute, then disappears.
I
  • Inscription - By passing their hand over any metallic surface, the caster causes an inscription to appear indelibly in the object. The inscription may be of any length that will reasonably fit on the object in question, though every dozen words past the first twelve increase the casting time. The inscription appears in the alchemist's own handwriting, so others who are familiar with their hand may be able to identify them as the originator of the inscription.
J
  • Iron Justice - The wizard turns the tables of battle, giving the protection of the best armoured enemy to the least armoured ally, and vice versa.
L
  • Law of Age - Causes a solid, inanimate object to become brittle, making it shatter easily. Its weight and feel is unchanged. Typically, this results in a reduced difficulty to break an object, such as kicking through a door or window, bursting bindings, breaking bars and so on. Law of Age lasts for a number minutes.
  • Law of Form - Transmutes a solid, inanimate object, making it harden like steel. It gains the weight and feel of solid metal, though its appearance remains unchanged. Typically, this results in an increased encumbrance for the object, increasing the difficulty to burst through doors or other barriers (including glass windows), strengthens rope bindings, prevents torches from igniting it, and so on. This is a touch spell.
  • Law of Gold - Enshrouds a nearby magic item of the caster in strands of Chamon, suppressing its abilities. The item loses all its magical functions for at least fifteen seconds.
  • Law of Logic - Uses the magic of logic to aid one task. The alchemist must cast this spell before the attempt is taken, and the spell can aid either them or a nearby ally. The boon must be used within five minutes of the spell's completion.
M
  • Meteoric Ironclad - Casting charms of silver and iron, the sorcerer creates suits of enchanted armour that no weapon can breach.
  • Mutable Metal - The sorcerer heats a single mundane metal item, allowing it to be bent and twisted. If the sorcerer is proficient in smithcraft, they may attempt to make a more complex new piece from it.
P
  • Plague of Rust - At the sorcerer's command, the armour of the enemy begins to rot, shedding away in clouds of tiny flakes.
Q
  • Quicksilver Swords - At the sorcerer's command, his allies' blades flow like water, seeping through gaps in armour and hide to pierce vulnerable flesh within.
R
  • Replication of Levorg - With this spell, a sorcerer can conjure literally anything out of thin air. A basic item can be anywhere up to 8 cubic yards in size, though it can be bigger with a higher expenditure of magic. Living things cannot be created, and complex items may be difficult to conjure. The item created will last roughly one to eight hours before disappearing abruptly with no warning -- the sorcerer has no idea when the item will vanish. All items conjured by this spell are magical facsimiles. It is impossible to create a magic item using it, or even an item to be used as a component in another enchantment. They also will not fool an expert.
  • Rigidity of Body and Mind - The sorcerer's body and mind take on properties of metal that make them strong, resistant, and immutable. They further find that they are resistant to changing their mind during the spell's duration. These effects last for a number of minutes.
S
  • Searing Doom - A scintillating spray of sizzling silver slivers skips from the wizard's outstretched fingers.
  • Secret Rune - Can be cast in two ways: to record a secret message or to view a secret message so recorded. The former is cast in the same way as inscription, but rather than being visible for all to see, the message is invisible to all, even upon close examination of the item. In order to see a message inscribed by secret rune, the spell is cast in the second way, rendering the message visible.
  • Short Change - With this spell, a sorcerer can conjure up a maximum of twelve gold coins out of thin air. It will be impossible to tell the magically created coins from the genuine article by mundane means. The coins produced will match the caster's wishes, as long as the caster has previously seen the coins in question -- it is not possible to create a foreign currency that the caster has never seen.
  • Silver Arrows of Arha - Creates a number of magical silver arrows and the caster can hurl them at one or more opponents. They disappear after impact.
  • Stoke the Forge - Causes an already-burning fire in any forge, fireplace, or other man-made housing where heat and flame are bent to dwarven purpose to burn as hotly as is naturally possible and without consuming additional fuel for at most an hour and a half.
T
  • Tale of Metal - The caster touches a metal object and looks into its past, seeing the circumstances of its forging and creation as if they were there.
  • Transmutation of Chamon - The sorcerer extracts the essence of Chamon from the armour of his enemies and the ground around him, briefly turning the flesh of his enemies into metal. For this short period the enemies' new metallic bodies are more difficult to damage, but they also suffer injury from suffocation. Although the spell normally lasts a short period of time, should a target die while transmuted, their body will remain permanently mummified in metal.
  • Transformation of Metal - Transforms one metal object into a different one. This does not change the type of metal, only its shape. The caster could, for example, transform a metal buckler into a flagon. This spell does not work on magical items. This is a touch spell.
  • Transmutation of Lead - As the sorcerer gestures at his foes, their weapons become much heavier and cumbersome -- twice the burden they were but moments before.
  • Transmutation of the Unstable Mind - Transmutes a sick mind into a healthy one, which is quite a dangerous task. This is a touch spell. The caster cannot cast the spell on themselves. This spell does not work on animals.
  • Trial & Error - Guides the efforts of all nearby allies, potentially improving the results of their labour.

Lore of Death

A
  • Acceptance Of Fate - Causes allies to temporarily put aside their fear of death, making them immune to both mundane and supernatural forms of fear and terror.
  • Amaranth - Enhances the target's physical endurance.
  • Animus Imprisoned - The sorcerer imprisons the soul of their victim, sealing it in a durable vessel of their choosing such as a bottle, vial, or pouch. While the soul is so imprisoned, the victim's body lives as a mental vegetable, carrying on the barest functions of life -- breathing, swallowing, excreting -- without initiative or awareness. Though technically living, this husk cannot shuffle around or even sit up on its own and must be fed by others or die of thirst or starvation. Damage, diseases, poisons, and other sources of harm affect it normally. It similarly heals over time and can be healed as usual by magic or normal medical practice. The caster can restore the imprisoned soul to its body at any time by opening the sealed vessel in the presence of its body. Any sorcerer who knows this spell, can do likewise. In either case, the restored individual likely goes insane from the experience. If the bottle is opened away from its body or is opened by one who does not know the proper rituals, the soul becomes lost in the world, wandering and damned to become a ghost. If the soul is lost, the body can be maintained in its state, but there is little point. This is a touch spell. Due to the disruption caused in the fabric of life and death by the nature of this conjuration, all magic users in a five mile radius are aware of this spell being cast, unless precautions are taken.
  • Ashes & Dust - A choking dust cloud erupts form the sorcerer's fingertips, suffocating all in its path.
  • Aspect Of The Dreadknight - An invisible aura of horror surrounds the sorcerer's allies. Only the bravest foes will now stand before them.
C
  • The Choking Foe - Purple energy oozes from the caster's eyes, ears, nose and mouth to form a suffocating mass that flows over the enemy.
  • Crystal Maze - The sorcerer reaches into the magical realms, drawing forth a portion of the great crystal labyrinth of legend to bind their foe. While affected, such a target cannot be harmed, nor can they move, cast spells, etc.
D
  • Death's Door - The caster's power over death is such that they can briefly delay the inevitable. Death's Door lasts a short time, but affects the sorcerer and all their allies within the area. Those affected, if slain during the spell's duration, remain alive to do one final act. As soon as the action is resolved, death beckons.
  • Death's Messenger - Infuses the sorcerer with the power of Shyish, emanating an aura of menace that strengthens their attempts at intimidation.
  • Death's Release - Conjures forth the Purple Winds of Magic to swirl about a target ethereal creature. Said-target is forced to confront its state unless it can resist the spell. Continual failure results in their release from the mortal world.
  • Deathsight - For one hour, the sorcerer can see spirits and souls that are normally invisible to the naked eye. When living beings die, the caster can see their souls leaving their bodies.
  • Doom & Darkness - Spirits of the departed assail the caster's foes, sapping their resolve.
  • Dying Words - The wizard calls back the spirit of someone who has died within the last day, and communicates with it.
E
  • Embodiment of Shyish - The sorcerer transforms himself into death incarnate.
F
  • The Fate of Bjuna - Bjuna was a mighty warrior, so the story goes, but famously never smiled -- leastways not until the trickster god cursed him to laugh until his sides ruptured and split. Tellers of this tale cannot agree whose fate was worse: Bjuna's, or the servants who had to clean up the mess.
  • Final Words - Allows the sorcerer to ask one question of the departing soul of a slain character within several yards range. This must be done within the first minute of the character's death or the soul will have already passed on to the warp. The soul is not compelled to answer truthfully (or at all, for that matter). Final words cannot be cast on creatures without souls, like Daemons and the Undead.
I
  • The Icy Grip of Death - Uses the icy tendrils of Shyish to bind enemies within a large area. Those affected are stunned, and remain so until they snap out of it.
  • Iyrtu's Embrace - This spell allows the sorcerer to attempt to crush a single hand-to-hand combat opponent. Power surges through the caster's arms, sheathing them with pulsating purple energy and giving the person the strength of many.
K
  • Knock of the Departed - The sorcerer asks and can receive an answer to one question thus asked of a specific deceased individual, as long as that question can be answered with a number of audible knocks other than zero ("How many robbers came into your house on the night you were beaten to death?"), or answered with a yes or no ("Would it please you for us to bring your body on our pilgrimage to Altdorf?"). In the case of yes/no questions, the spirit of the deceased knocks once for "yes," and twice for "no." No matter the question, the spirit is not compelled to answer at all, has no knowledge beyond that which they had in life, and can lie if they wish. The act of answering is neither inherently pleasant nor odious to the deceased, though it may well be emotionally painful because of the living who are present or due to the nature of the question. This spell must be cast in the presence of either the deceased's body or the presence of one of their living descendants.
L
  • Lesser Caress of Laniph - Amethyst energy grabs the target's heart and squeezes it. This looks to an observer (or to someone doing an autopsy) as if the victim has suffered a massive heart attack, and there is no way of detecting that magic was involved if no one sees the spell being cast. Armour, even magical, gives no protection.
  • Life's End - Forcibly expels the soul from a target within the immediate area, killing him immediately and horribly shrivelling his earthly remains to a husk unless their will is strong enough to resist, in which case the spell fails. Due to the disruption caused in the fabric of life and death by the nature of this conjuration, all magic users in a five mile radius are aware of this spell being cast, unless precautions are taken.
  • Limbwither - Deadens one limb -- arm or leg -- of a single target nearby. The caster may choose which exact limb of the target to affect, and it becomes utterly useless for several minutes. Normal use of the limb returns when the spell ends.
M
  • The Manacles of Caloe - A heavy manacle of purple energy forms round the waist of a single enemy or group within 48 yards. The spell's targets cannot move until the manacle is dispelled. They are not affected in any other way: they can still fight if engaged in combat, they may fire missile weapons, and mages may use magic. While the spell lasts, the caster cannot create a second Manacle of Caloe.
  • Mental Decay - The sorcerer curses one of his enemies with forgetfulness -- no trivial thing if the victim is another magic user.
P
  • Purple Pall of Shyish - The caster summons a purple funeral cloth woven from pure Shyish, for protection against attacks.
  • The Purple Sun of Xereus - A colossal orb of purple-edged darkness materialises upon the battlefield. Those who do not escape its touch are turned to inert and unfeeling crystal.
  • Purple Storm - Dark clouds form overhead and purple drops begin to fall. Those struck become weary and lethargic. Extended exposure causes rapid aging in people and items
R
  • Reaping Scythe - A scythe of Amethyst energy materializes in the sorcerer's grasp, a magical weapon both fast and powerful, sweeping it down to lop off heads and limbs as if they were ripe corn. The spell remains in effect for a number of moments unless the caster maintains focus on it.
S
  • Sanctify - The sorcerer draws a magical circle on the ground, into which no Undead can pass.
  • Scythe of Shyish - The sorcerer summons a magical scythe, which they may wield against their enemies.
  • Soul Harvest - Uttering fell words of power, the sorcerer suffuses the stone of a fortress with a sickly aura. Those that fall beneath this dread emanation lose more than just their lives, as their soul is absorbed into the stone as well.
  • Soul Vortex - The sorcerer hurls an orb of shimmering Shyish towards their enemies, which bursts into ghastly fire.
  • Soulblight - Harnessing the sickly power of Shyish, the sorcerer weakens his foes' will to survive the battle.
  • Spirit Leech - The sorcerer extends an ebon hand towards the chosen foe, leeching its spirit through tainted sorcery.
  • Steal Life - Thin, magical, misty strands suck the life essence of a foe and use it to heal the caster. The target suffers serious wounding unless able to resist the spell. Meanwhile, the caster is healed of as many wounds as they have inflicted unless there are none left to heal. Steal Life has no effect on Daemons or the Undead.
  • Swift Passing - With a touch of their fingers, the caster can dispatch a critically wounded character. Swift passing kills any already near to dying, including monsters and animals. Souls dispatched in this way are immune to spells such as Final Words but still remain at risk of necromantic resurrection.
T
  • Tide of Years - Causes one non-magical item to age and decay, with poorly made objects turning to dust. This is a touch spell.
  • Tomb Robber's Curse - The sorcerer casts this spell in the presence of a corpse or at a tomb or grave site. Anyone who desecrates the dead body or site any time over the following year feels the effects of the curse, becoming weaker in will, intellect, and social activity for at least a week. The culprit also risks insanity.
W
  • Ward Against Abomination - Upon casting this spell, and for as long as the sorcerer remains motionless thereafter, Undead creatures are incapable of coming within several yards of their person. Mummies, Vampires, Wights, Wraiths, and other powerful or strong-willed Undead may attempt to resist the spell, however.
  • The Wild Kin of Zandox - Purple shadows form and lurk at the caster's heels like two great guardian hounds. If looked at directly the shadows disappear, but from the corner of the eye they resemble a pair of slavering dogs with needle-sharp fangs and long slobbering tongues.
  • Wind of Death - This spell calls down a lethal wind of Shyish to affect a large area nearby. Those touched suffer serious injury, regardless of mundane protection or obstruction. Due to the disruption caused in the fabric of life and death by the nature of this conjuration, all magic users in a five mile radius are aware of this spell being cast, unless precautions are taken.
Y
  • Youth's Bane - Causes one character to age years in a matter of seconds, often withering and growing feeble. While it affects animals, Youth's Bane has no effect on Daemons or the Undead. Similarly, it has no effect on items and natural materials such as food, plants, leather, etc.

Lore of Shadows

The Thrall Wind of Shadow shall be turned upon itself, made a forgotten thing. It's spells and mysteries shall be burned from our records, and those that practice it will be conditioned to lose all memory. We cannot cast it away entirely, for it is a gift of our Father, but we shall not allow it to control us. - Proclamation of the Shadow Edict

Other Lores
Apart from the Thrall Winds, Dawi Zharr sorcerers find it hard to command other Winds of Magic. It seems it is beyond Hashut's power to grant the ability to touch winds that are not resonate with himself. However the Sorcerer-Prophets are wily and ingenious beings, and they have found a number of work arounds, although much is still impossible to grasp. Magic derived from other gods, such as the Lore of Ice used by the Frost Witches of Kislev, is completely impossible.

Azyr, the Wind of fate and the heavens, is beyond the reach of the Dawi Zharr.

Ghur, the Wind of beasts and the wild, is considered below the Dawi Zharr. They are not simple creatures - they are high-minded, civilised and intelligent. However they are capable of trapping it into magical items.

Hysh, the wind of light and purity, is paradoxically alluring and painful for the Dawi Zharr. As creatures of Chaos it burns their very souls, and damages their works. But Hysh is also the wind of illumination, of intellect, and knowledge is always desired. Thus, Sorcerer-Prophets risk body, mind and soul to study Hysh.

Ghyran, the wind of life and growth, can actually be channelled by a scant few Dawi Zharr; those that delve deep into fleshcrafting. Understanding the secrets of physical life aids in understanding the mystical. However, it is known to have... certain side effects, that the average Sorcerer-Prophet might find regrettable.

While the Lore of Hashut can, from a certain point of view, be seen as a type of Dark Magic, Dawi Zharr can find them hard to grasp. True Dark Magic as practiced by the Dark Elves is too complicated and multifacted for the dwarven mind to grasp - something the Druchi enjoy lording over their sometimes "allies".

Necromancy has long been a contentious topic among Sorcerer-Prophets. Over the centuries they have acquired a great deal of lore, both in the form of stolen (or traded) tomes and artefacts, and captured necromantic creatures. Their empire's land had bordered both the holdings of Nagash, The First Necromancer, and Neferata, Queen of the Silver Pinnacle, although they have only ever had (limited) dealings with the latter. The Dawi Zhar have a natural desire for power, and many reasons to stave off death's final embrace - yet they they rejected, and indeed have outlawed the active use of Necromancy.

The first issue is that of souls. All Dawi Zharr souls belong to Hashut, and to deny the Bull God his due is foolish indeed. The souls of all their slaves also belong to their god. Necromancy steals souls, or hides them away, preventing them from being claimed.

Second; the Dawi Zharr have respect for their dead. Unless they are partially hated, the deceased are ritually burned to ashes in a Temple of Hashut, with their ashes spread over as wide an area as possible. This is often impossible for Sorcerer-Prophets, but their petrified bodies are even more revered, placed atop columns on Zhar Naggrund's Grand Procession.

And finally, but the most prominent to Sorcerer-Prophets; use of Necromancy dramatically speeds up the progression of the Curse of Stone, as seen and remembered in the example of Nurdrurim Frostbringer, who turned to stone over a matter of days while studying a Book of Nagash. Something about Necromancy affects the dwarven soul more-so than other kinds of magic, even Dark Magics. Weather is it is because of Necromancy's theme of "preservation" that rapidly induces ossification, or Hashut simply dislikes his children using, it is unclear.

Dawi Zharr Runecraft

The first dwarves to fall under Hashut's sway had been the Runepriests and lords of the eastern dwarfs, for they desperately searched for the knowledge and power to protect their people. They were also the group most depleted in the Time of Sacrifice that followed; filled with the Bull God's greed, they feuded amongst themselves, unleashing their new magics to devastating effect. Those that survived were the mightiest, those that best avoided attention, or those that swore binding oaths of loyalty. Nevertheless, the damage had been done, and many secrets of Runecraft went to the the grave with their holders.

Over the long centuries the Sorcerer-Prophets have tried to rebuild their knowledge of the craft. They have studied even piece of surviving or stolen Runecraft, and have strived to capture loyal Runepriests to extract their secrets. In attempts to fill in the gaps, the Prophets have applied sought the wisdom of Hashut, and bound daemons to answer questions about infernal forging. They have also, reluctantly, traded with groups such as the Norscan shamans and Skaven Warplock engineers. The modern "Runecraft" of the Dawi Zharr is barely recognisable to a student of Thungni, an abomination integrating the Dark Language and fuelled with the blood of sacrifice. Should they understand it's origin, the Runepriests would be so enraged to attempt the destroy the heresy upon the spot.

  • Rune of The Bull - Like the Rune of Stone was first taught to apprentice Runesmiths by their masters, the Rune of The Bull is introduced first by Sorcerer-Prophets to their Deamonsmith students. The Rune enhances Dawi Zhar strength, endurance and speed, allowing them to charge with devastating result, even if it pales in comparison to dedicated Rune of The Charging Bull.
  • Rune of The Charging Bull - This rune gives the ability to the Dawi Zhar to give a devastating charge that tramples any enemy of Hashut! This rune can be inscribed on weapons and armour, banners, or war machines and Daemon-Engines.
  • Rune of Hashut's Might - Using a vialful of Hashut's Blood in it's creation, this Rune was created by the ex-Runesmith Agzak The Renegade. It causes it's weaerer to feel as if the Bull God's own blood flows through their veins, giving them great vigor and enhanced strength. As they move they seem to leave a trail of ash.
  • Rune of Servitude - An old Rune, with a number of variations. When worn by (or sometimes branded onto) a creature, it dulls their wits and senses, making them more pliant to the lash. However those of strong will, such as Black Orcs, have been known to break through the conditioning, causing the item inscribed with the Rune to break
  • Rune of Dark Subjugation - First struck by Agzak The Renegade, this slavery Rune is worked into chains used to constrain particularly troublesome slaves, or those who could cause issues if they were to break free. It makes them feel as though Hashut himself is glaring down upon them; at all times, no matter what they are doing, the Father Of Darkness' gaze shall be piercing their very soul.
  • Rune of Magma Blades - Weapon blades turn as hot as the earth's blood, cleaving through flesh and metal with ease. Popular among officers of the Infernal Guard.
  • Rune of Infernal Projectiles - Causes ammunition fired from weapons to be searing hot, piercing targets with ease. Cannot be applied to esoteric weaponry.
  • Rune of Magma Projectile - a combination of two runes. Causes ammunition fired from weapons to liquify from heat before striking the target, sending molten material flying. Often used against infantry blocks or fortifications.
  • Rune of Fiery Change - Made by Ungar Ironbound, this Rune requires the warpflame of Tzeentch to create. Although the weapon it is inscribed upon is not affected, when it strikes a target it undergoes rapid and random change.
  • Rune of Magma Armour - Armour with this rune heats up and begins to crack apart, molten stone showing underneath. The heat given off is enough to melt enemy armor, or set wood alight. A curious side effect occurs when a wearer casts spells - they slowly develop veiny scars, the armor cracks.
  • Rune of Daemonic Sealing - An ancient and complex rune, one used to bind deamons to items or machines. Not foolproof, so it is often stacked or supported in other ways
  • Rune of Ruinous Lightning - Created by Agzak The Renegade, in an attempt to match or surpass the work of his rivals. Designed using stolen knowledge of the skaven's Lore of Ruin. Instead of natural lightning, it produces bolts of sickly green that arc wildly.
  • Rune of Dark Breaking - Created and simplified by Agzak the Renegade, based on the Master Rune of Breaking. This variant affects Runes, weakening them and sometimes outright destroying them. However, it is expensive to inscribe.
  • Rune of Khorne's Fury - Derived from the Rune of Fury, imbues rage akin comparable to the fury of Khorne's warriors. Activated and grows in strength when blood is split upon it - therefore next to useless when fighting undead.
  • Rune of Hashut's Speed - Derived from Rune of Speed. Makes the user feel like the world is moving slower, giving them faster reaction times and better awareness. As they move they seem to leave a trail of ash.
  • Master Rune of Dark Steel - Works on the same principles as the original Master Rune of Steel, causing metal to bind together for greater strength and preventing rust. In addition, the armor becomes a conduit for the magics of the Dawi Zharr.
  • Rune of Living Metal - From the book of his ancestors' Runelore, Agzak discovered the Rune of Living Stone, which can give stone structures and itmes the ability to absorb material to heal itself. By warping the Rune, Agzak created a new dark Rune that causes armour bearing it to fuse with it's wearer's body. When the armour is damaged, the wearer has to consume metal and ore to heal themselves.

Daemonology

The Dawi Zharr have become masters of daemon summoning and binding, using techniques taught to them by Hashut itself, it is claimed. They are able to bind Daemons of all four great gods, minor ones and even unaffiliated spirits. Such techniques are used to create items used across Dwai Zhar society, from warfare to transportation, from weapons to personal items like clocks.

Curse of Stone

The Dawi were never made to channel the Winds of Magic or the greater powers of the Warp, and despite all the gifts he foists on his children, this is still true of the Dwai Zharr. Extended use or unfiltered exposure begins to turn flesh to stone; while the process is slow, it is inevitable. The Sorcerer-Prophets, especially the oldest where the Curse has progressed most, spend a great deal of their time and resources attempting to cure, or even slow and mitigate it.
 
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What I'm Looking For
Since this is meant to be collaborative, I'm open to anyone's ideas they want to include. I'll accept anything fun or logical, although I might have to edit it to make it fit. What I'm looking for in particular is:
  • Spell/Rune Ideas - there are probably going to be a lot of these. I'd also accept reflavoured spells.
  • Deamon-Engines - The Dawi Zharr are famous for these buggers, and I'm happy to see what monstrosities people come up with.
  • General Machines - They also have a bunch of mundane but weird warmachines well, be happy to see some
  • Characters - Any thing from a name to full lore. At the moment there are gaps on the Conclave roster, if anyone's interested, but they'd have to fit the seat in some way.
  • Regiments of Renown & Mercenaries - because they're fun and quite common in Warhammer Fantasy Quests
  • Timeline Events - Just to fill things out more
  • Artefacts & Relics - Stuff you could equip a character with
 
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War Machines & Deamon-Engines
The Dawi Zharr are famous and infamous both for their war machines, matched only by the Skaven in their number, variety and level of destruction. Unlike the Skaven Warplock engineers, Daemonsmith Sorcerers ensure their creations do not regularly fall apart; not only do they hold themselves to higher standards, many war machines include bound daemons, and if those break free their first target will likely be the one that imprisoned them.

War Machines

  • Magma Cannon - The Magma Cannon is a fiendish weapon first conceived of for use against the ravening Trolls and other monsters that thrive in the Dark Lands, for it is something of a cross between a field artillery piece and a furnace. It is designed to spew molten metal and fire upon its victim, horrifically burning them to death. Commonly modified by their user, some use pressurised steam-boilers to jet gouts of burning sulphur, caustic tar or pyretic acids, while others incorporate sorcerously-bound volcanic glass shells, in which molten lava drawn from the deep earth slumbers until its shell is shattered.
  • Dreadquake Mortars - the largest and most effective of all the mighty siege weapons deployed by the Chaos Dwarfs, capable of rending the earth and smashing through layered stone fortifications as if they were kindling. The Dreadquake's deadly projectiles are fired by steam pressure generated by a boiler and contained within a pressure vessel – conventional gunpowder being far too dangerous given the volatility of the Dreadquake's unique and powerful shells. As a consequence it takes quite a while for the machine to generate enough steam to fire a single shot – limiting its potential in battle. It is common for one or even two to be pulled by Iron Daemons.
  • Earthshaker Cannon - A massive cannon that fires a heavy shell filled with high explosive which first burrows deep into the ground before exploding and creating deadly shockwaves. Nearby enemies not killed by the initial explosion are flung, stunned, to the ground.
  • Whirlwind & Tenderiser - A two wheeled cart with a large number of spikes and scythes with rotating blades on the front driven by a cog system linked to the axle. The Tenderiser is a variant using three vast hammers rather than blades. They need to be pushed by some beast of burden, or in a pinch some strong slaves.
  • Swivel Gun - A portable breech-loading light cannon, normally is used to fire a brutal blasts of shrapnel, its mechanism meaning that a second charge can be loaded even as the first one is being aimed and fired. The breech block can be loaded with anything likley to be lethal to the enemy including iron scrap, lead, pebbles, chains, stones and coins. Most often found on fortress walls or Dawi Zharr ships, but can be carried into battle by weapon teams.
  • Fiendish Thrower - Made in mirror of the Grudge Thrower of their slave-bounded cousins, they created something more... fiendish, by trapping several violent daemons into round cages inscribed with runes making sure it is 'stable' enough, that when broken when they hit, it will let out violent daemons who will attack the closest living thing or object. By design they will dissipate shortly, so the Dawi Zhar don't have to deal with loose daemons.

Daemon-Engines

  • Iron Daemon- One of the latest Daemon Engines designed - barely two centuries old - the Iron Deamon is a mighty, smoke-belching powerhouse that fires blasts of shrapnel against enemy forces or crushes fortifications while towing heavily-armed steam carriages. The boilers that power these machines are cunningly designed so that they can also be used to work pressure-fed weapons such as cannonades and wall-breakers.
    • Skullcracker - A common refit of the Iron Daemon, the Skullcracker has been modified to crush fortifications and walls. Mounted on the front and linked directly to the main boiler, the grinding arcane-mechanical conglomeration of iron hammers, hacking blades and brutal picks pulverise and shred anything in front of the machine.
  • Hellcannon - a massive construct of metal that growls and shakes with daemonic sentience. In battle, these arcane engines heave crackling blasts of raw energy that soar through the air into their targets, liquefying anything they touch and sending the survivors insane with fear. Such is the Hellcannon's bloodlust that it must be chained to the ground to stop it rampaging towards enemy lines. Even these precautions often prove inadequate, as there is little that can stay a Hellcannon's lust for destruction. For ammunition, the Dawi Zharr shovel the bodies of their enemies into the Hellcannon's dire-furnace. Flesh runs like wax as the Daemon-machine's hearth feasts on body and bone. Soon, only the souls of its victims are left, harnessed in the Hellcannon's gullet as crackling bolts of energy that are fired towards the enemy in powerful spasms of malice.
  • Deathshrieker Rocket Launcher - one of the most diabolic and destructive weapons ever created, for bound within its munitions are howling, malevolent fire-spirits harvested from the cinders of Hashut's sacrificial altars, and it is the hellish shrieking of these spirits when loosed that gives the weapon its name. The packed, multiple warheads of the Deathshrieker detonate in the air above the battlefield in a storm of fire – fire which has its own terrible hunger for life. Screaming, fanged tendrils of flame plunge downwards, actively seeking out victims. The tormented spirits are far from discerning as to whose flesh they burn, and the Chaos Dwarfs must be cautious in its use, lest their own suffer from such a wrathful weapon.
  • Firebringers - Similar to an Ankorite Gryobomber, these rotorcraft are powered by a daemon bound within. Thanks to this, the machine can out perform it's rivals in speed and flight-distance while carrying heavier armour. Swooping above the battlefield like a burning comet, Firebringers can unleash steams of sorcerous fire or volleys of small Deathshrieker rockets. Firebringers are volatile machines, and prone to ignoring the commands of their pilots. They require near-constant maintenance and reapplication of it's bindings, least the trapped daemon breaks free.
  • Steam Constructs - Creations of the Sorcerer-Prophet Firfith Bronzebeard, these bronze machines are powered primarily through steam. Although Firfith has created a sizable number, especially of Spider Engineers and Steam Guards, they have thus far remained either within his personal tower or as part of his retinue.
    • Spider Engineers - About the size of a dog, these arachnid-shaped machines are primarily used to perform repairs on Firfith's tower and machines. At their disposal are a number of small tools, which can equally be used to attack intruders. The Sorcerer-Prophet has used daemons to link these machines together, forming a single "Hive" Mind - they share information between themselves, and also with a primary control hub, from where Deamonsmiths maintain and watch over the system
    • Steam Guards - These machines replaced Firfith's guards after they failed to stop a Skaven assassin from wounding him. They are c capable of switching between two forms. The first is a fast moving sphere, that traverses the Sorcerer Prophet's tower is specially made ducts, allowing them to reach intruders quickly. The sphere unfolds to reveal the main body of the Guard - a spindly humanoid about the size of a human. They are armed with a short blade arm, and a steam powered crossbow.
    • Steam Centurions - the largest of Firfith's constructs, about the size of a troll and with strength to match. Few in number, each are bound to him and rarely leave his side. They are the Sorcerer-Prophet's greatest success so far, for he claims they are sentient - able to speak intelligently and learn. The source of this ability is the sizable chunk of warpstone at the heart of each Centurion. However Firfith's rivals, among them Khazak The Fireforged, claim that this intelligence is some trick, some act on Firfith's part - or that his machines are simply possessed by deamons. The Sorcerer-Prophet rejects theses claims, and ensures the Centruions receive maintenance regularly, both of their internal systems and the daemonic bindings.

K'daai Constructs

Impossible fusions of daemonic energy and fiery elementals, K'daai are bound within bodies of brass and iron. Only the greatest Sorcerer-Prophets can afford to create even one of these beings, for not only does it take a great deal of skill but resources too. To stand closer to a lesser one is like standing next to a roaring furnace, one that hates you with every fiber of it's immaterial being.
  • Fireborn - Shaped like hulking humanoids held aloft by lava, Fireborn are utilised as shock troopers, assaulting the enemies' line where are weakest and breaking through, causing havoc with their heavy maces.
  • Destroyer - Far larger than the K'daai Fireborn, K'daai Destroyers are massive constructs created in the form of mighty warriors or iron beasts, such as gargantuan monstrous bulls and other nightmarish creatures, awakened by mass blood sacrifice and let loose upon the enemy.
  • Fireforged - An evolved and more refined Fireborn, first created by Khazak The Fireforged. With a more enclosed body it is tougher, but the added weight causes it to move slower. Fireforged can launch streams of fire from their "mouths", as well as from their clawed hands.
  • Troll Hunter - A bipedal K'daai, with it's fiery essence contained within thick armour, making it tougher but slower. Designed by Khazak The Fireforged primarily for hunting Trolls, as well as other large monsters with regeneration, one of the Hunter's arms is replaced with a cannon capable of launching the K'daai's own burning body as a weapon, splashing acorss the target like molten magma. Of course, extensive use can cause fatigue, as the metal body becomes emptier.
  • Guardian - A bipedal K'daai in the shape of a Dawi Zharr warrior, with it's fiery essence contained within thick armour, making it tougher but slower. Made as a counter to the Steam Centurions designed by Khazak's rival, Firfith Bronzebeard, the Guardians are used by Khazak as his bodyguards and to guard his holdings. They can speak, but in truth only repeat phrases taught to them by their creator.
 
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Dawi Zharr & Related Characters

Conclave Members

Oldest female on the Conclave, Karazar's title came not from her bearing - although she is famously malevolent - but for her reluctance to part with gold, even by Dawu Zharr standards. As the Black Artificer, she regulates the creation of Deamon-Engines, insuring all Daemonsmiths follow the requirements to ensure nothing goes wrong. When something does, Karazar delights in punishing the creator publicly, often dragging them before the Conclave she can lambast them in person before handing down their sentence. Karazar is also the primary patron of the Harridan warrior-cult, preferring their respectful silence to the Infernal Guard.
Designer of many dread fortresses and cities, Orivrila has held the position of Grand Architect for longer than two centuries, which is quite a feat in of itself, and would rather be turned to stone than allow the position to pass to another. She sees her work as essential, if not more so, to the longevity of the Zhar Ankor than military matters, a stance that has made her a number of enemies. Orivrila's greatest achievement is the Zhar Ankor's train system, much of which was constructed or modernised under her direct order. Should she find someone is altering her designs, or Hashut forbid, cutting corners in construction, she will punish them to the furthest extents of the law (and beyond). One day Orivrila hopes to expand the rail network beyond the Dark Lands - even into the old Underway itself, claiming them for the Dawi Zharr.

She is known to often hire the services of Agzak The Renegade, valuing his knowledge of structural Rune and how they can enhance her designs.
The position of Consul was traditionally not one of the most influential and wanted on the Council. Talking to the lesser races was seen as demeaning, and while playing arbiter between the various internal factions could lead to a number of favours being gained, most of the the top Dawi Zharr prefer to solve their problems in private. When Arghung manage to reach the position, many predicted he would simply use as a sinecure, like all his predecessors.

But Arghung had other ideas. While feeling as much contempt for all other species as any Dawi Zharr, he considered it of lesser import than the advantages talking with them could bring his people, and himself specifically. More importantly, he could perfectly hide said contempt during conversations with lesser races. Traditional Zharrite diplomacy was done mainly with the Kurgan and Norscan tribes to the north, and was little more than barter with slaves and weapons. Some contacts were made with the Druchii via Uzkulak, but they were often capricious. And while true Warriors of Chaos would pay great amounts for siege-weapons, they were few and far between.

Arghung would change things. He was not the first Consul to made overtures towards the Ogres Kingdoms, but he was certainly the first to do so on such a scale. In exchange for crude, under quality canons (but still better than anything the brutes could craft themselves) to use as personal weapons for their warriors, several ogre tribes lent the support of their forces as mercenaries, for the Zharrite empire as a whole but also for Arghung personally. The small private army allowed him to gain much influence in the political games of the Dawi Zharr, influence that he used as a stepping stone for the real diplomatic coup of his career.

At the head of a small fleet, he visited several of the various kingdoms of Ind. After demonstrating the superiority of the Zharrite war making above that of the local primitives, he began talks. Arghung was open minded and observant enough that he quickly mastered the intricacies of the local customs. He gained the friendship of many local kings, and offered several agreements between some of them and himself. The Dawi Zharr would sell basic weapons and enchanted trinkets to the humans, with the humans giving slaves and exotic goods. And while the Dawi Zharr would never risk their superior lives to defend others, nothing prevented them from sending a few ogres and Hobgobblins to die in their places to defend their local puppets.

Arghung's initiative was met at first with fierce protests from the Traditionalists, but by allying with the Reformists he managed to sway the Council. The flow of new slaves, medicinal plants and exotic foods solidified his position and influence in Dawi Zharr society, and giving the position of Consul a power it never had in centuries.

Although he does not take to the field all too often, sometimes your trade partners must be reminded of your might. Surrounded by ogre bulls and other fighters from the Ogre Kingdoms, Arghung wields an axe with the Rune of Hashut's Strength, and wears the Emerald of Udaipur - an enchanted gem, given to the Consul as a sign of friendship by an Indan Raja, that gives it's wearer and those around them troll-like regeneration.
Fen'Lon has two claims to fame - the first is that he was once an Acotyle of Astragoth Ironhand, an Apprentice that failed to live up the Sorcerer-Prophet's exacting standards. In Fen'Lon's case, he lacked enough magical power to cast beyond simple cantrips, yet his keen intellect and slavish devotion to his master spared him a terrible fate. Instead, Fen'Lon was trained as a Lay-Priest, learning spiritual and theological matters, and the basic rites and rituals he would preform.

Sent to the subordinate fortress-port of Zhugulzar, Fen'Lon was noted for his firey sermons - literally - and his clear joy in drawing out the execution of sacrifices. Within a decade he had become the Low-Bishop of the place; yet for Fen'Lon, whose' natural ambition burned hot, this was not enough. He looked for opportunities; and found them in the latest haul of Ankorite slaves, brought by a raiding fleet. Amoung their number was Thane Grundring Axehead, a partically hot head warrior that had tried to escape no less than four times, caught only because of his desire to kill as many of his captors as he could before fleeing. Watching the Thane struggle strain and rage against his captors, Dal'Nar became divinely inspired - and bought both Axehead and one of the warriors from his former command.

Over the next six years Dal'Nar tortured Grundring, in many differing but all horrifying ways. The Thane was suspend inches above a vat of molten metal, and every movment dropped him closer. His head was trapped inside a block of stone, blinding and deafening him while gleeful hobgoblins beat him. His beard was shaved, along with all the hair upon his body, and he was forced to eat it. All this and worse was done to Grundring, yet it was not without purpose. At all times, Dal'Nar or one of his subordinates would be reading from Hashut's holy texts, extolling the values of the Dawi Zharr and expounding the lies of the Ancestor Gods. The Thane was not ever allowed to sleep without hearing the glory of Hashut, and bit by bit his mind began to break. And when it did, Fen'Lon was there to rebuild it.

Finally, after the sixth year, Fen'Lon presented his prisoner to Astragoth Ironhand. Thane Grundring Axehead was gone however, replaced by a thin, meek dawi that only recongised the name Zero (in the Dawi Zharr's language). Astragoth questioned him extensively, and for all the world it seemed as though Zero was a devout Dawi Zharr, with wide knoweldge about Hashut and able to quote scripture from memory. Then Fen'Lon brought in his final test; the second prisoner, who had suffered nothing worse than isolation and sporadic beatings. The Low-Bishop spoke a single word, and the docile Zero suddenly leapt upon his former kin, face a mask of unbridled rage, as he beat them death with his own hands. Then, once the mashed remains stopped twitching, Zero returned to his passive state.

Astragoth was much pleased by what his servant had done, and promised great things should Fen'Lonbe able to replicate the process. He was, and produced a small troop of mentally shackled dawi over the next few decades, who fight under the name The Redeemed. For this, and for spreading his techniques to other loyal Lay-Priests, Astragoth used his influence to grant Fen'Lon the High Deacon seat on the Conclave - although it was less altruistic an act than it might seem to outsiders, for it insured the High Priest had a loyal dawi upon another seat of power.

Sorcerer-Prophets

Grand Admiral of the Inferno Fleet, Captain of the Thunderfire Battlebarge Hashut's Glory, Master of the Shipyards, Rhukon lacks a seat upon the Conclave but not ambition. However there has been little glory in the navy, for the High Elves control the waves, and block any attempts to leave the Sea of Dread. The Grand Admiral, however, has he plan. As part of his position, he owns a dockyard factory for the construction of warships, yet now he lends it out to private companies. Using the gathered income, Rhukon has begun the expansion of the canal that links the River Ruin to the Sea of Chaos, to allow his larger and more powerful ships to travel down it. Once complete, he shall lead an armada to assault the hated elves in their very homeland.
A master at daemon binding and construct design, Khazak has done much to advance the science of creating K'daai. As a Deamonsmith, he was grabbed by a rogue giant that attempted to eat him, only to have it's skull cleaned of flesh by a stream of sorcerous fire. The incident's only affect on Khazak was a blessed mutation - his beard is made of living fire, always crackling and smoking, with clouds of ash falling at times. Khazak earned his ascension to Sorcerer-Prophet by presenting the K'daai Fireforged, an evolved and advanced form of a Fireborn. Now he continues his experiments, receiving patronage and support from many sources.
The latest in a long, dread line of Sorcerer-Prophets, Uthkallan has a ravenous hunger for all manner of mystical lore, much as her mother, and her grandmother, and on and on. However, rather than reinventing the wheel Uthkallan has decided to rip the knowledge from those who already wield it, taking and stealing and buying and more from foreign magic users. She has ravaged the mind of Ogre Slaughtermasters to steal the secrets of the Maw's Coming; she has blackmailed Caledorians to learn of the truths of Dragon's fire; she has bargained with Cathayans to learn their Alchemical lores. This has made Uthkallan many foes, at home and abroad, but she does not fear them, seeing them only as a method to take yet more power.

Uthkallan's greatest aspiration is to march upon dread, dead Nehekhara and take their secrets of death for herself, ripping them from shoddy Umgi tombs to claim that knowledge for herself. She does not fear the Imperishable, nor the Arch-Liche; for Hashut stands with her.

Uthkallan has created, or claimed, a number of magical artefacts during her travels. The Tome of Taken Secrets is not bound in human flesh, or written in blood, yet it contains great magical knowledge that allows Uthkallan to command the Winds of Magic above and beyond what should be possible, or could turn the lowliest of wizards into a threat to contend with even the Loremasters of Hoeth. The Oxhide, a long cloak of Lammasu hide dyed red, purple and gold, enchanted with spells of protection that causes short bursts of fire to char and destroy things that seek to hurt her; flesh can resist it, but mere metal cannot. The Ironbreaker was the creation of a Slaughtermaster; surprised at the skilled craft, Uthkallan took and enhanced it with steel bands containing Shyish Power Stones, allowing it to unleash blasts of pure, concentrated Death. And the Iron Caller, a ring forged under the guidance of Norscan Shamans, allows Uthkallan to turn her flesh to hard metal at the cost of being unable to use magic.
A master of engineering and steam power, Firfith Bronzebeard desires to replace unreliable slaves with constructs. He has toiled for decades, his Daemonsmith apprentices working to bind summoned daemons into steam-powered automatons. Firfith has had many successes and failures, but so far has managed to design three viable designs; Spider Engineers, small arachnid-like machines that are guided by a sorcerous "Hive-Mind" to conduct repairs; Steam Guards, able to transform between a fast-moving spheres and humanoids armed with blade and crossbow; and the towering Steam Centurions.

These creations have proven the most divisive among Firfith's fellow Sorcerer-Prophets - not only did he utilise Warpstone as a power source, but he claims the machines are sentient, able to learn from their mistakes. Although they can clearly talk, other Sorcerer-Prophets claim it is merely trickry, or the bound Deamons within. Firfith claims this is impossible, for he keeps all active Centurions close to himself, and regularly checks their bindings. Yet he still receives scorn, especially from his long-time rival Khazak The Fireforged, self-proclaimed master of K'daai constructs.
Deceased
Once known as The Maker, Uruk was a Fleshcrafter leading a project to create a new breed of orc slave. They would be stronger, tougher, smarter - but above all else, loyal to the Dawi Zharr and Hashut. He succeed on all but the last point. When the Black Orcs broke from their containment, Uruk was hit by the magical backlash, and although he shielded himself from the Curse of Stone, the strain and his wounds caused his sorcerous power to lessen.

The Black Rebellion killed more Dawi Zharr than any conflict in their history, the greenskin slaves of Zharr-Naggrund rampaging through the city and storming towards the Great Temple of Hashut. If not for the betrayal of the Hobgoblins, the Children of Hashut could have ended that day. In the aftermath, Uruk survived only by shifting blame onto his subordinates, burning a great deal of political influence and going into self-imposed exile in the southern Dark Lands.

For the last years of his life, Uruk dedicated himself to hunting down and slaying every Black Orc possible. Using the corpses of his first four hundred and forty four kill and the last vestiges of his power, he created Ork Eater; a chaotic flesh sword that eternally hungers for greenskin souls. It is unknown when or how Uruk died, but his petrified body does not stand on the Grand Procession in Zhar Naggrund.
Many Sorcerer-Prophets are forgotten after death, younger and newer examples rising to their positions. Some manage to achieve a form of immortality, their names remembered through their creations and deeds - Azgorh is a perfect example. Yet some survive, not as brilliant examples, but as warning tales. Among them is Nurdrurim Frostbringer, sometimes also called the Foolish.

Nurdrurim was highly skilled in manipulating the Wind of Death, specialising in it's elemental cold. He could bring such frost and cold it seemed to match the Ice Witches of Kislev, earning him the name Frostbringer. But he wished to go further; he wished to plumb the depths of Shyish, and soon found his interest taken by necromancy. At the time, the Dawi Zharr's knowledge of the necromantic arts was limited, but Nurdrurim used his sizable influence to lay claim to what he could. Suspected necromantic tomes and artefacts carried by trading convoys passing through Dawi Zharr checkpoints were seized, often at gun point. Known locations once or currently in-use, or even related to Necromancers, were raided. And Necromancers and Vampires both were brought in chains to the Sorcerer-Prophet, who took a great deal of time drawing their secrets from them.

Finally, Nurdrurim managed to find a true treasure - a Book Of Nagash, one of the nine tomes written by the creator of necromancy itself. For six days and six nights, he secluded himself in his tower, studying. On the seventh day, a sacrificial goblin slave was sent to draw his attention to other matters; yet the slave returned, miraculously unharmed, saying that the Sorcerer-Prophet was dead. Once they pitched the greenskin off the tower, apprentice Deamonsmiths investigated, only to find the miserable creature had told the truth. Nurdrurim sat at his desk, still in his chair, stone eyes intently studying a book; a book that was no longer there. The Sorcerer-Prophet had been consumed by the Curse of Stone, and the accursed artefact that seemed to have caused it's rapid onset was gone.

The petrified body of Nurdrurim Frostbringer was brought to the Grand Procession of Zharr-Naggrund, where it now rest atop a black column. As the news of his death spread, many began to call him The Foolish, saying he tried to command something that clearly could not be controlled. But wiser souls pointed out none had known the true risk of what Nurdrurim was attempting. Over the centuries, every now and again another Dawi Zharr follows Nurdrurim's footsteps, trying to succeed where he failed; but they are the foolish.
Of all the Winds of Magic, Hysh both enthrals and repulses Dawi Zharr mages. It is the Wind of intellect, and knowledge, both of which they hold so highly, yet is also abjuration - it is the antithesis of daemonic energy, and as the souls of the Dawi Zharr are infused with the power of Hashut, Sorcerer-Prophets most of all, it causes pain to their soul. Thus, Hysh is and Light Magic is often seen as out of reach, or requiring too much time and effort to be worthwhile.

Dwolgoki Brighthide thought differently. In his pride, the Sorcerer-Prophet dug deep in the mysteries of Hysh and magic. He abandoned his responsibilities, including his duties to the Church of Hashut and the teaching of his Apprentices. The Conclave grew suspicious of Dwolgoki, and put forth a summons; yet he gave no response to their messenger, and refused to even grant them access to his tower. Angered, the Conclave sent forth a force of Bull Centaurs and Infernal Guardsmen, led by the most trusted Sorcerer-Prophets, to bring Dwolgoki before them, in chains if they had to.

The spire Dwolgoki had claimed has his own was within the most populated part of Zharr-Naggrund, so all saw what occurred that day. The small army laid siege to the structure, demanding the Sorcerer-Prophet show himself. Instead, his least-loyal servants and Apprentices exited, throwing themselves on the mercy of the Conclave - all were clapped in chains and led away. The doors opened, Bull Centaur Renders charged into the tower, followed by Guardsmen. By now a crowd of curious citizens had gathered, ignoring orders to disperse. They watched as more servants were brought forth, some alive and some dead. From the upper levels came the sounds and lights of magic being cast, Dwolgoki's Acolytes fighting to defend their master, before being pulled apart by the magic of the assaulting Sorcerer-Prophets. Finally, the doors to Dwolgoki's inner chambers were cast down under the hooves of the Reavers.

Those below, citizen and soldier alike, heard a great cry - like the bellow of a furious bull. From the windows of the tower's summit came a bright, white light that burned the eyes of all who saw it. Stone lit by it began to crack and crumble - even the blocks of the tower itself. Slowly, but with increasing speed, the upper levels of the tower began to collapse. The crowd surrounding fled in terror, even the Guardsmen's legendary resolve breaking enough to take several steps back. Yet few around the tower were hurt, for it did not fall outwards, merely falling in on itself and ending as a pile of black rubble and dust. Although there were extensive search efforts, both mundane and magical, there were no survivors - or any sign of Dwolgoki Brighthide.

For many years the matter was thought closed, Dwolgoki slain by the very magic he sought to control. Centuries later, in 3500, the Dawi Zharr faced a unique crisis - daemons bound within their creations were breaking loose far more often than before, apparently faultless bindings failing, and the imprisoned entities escaping to cause havoc. Despite the best attempts of the Conclave, the emergency was out of control, and came to ahead within a foundry complex west of Zharr-Naggrund. A critical failure in a summoning ritual brought forth a tide of mechanical monstrosities, daemons shaped by and loyal to the Forge of Souls. Its infernal masters had grown envious, and perhaps afraid, of the skill shown by the Children of Hashut, and now wished to humble them. A great host led by a Daemon Prince now marched towards Zharr-Naggrund, whose mighty legions had been dispatched to stem the chaos elsewhere, while those remaining were exhausted by incidents within the city.

However the Dawi Zharr dutifully manned the walls, and a civilian militia marshalled to plug the gaps. They watched as the daemonic legion crossed the Plain of Zharr, preparing for what might be their doom; before a cry went out. A figure had been seen, out beyond the wall, clad in white and standing atop a small hill. As more eyes were drawn to them, the dawi - for it seemed to be one - began to draw magic to themselves. However it was not the Divine Lore of Hashut, nor any of the Thrall Winds - it was Hysh, the Diamond Wind. Although the Dawi Zharr cringed away from it's light, and the watching Sorcerer-Prophets wove spells to attack, the figure did not unleash their power on Zharr-Naggrund - instead unleashing it upon the oncoming legion.

For three days the dawi in white bombarded the demon-engines, sending bolts of light into their ranks and calling down burning rays. Every time a direct assault was made upon the hill, the sorcerer directed their full attention upon the assault, the daemons were focused upon and banished. On the third day, the Daemon Prince grew tired of this impediment, and took to the field themselves. Despite wielding a hammer forged from wrath, the Prince was unable to strike the dawi, and their duel raged for another two days. As they fought, the forces of Zharr-Naggrund were finally reinforced via train, and stormed out the gates to engage the remaining demon-engines. With axe, blunderbuss and cannon they were destroyed, until the army surrounded the hill.

The end when the accused hammer dropped, only caught at the last second by a shield of light. Knowing their victory was close, the Daemon Prince put all their unholy strength behind the weapon, driving the dawi into the ground. But so too did the sorcerer gather their power for one final gambit; calling upon my Hysh than any mortal should be able to, they imbued it into their own flesh, before expelling it in a mighty flash. The Deamon Prince screamed in pain, yet it was too late - once sight returned to the Dawi Zharr, the deamon was gone, banished back to the warp and its masters. Of it's foe, they were found still kneeling. Their body had been transformed, turned to purest crystal, a strange mirror of the Curse of Stone.

It took some time, but the dawi was finally recognised - Dwolgoki Brighthide, returned from apparent death, and with the power he had worked so long to gain. It seemed he had come in his people's time of need to protect them, a doubtlessly noble thing. But the Dawi Zharr have no nobility in their heart, nor gratitude. They only saw a traitor, a heretic of the greatest kind. By the order of the Conclave, the crystal statue was smashed and ground to bits. Dwolgoki's name was struck from the records. The story of his defiant defence was censored and rewritten to be a coven of Sorcerer-Prophets using Hashut's Divine magic to defeat the daemonic legion. So ends the tale of the greatest dawi wielder of Hysh, and what secrets he might have carried.

Daemonsmiths

With a preference of accompanying his newest creations into the thick of battle, it was perhaps inevitable that Ungar would be grievously wounded. It came at the hands of a rebelling Ork Boss, who threw the Daemonsmith-Engineer so hard into his own K'daai Destroyer that's it's containment runes broke. While Ungar survived, the unshielded and violent exposure to warp energy caused the Curse Of Stone to advance rapidly across his body, forming even on his head to cover an eye. Ungar was left with the remainder of his head and his chest, yet instead of slowing down he was actually inspired! Drawing upon the design - but not too closely - of Astragoth Ironhand's Stone Mantle exo-skeleton, Ungar created a suit of armor to allow his body to move. To power it, he called upon and bound daemons of Tzeentch, which in turn boosted his own magical skills.

Ungar would continue to modify and reshape his armour, generously "donating" older suits to those in similar situations for favours or knowledge, particularly the latter. Some follow him into battle, under the name Ungar's Iron Warriors. But the Daemonsmith was never satisfied, and eventually decided he needed an alternative power-source. Spending a great deal of influence and resources, he was able to purchase a large supply of warpstone, as well as knowledge of how to work it from Skoggathra Jadefury. He also studied the work of Skaven Warlock-Engineers, sometimes on the battlefield - noting that many of their machines were always close to breaking down, often explosively.

The first functional Warpstone Generator Ungar constructed was three dawi tall, and while it gave off a great deal of power it was too large for his purposes; eventually it was given to Karazar The Mean as part of a deal. Another deal that Ungar made was with Firfith Bronzebeard, as he needed the Sorcerer-Prophet's Spider Engineers to delicate generator maintenance, although Ungar made sure they were bound to him alone. He went on to produce smaller and smaller generators, until finally he created one that was only larger than a heart, but still produced a high-level of power. This was installed into his newest, and greatest armour yet - Ungar's Might. He went on to debut it with two other master creations, the greataxe Ironbound Change & Four Way Undivided, a multi-shot blunderbuss.
It is rare, but not unheard of, for a dwarf to abandon the Karak Ankor to join the Dawi Zharr. Agzak is almost unique in the fact he was a Runesmith, even just an apprentice. When Clan Stonebeard fell to Skaven assault, the lone survivor Agzak was left with nothing but a encoded tome of the clan's Runelore and a burning hatred for the Ancestor Gods that seemed to have abandoned him. Travelling to the Dark Lands, Agzak was captured and brought before a Sorcerer-Prophet, to whom he offered a deal - service and knowledge of Runes in return for the power of Hashut. Intrigued, the Prophet accepted, and used an experimental ritual to gift Agzak the magical talent needed to become a Daemonsmith. Hated by many of his new peers, Agzak dedicates his time to unlocking the secrets of Clan Stonebeard's book of Runes, and devising new, painful ways to kill Skaven.
From his apprenticeship Karalgin was anomaly. His magical ability were middling - almost low enough to damn him to a life as an Acolyte - but he made up for it with a talent for machinery and a passion in alchemy. Karalgin was, for a Dawi Zharr, content to ply his trade and run infernal experiments while climbing the social ladder, until his 76th year. Perhaps supported by some of the Deamonsmith's rivals, a slave uprising occurred in his workshop. In the fighting one of Karalgin's machines was damaged, resulting in acid and poisonous fumes spraying directly into his face.

Karalgin survived, if barely. Aside from his ruined face - including a severely damaged beard - his lungs had been ravaged by the gasses. Furthermore he'd become a laughing stock, because what self-respecting Dawi-Zharr would let himself get so wounded by mere slaves? But Karalgin immediately moved to spite his detractors, throwing himself back into his work. First he crafted a metallic face mask attached to an breastplate-mounted alchemical apparatus, constantly concocting another invention - a healing vapour-mixture. Naming it the Brazen Beard, it drew a great deal of attention from the Conclave, and once he was granted copyright he began mass-production of a lesser version.

Finances rebuilt and assured, Karalgin went on to invent new alchemical solutions and mixtures, finally landing a lucrative contract to supply the Infernal Guard with alchemical weaponry system. While Karalgin seems to lack political ambition, not even attempt to rise to the position of Sorcerer-Prophet, many whisper he is the favourite for the Black Alchemist Conclave position, should the position be vacated soon.
Fleshcrafters are rare among Dawi Zharr sorcerers. Skoggathra is currently one of the foremost among them, having deeply studied the mutagenic properties of warpstone - perhaps closer than is safe. Her first major encounter with the substance was during an underground skirmish against the skaven of Clan Moulder. While duelling a Master Moulder, a mutated breeder of monsters, the cowardly rat sprayed her with warpstone powder in an attempt to kill or at least halt her. Instead Skoggathra flew into a wild rage; brutally slaying the fleshmoulder before cutting a swathe through the skaven ranks, only collapsing after doing the same to the army's lord. According to eye witnesses Skoggathra was surrounded by a jade aura, sickly-green lightning jumping from her armour and weapons - either a unintentional use of the skaven's own Dark Magic, or another effect of the warpstone dust. Regardless, it earned her the title Jadefury.

Once recovered from her ordeal, Skoggathra became fascinated by warpstone, and the example of skaven fleshcrafting she had observed during the battle. Claiming examples of both as her war prize, the Daemonsmith began alchemical experiments, using slaves as test subjects. Hundreds of orcs, humans and even elves were sacrificed on the altar of progress before Skoggathra was satisfied with her formula, naming it "High Adaptability Mutagen". However it seems as though Skoggathra was exposed to her own creation - she developed scales across many parts of her body, including the back of the hands, sides and back of the torso, and the neck and cheeks. Although the scales are black, at times you can see hints of jade. The mutation is similar to a more common one, The Scales of Hashut, that can occur upon those Dawi Zharr that thrive in battle.

Skoggathra's mastery over life and flesh continue to grow, with her creations improving in quality every decade. She has become a person of interest to the Conclave - but not for the expected reason. Through the study of her family history, it has been discerned Skoggathra is a descendant of Uruk The Ashemed, formerly known as The Maker, master Fleshcrafter and creator of the Dawi Zharr's greatest mistake - the Black Orcs. Should Skoggathra seem to be going down a similar path, it is likely she will be dealt with.

Military

From birth Voznirra was marked for greatness, for she had been blessed by Hashut with mutation. Bull horns grew from her skull, and her feet were fully formed hooves. Some whispered that her father was a Bull Centaur, or even a Minotaur Slave - but those that did were beaten harshly by Voznirra's mother, something she continues. Fully grown Voznirra, or Vozni for those close, stands taller than an average Dawi Zharr - which she often lords over others - and is a veritable beauty by her culture's standards. Her path has taken her to the military, where she serves as a captain and champion, loving the roar of battle and thrill of blood shed.

She wields the Horns of Hashut, forged by Agzak The Renegade as a test of his skill. Shaped like a symbol of Hashut, has three Runes; Rune of Bull, Rune of Charging Bull and Rune of Hashut's Strength.
The Dark Elves and The Chaos Dwarfs do not have the same rivalry as their more honourable cousins, and have traded goods - mostly slaves - in the past and even fought alongside each other when the situation demanded it. Yet there are exceptions, and one concerns Overseer Lord Skalgar Honorfoe, and the Sorceress Supreme Ylthiris Witchblade - known both for her mastery of the separate Winds, and her descent from those warriors who stood with Aenarion himself, which may perhaps be the best explanation for her behavior.

Skalgar is a Lord Overseer tasked with raiding the lands of the divided Border Princes for slaves to feed the endless industrial hunger of Zharr-Naggrund. Many humans were taken in brutal, burning raids that left ash and cinder; he grew wealthy and powerful from such plunder. Yet upon one such raid his forces encountered Ylthiris, a Spellblade equal to any Loremaster of Hoeth, emulating Eldrazor as much as Hekarti. A number of Border Princes and other rich persons banded together to hire her as a mercenary to fight off the Dawi Zharr raiders - to which Ylthiris extracted further riches, jewels and favors, least you think her a philanthropist. Over mere months, she threw back Skalgar's raiders, slew hundreds of Hobgoblins (a fact he took surprisingly poorly) and claimed the Lord Overseer's personal banner as her trophy.

Burned by failure and magic fire both, Skalgar retreated back to his masters. He was almost cast down for this defeat, yet duels demanded from those that insulted him most, favours promised to upcoming Daemonsmiths, and not a small amount of luck let him retain his position. Now he plots revenge, and gathers a great and mighty force to ravage the Border Princes in return for the shame and humiliation caused in that land. War Machines are constructed in dark foundries; warriors are armed; slaves are purchased. He has spared no expense, in particular, in training and equipping his Hobgoblin servants to a shocking standard indeed for mere slave warriors. Dawi Zharr do not swear Grudges, yet Skalgar is intent on vengeance.
First of the Jadefury Beastmen, creation of Skaggotha Jadefury and personally raised by her. He is clever, even more so than other Jadefury Beastmen, and speaks carefully and with great respect for his Mistress.
Born a Bull Centaur and given over to Hashut's priesthood, Thovor was separated from his parents and was allowed no contact with them. The same was true for his younger brother, but upon reaching the rank of Deamonsmith Firfith Bronzebeard given the chance to meet his parents. From them he learned of his older brother, and decided to seek him out. By then Thovor was known as a fierce warrior, and had commanded a unit of Bull Centaur Ravagers to many crushing victories.

During a pitched battle Thovor's unit came close to a group of K'daai under the command of Khazak The Fireforged - perhaps fatefully the long time rival of Firfith Bronzebeard. Showing a shocking lack of respect for Hashut's Chosen, Khazak did not order his constructs to abstain from unleashing their full power, and the end result was an explosion that killed many, including Thovor's fellows. Thovor himself survived, but barely. His lower bull body had been totally destroyed, and his upper dwarf body had been badly mauled, an arm missing and his chest cut open to reveal his still-beating heart. If Firfith had not been nearby, having finally located his brother, Thovor would have died that day.

For fifty years Firfith worked to heal his brother, and yet for all his skill he could barley keep him alive. Finally, swallowing his pride, Firfith would go to his fellow Daemonsmiths and make trades of resources, knowledge and skill in return for their aid. Skoggathra Jadefury used her High Adaptability Mutagen to grant Thovor regeneration on the level of Stone Troll. Ungar The Ironbound created a miniature warpstone generator to power the metal body and augments Firfith created, which were given the Rune of Living Metal by Agzak the Renegade - both to let the metal heal like flesh, and to allow the Bull Centaur to feel through his new limbs.

Firfith installed the warpstone generator within Thovor's chest next to his heart and sealed it under flesh, bone and metal. Upon it's activation, Thovor's remaining wounds were healed and he was able to fully interface with his prosthetics. There was some concern about the warpstone and H.A.M causing unwanted mutations, yet it seemed Hashut had smiled upon the project - not only did Thovor grow dark red scales acorss what little flesh remained, but he gained the ability to breath sickly green fire, pulled from his warpstone heart. Now properly reunited with his brother, Thovor has acted as Firfith's guardian many times, although still primarily fights for the Cult of Hashut itself.

Lay Priesthood

Private Civilians

Otheth Incorporated is a ancient, profitable construction & demolitions businesses, and it's owner loves his work. Called upon by the Grand Architect to construct or expand settlements as needed, Arbert Otheth enforces a bleak order on the fallen Ancestor spawn; a cruel, alienating, breaking thing, forced at the edge of an ax. All things are designed to make life easier and simpler for the rich and powerful of the Dawi Zharr, a time to luxuriate in the wealth and privilege they have acquired. Streets, systems of transportation, and more are all designed to be near uncrossable if one lacks, at least, a good sturdy sedan chair on which to be carried; better still some menacing steam or deamon engine. If such street design costs the lives of a few thousand slaves, well there are always more to be claimed from the greenskins and the humans and the elves and more. The poor, the few foreigners, and the slaves are kept in vile accommodations themselves, in descending order of deprivation, so as right proper folk do not have to deal with them. Industrial facilities are ringed around those quarters, so that the high and powerful are not forced to deal with such in their mansions and lap of luxury; and if slaves and the poor are forced to inhale dangerous, toxic, fumes, well so much the better.

Hobgoblins

For the most part Hobgoblins have no love for Hashut, only seeing him as their bosses boss. But for Zarg, a Khan of a small tribe, Hashut is the one true god - as Zarg is a tyrant under the Dawi Zharr, they themselves are under Hashut, making the Bull God the ultimate tyrant! To show his devotion the Hobgoblin goes around with numerous holy trinkets - some self-made, some scavenged - attempting to convert his doubtful fellows to the worship of Hashut. Whether or not the Father of Darkness truely sees this strange priest, Zarg claims to be blessed - he, and many that follow him, have ash-pale skin with burning veins, and fiery eyes. Some of his disciples even claim Zarg can use Hashut's divine magics, but they are quickly killed on the Dawi Zharrs' order, who cannot believe their god would bless such a meaningless creature. As to why Zarg himself has not been silenced, none can say.

Zarg once commissioned the Daemonsmith Kistrus Underforge to make him a sword, with payment being a hundred carts of treasure, and another hundred carts of slaves. Ashen Trail is inscribed with the Rune of Magma Blades and enchanted to have the properties of Magma Wyrm skin. It it's wielder's hand it is like a dancing fire, splitting foes in half even as they burst into flame.
Gork and Mork abandoned the Hobgoblins after the Great Betrayal, disgusted that they would side with Hashut and his children. One sign of this is that Hobgoblin Shamans cannot access the magic of the WAAAGH - not that Hobgoblins even create WAAGHs anymore. Instead most must settle for dark magic and herbalism. Balbadda, however, seems to be an exception to this.

It is currently unclear where Balbadda began his life, but he claims he was once a Wolf Raider of the Eastern Steppes. While "heroically retreating" from a battle against a Kurgan tribe, Balbadda stumbled into an ancient shrine - one dedicated to the greenskin's gods. Thinking nothing of it, the Hobgoblin laid down to rest; yet that night he suffered divine visions, seeing Gork and Mork, their fights in ancient times against "Sun Eatas", and their creation of the greenskin races. The twin gods spoke to Balbadda, told him he had to bring the Hobgoblins back to them. When Balbadda awoke he had magical powers and a divine task - rally the klans, behind a new Hobgobla-Khan, who would tear down the Dawi Zharr's towers, undoing the Great Betrayal. That's what Balbadda says happened anyway, and since he can throw green fire around people are reluctant to question him.

Riding a top his Giant Wolf Rougher, Balbadda apparently has access to a Lore of magic not seen in many millennia - the Lore of Da Hob Waaagh, which has the brutality of the Lore of Da Big Waaagh mixed with the cunning of the Lore of Da Little Waaagh. Currently he is many miles away from the Dark Lands, trying to find a worthy Khan.

Others

Relations between the Druchii and the Dawi Zharr have been… complex, to say the least. At times they have been close allies, plotting the downfall of their more "noble" kin. At other times they have been at war, or atleast close to it, with a Black Ark once ailing within sight of Uzkulak before meeting a naval blockade. Currently the official policy on both sides is one of neutral disdain, but there still exists a healthy trade network between private individuals and groups.

Nonus is from an old house of Karond Kar, originally dispatched to oversee a trade of high-value slaves - elves to the Druchii, dwarfs to the Dawi Zharr. However, bizarrely, he found the fortress-port of Zhugulzar to his liking, and managed to purchase a hall for his own. Now he acts as a sort of unofficial ambassador between the two races, paid handsomely to ensure messages reach their intended recipients.
Grusdret was an unusual Daemonsmith, even before the accident. With a jolly, friendly personality, he would often sing or crack jokes while working. His skill laid in the construction of Daemon-Engines, particularly Iron Daemons, with his work being praised even by the Grand Architect Orivrila Graniteshaper, who used many of them in her expanded rail network. But such attention drew jealous eyes, likely exasperated by Grusdret's uncommon attitude.

The Engineer's latest project was a mighty Daemon-Engine infused with a daemon of Slaanesh, made to pull large loads harder and quicker than any other. While working on the engine's great maw, hobgoblins bribed by Grusdret's enemies took their chance and pushed him in, with the maw sealing shut immediately. Within, Grusdret was assaulted by the energies of the daemon he himself had summoned, who attempted to consume the Dawi body and soul. Yet somehow - perhaps due to his positive personality, strength of spirit, or even a quirk of fate - Grusdret was able to fight back, consuming the daemon in turn. In doing so however, his soul took it's place in the sorcerers mechanisms of the Iron Daemon, binding him and making himself one with the engine.

The face of the Daemon-Engine took on the Deamonsmith's appearance, albeit made from metal and stone, and with iron teeth. It is possible to look down his throat to an engine-stomach, from which come belches of fire. The engine's cab is now full of warped flesh and metal.

Summoned Fleshists were able to determine that the engine was now a living being, feeding on coal or flesh as fuel. This created an odd issue - was this machine Grusdret, and did he still count as a Dawi Zharr? There is a law against the killing of Hashut's Children, and although exceptions and loopholes exist, the Grand Architect had chosen to stand against the killing - mainly because the engine in question had been commissioned by her. Further talks were derailed when the trainyard underwent a slave-rebellion, possibly caused by the rumours one of the masters had died.

It was then that a miracle of Hashut occurred. Witnesses say the Iron Daemon seemed to shake itself awake, and began to sing - not only in Grusdret's voice, but a song he'd written himself. The song disorientated the slaves, making them powerless, and unable to resist as the engine rose on six newly grown legs and devoured them. Afterwards, it was decided the engine was indeed Grusdret, and that the essence of the Slaanesh deamon had granted his voice strange properties.

In the end, Grand Architect Graniteshaper took ownership of Grusdret, and uses him to haul cargo through dangerous territory. He continually sings his songs, joined by the Train Crew that tended to him, while the slaves that hear him weep tears of terror and dread.
 
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Forces of The Dawi Zharr

Slaves

While the majority of slaves taken or bought by the Dawi Zharr are doomed to short, miserable lives working in factories or mines, or even a painful sacrifice, some are used in wars. Deployed in large numbers in front of the main battle lines, they are little more than chaff, taking blades and bullets that might otherwise impact on precious dwarven flesh.
  • Goblin Slaves - bizarrely the most reliable of slaves, as they are well used to scrapping and groveling to their betters. However their weak bodies mean they need to be organized into large mobs.
  • Orc Slaves- Harder to control, orcs are more eager to kill their new masters than their enemies. Thus, subtle application of whips and magic must keep them inline, until they can be herded to their deaths.
    • Black Orc Slaves- Many Dawi Zharr still fear their ancient creation, for it was the Black Orcs that brought their civilisation closest to death. Still, captives are utilised upon the battlefield, "allowed" to keep their armour and weapons, and facing death should they win or lose.
  • Ogre Slaves - Despite having good relations with most of the Ogre Kingdoms, no right minded Dawi Zharr would pass up a chance to clasp such a simple-minded but strong creature in chains. While often used on the battlefield as shock troops or living battering rams, they are also used to man artillery pieces.
  • Skaven Slaves - While there is a Conclave enforced ban on using Skaven as work slaves, it doesn't apply to war slaves. In conflicts against the Underempire, it is common for captured Skaven to be forced back the way they came. A "lucky" individual might go back-and-forth a number of times before dying.
  • Human Slaves - Kislevites, Arabyans, Chaos Tribesmen - all are chained together and thrown into the meat grinder.
  • Beastmen Slaves- Fellow worshippers of Chaos they might be, occasional customers as well, Beastmen are still slave fodder
    • Beastmen of Hashut - Even the Beastmen are not immune to the warping magics of the Dark Lands, giving rise to a small sub-race. They have red or black fur, and are bulky and stronger, and rare examples have bronze horns. Shockingly, for the Dawi Zharr concerningly, these Beastmen have come to worship Hashut, or the "Progenitor Of The Dark" as they know him. They carve his rune into their flesh and horns, and some of their Shamans have been able to use simple fire magics.
    • Jadefury Beastmen - A sub-race of Beastmen created by the Fleshcrafter Skaggotha Jadefury, and primarily used by her or her fellows. They are smarter than other Beastmen - capable of using speech - and are equipped with simple but effective armour and weapons. They are under investigation by the Conclave, who fear they may turn on their masters, similar to the Black Orcs.
  • Animal Slaves - Never let it be said the Dawi Zharr are not entrepreneurs. If it can gore, stamp, bite or spit, and can be collared - and most important of all, cannot be immediately used to make profit in another way - it's pointed at the enemy.

Hobgoblins

The majority of the Dawi Zharr's military force comes from their Hobgoblin subordinates. Drawn from the Hobgoblin Khanates, they are summon by ancient pacts of loyalty and promises of plunder.
  • Cutthroats
  • Sneaky Gits
  • Archers
  • Wolf Raiders
  • Bolt Thrower - Although no match for the Dawi Zharr's artillery, many klans take pride in their Bolt Throwers.

The Faithless Host

While considered the most devout of the northlanders, some Kurgan come to see the Chaos God's gifts as curses. They desire a god that is mighty, and is yet indifferent to them; Hashut, it seems, is the greatest candidate. Every century or so a disparate tribe will make its way south to the Tower of Silver, to serve as mercenaries in Zharr-Naggrund's warhosts. Although the Dawi Zharr are loath to pay mercenaries, there are always more enemies than dawi warriors, and Hobgoblins can be unreliable; indeed, some lords and generals prefer to use the Kurgan, instead of creatures legendary for backstabbing.
  • Marauders - Although the Kurgan are best known for their horsemen, such steeds only go to those that can prove their worth. These warriors are barbaric to the extreme, wearing almost nothing but fur garments, wielding crude war-axes and bearing wrought metal shields. Nevertheless, these Marauders are rightfully feared for their unnatural savagery and brutality in combat.
  • Marauder Horsemen - Kurgans famously ride upon steeds regularly fed human flesh and blood, wielding great throwing javelins or heavy axes. These warriors range ahead of the main columns of an army, galloping around the enemy battle line and cutting off any chance of escape. Expert hunters and trackers, Marauder Horsemen are as swift as the wind and merciless as an ice storm.
  • Horsemasters - The best of the best, these warriors are said to form links of blood and spirit to their mounts. Able to steer with the subtlest of movements of the waist and knees, the tribesmen have both hands free to wield wicked swords and hooked axes in melee and javelins for ranged warfare before they close with the foe.

Dawi Zharr Warriors

Every Dawi Zharr citizen must spend at least sixty-six years serving within the military, and must be ready to fight at all times. Many prefer the life of a warrior, and spend their entire life serving.
  • Warriors - The average Dawi Zharr solider is given an axe, a shield, and a suit of armour.
  • Devastators - Warriors armed with Blunderbusses, usually of the Hailshot pattern
  • Crossbowmen - Although they are old, many warriors pefer crossbows to other weaponry.
  • Fusiliers - Longer range than a Blunderbuss, but not as powerful or versatile as a Fireglaive.
  • Weapons Teams- The more mechanically skilled warriors are given the honour of carrying heavy weapons, that do not require a fully trained Engineer to operate.
    • Swivel Gun
    • Death Rocket
    • Earthshaker Cannon
    • Fire Throwers- Adapted from designs Ankorite Drakeguns and Skaven Warpfire Throwers by Khazak The Fireforged. Deadly, even to their users, who must make sure not to break the fuel-tanks. Usually mounted on armoured carts, or fortress walls.
      • Magma Throwers - Sprays an alchemical oil that burns like the world's lifeblood, and is difficult to extinguish.
      • Firebull Throwers - Uses similar process to K'daai. The fire produced forms shapes like bulls or weapons, and seeks out enemy to smother
      • Daemonfire Thrower - Inspired perhaps by the Flamers of Tzeentch. The most dangerous, as the fire produced is mixed with pure warp energy, and affects everything touched differently.

Elite Forces

  • Zealot Berserkers - Although the Dawi Zharr never actually practiced Slayerdom, these wretches are similar. They are those that have exiled from society, have become broken by crushing jobs, or are lost in religous ecstacy. They are whipped into a frenzy by the Lay Priests, then unleashed on the battlefield.
Infernal Guard
  • Guardsmen
    • Fireglaives
  • Infernal Ironsworn
  • Infernal Drakks
  • Infernal Smokers - A specalised divison tasked with deploying Black Smoke, a terrifyingly potent alchemical weapon. Due to Smoke's high lethality, a single armour leak generally leads to death, which lead to "recommendation for service in Black Smoke Division" becoming the closest thing Dawi Zharr have to death penalty, reserved only for worst of the worst; on the other hand, members of Infernal Guard who volunteer to that branch earn admiration on par with those who join The Immortals. Service in Black Smoke Division is generally shortest of all Infernal Guard divisions - either due to quick death or quick pardon.
Bull Centaurs
  • Renders
  • Guardians
  • Ravagers
Harridans
A warrior cult composed only of women. As part of their initiation their tongues are ritually burned out, yet they are quite capable of conveying their displeasure through sign-language. More lightly armoured than their opposites in the Infernal Guard, they are still devastating on the battlefield, great hammers swinging in wide arcs to batter their foes.
  • Hellmaidens - The standard Harridan unit, their weapons are great hammers or axes, and all carry daggers. Often they will surrounded their principal like an angry black cloud.
  • Hellgoat Riders - A little-known darkland creature, the Hellgoat is a stubborn and perpetually angry creature, with sizable wings. Although incapable of flight, they are capable of hopping across the battlefield at speed.

Monsters

  • K'daai Fireborn
  • K'daai Destroyer
  • Siege Giant
  • Great Taurus
    • Bale Taurus
  • Lammasu
  • Lava Trolls
  • Flesh Golems- Created by Fleshcrafters, these abominable fusions of flesh and machinery are horrifying to the foe, and hated by most Dawi Zharr. For that reason it is rare to see them marching in armies, where they will often be given a wide berth. While more refined examples exist, the most common type are brainless, wielding weapons chained to or implanted into their arms. They are also sometimes used in place of labor slaves.
    • Golem Soldiers - A more advanced flesh-golem, actually capable of basic thought, and wielding their weapons with some small skill. Their metal armor is usually bolted directly onto their flesh.
    • Golem Captain - For soldiers to be truly effective, they need to be bound to a Captain - a golem with more brains, often literally. Captains are chosen from those Soldiers that display skill, or purpose-built from the bodies of leaders. They are capable of thought, although limited, and are given weapons and armor slightly better than their charges.

War Machines

  • Whirlwind
  • Tenderiser
  • Iron Daemon
    • Skullcracker
  • Firebringer

Artillery

  • Magma Cannon
  • Dreadquake Mortar
  • Deathshrieker Rocket Launcher
  • Hellcannon
  • Fiendish Throwers - Made in mirror of the Grudge Thrower of their slave-bounded cousins, they created something more... fiendish, by trapping several violent daemons into round cages inscribed with runes making sure it is 'stable' enough, that when broken when they hit, it will let out violent daemons who will attack the closest living thing or object. By design they will dissipate shortly, so the Dawi Zhar don't have to deal with loose daemons.

Ocean Vessels

  • Great Leveller Battlebarge
  • Hull-Destroyers
  • Thunder-rollers
  • Thunderfire Battlebarge
  • Skull Krakens - Tordrek Hackhart and his Black Kraken, it seems, are gone. But the blueprints and technical specifications traded in return for infernal power are not, and the first Dawi Zharr submarines now stalk the The Frozen Sea.

Unique Units

  • The Blazing Beards of Bazherak (Warriors)
  • The Immortals (Ironsworn Axes)
  • The Granite Guard (Devastators)
  • Oglah Khan's Wolfboyz (Wolf Raiders)
  • Hashut's Dark Ravagers Bull (Centaurs Renders)
  • The Daemon's Tongue (Iron Daemon)
  • The Ice-Forged Legion (Helcannons)
  • The Soul of Damnation (Helcannon)
  • Guardians of Uzkulak (Great Weapon Warriors) - Although an important city and religious site for the Dawi Zharr, many parts of Uzkulak lie abandoned. Things stalk the lightless depths, things that cause even the bravest Dawi Zharr tremble. The Guardians were formed to patrol these depths, a volunteer-only force that is richly rewarded, for as long as they live. On occasion, they march away from their dark halls to war - ordered on missions by the Conclave, perhaps? Or completing stranger duties.
  • Ungar's Iron Warriors (Heavy Armour Warriors) - Although it is rare, on occasion non-magical Dawi Zharr will be afflicted with the Curse of Stone by overexposure to magical energy. Ungar has gifted these afflicated with older or lesser versions of his powered armour. In return, they have sword alliencge to the Daemonsmith, and now march at his side.
  • Ash Sworn (Cutthroats) - Fanatical hobgoblins that share their Kahn's, Zarg The Ashen, odd devotion to Hashut. Whether they are truly blessed by the Bull God is up for debate, but they have ash-pale skin with burning veins, and fiery eyes.
  • Char-Thom (Iron Daemon) - There is a story, passed the Train Crews, about a Socerer-Prophet that tired to design a new kind of Iron Deamon - one that was carried by legs instead of wheels. In it's creation, the Prophet drew upon daemons old and terrible, and attacted the attention of something... evil. Whatever it was, the Iron Deamon broke free from it's shackles, devoured it's creator, and scuttled away into the Blasted Wastes. Now it wanders, searching for it's next meal.
  • Children of Vozznira (Minotaurs) - Many of the children spawned by Voznirra The Bull shared her blessed mutation, to a more extreme degree - they are Minotaurs, fully in body although their minds remain like that of Dawi Zharr. The name and nature of their father - singular - is unknown, but some claim it is Agzak The Renegade, maker of their mother's axe.
  • The Reedemed (Zealot Berserkers) - The work of High Deacon Fen'Lon, these were once loyal Ankorites, captured and mind remade like clay. Silent and meek out of battle, when command they are maddened beserkers, screaming holy litanies. Sometimes lone warriors serve lay-priests

Heroes & Captains

  • Daemonsmith
    • Sorcerer
    • Engineer
  • Bull Centaur Taur'ruk
  • Infernal Castellan
  • Hobgoblin Kahn
  • Hellmatron

Commanders

  • Overseer Lord
  • Sorcerer-Prophet
    • Avenger - Something like a Sorcerer-Prophet, but also not.
  • Bull Centaur Lord
 
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The Black Dwarf
The Black Dwarf

Ugduk the young Black Ork would not usually run from the fight, ha! He would never! But from something like that? He would run. He continued to run through wastelands on the sea of bones. He jumped over a human skeleton. Next, he runs between the ribs of a gigantic reptilian creature. He ran towards a mountain where he could possibly hide and find other Orks, where he could become a boss and defeat that...that...thing!

Before he could do the next step, and shadow was cast over him, and even before blinking once, he was decapitated. While his head was flying in the air, he could see his pursuer.

If someone saw that thing for the first time, they would think that someone looked like a dwarf, but at the same time not. Dwarfs usually are not 3 metres high, their skin is blackish-grey with visible red vines that look like magma is flowing through them, big tusks visible from their mouth, and magnificent beard that goes almost to their feet. His armour looks old and there could be seen patchwork of repairs. The dwarf grabbed the head mid-air and stared at it.

"Weak." An ancient voice spoke and still somehow alive head of black ork could hear Dwarf's hatred towards his being...and pity. It broke Black Ork to be seen as weak. He died soon, but not before the dwarf crushed its head in their hand.

In the dwarf's other hand is a sword made of flesh, bone and blood. Its blade is made of blackish bone in the shape of the blade, but even if it is made of bone, it looks very sharp, its guard and handle are made of bones but flesh engulfs it, making the grip on it far more sure. In the centre of the guard is an eye that constantly moves, what is noticeable is that the eye looks like it came from the Ork. What is more noticeable is that this sword is a great sword and the dwarf easily uses it, like they have been using this for many centuries.

The dwarf stabbed the sword into the rest of the corpse that was left, and soon flesh, blood, bone and soul were being fed to the sword, making it slightly stronger and energising the user.

Weak

"I know. This one was freshly spawned."

Hungry

"I know old friend. I am too." After that, the dwarf started walking. He lifted his head and smelled the air, he could smell the energy of it, he could smell that there was a bigger group of greenskins nearby.

"Another budding WAAAGH! Let's hope this is the one." He started walking towards the wellspring of Waagh energy he could smell.

Grimgour?

"Maybe. But if he was there, it would be much bigger." He continued walking like he did for over 2000 years. The work of The Ashamed did not stop.

@Dragonofelder What do you think? I said that Ork Eater strengthens the sword and the user, and eating the bodies and souls of Orks, especially Black Orks, would affect the user in this way.
 
Insert - Dawi Zharr Trains & Their Crews New
The Dawi Zharr have run tracks across the Dark Lands, between their most important settlements or mining locations. Due to all the threats in the Dark Lands - orcs, skaven, random elementals - the tracks are scouted and checked regularly, even not when in use.

The dwarves that run trains are regarded as... an odd bunch. They have traditions and rituals they share with no other Dawi Zharr. They have their own folklore; tales about ancient Trains, or spirits you can see on Long Haul Rides.

A Driver is the captain... nay, Sorcerer-Prophet of their train. Their word is law, followed to the letter by subservient engineers. To approach the front of the Train permission must be given, a rule even those who "technically" own a Train must follow.

All Trains Need Names. Even ones without daemons. Generally a name is given by the engine's creator, but often the first Driver to command it will rename it, perhaps unofficially. This Name will be kept sacred by the Crew, passed down for as long as it operates, and enshrined in their memory if it's scrapped.

When Train Crews meet, they spend a great deal of time comparing their Engines. How far and fast they can travel, what they've carried on their last trips. These statistics are passed around through word of mouth, a strange scoring system to see which Engine is currently winning.

The Crew are fanatical in keeping their Engines going. Once they've started, it's bad luck to stop, and The Timetable must always be adhered to. If their Train needs repairs, the Crew will literally work to the bone to keep it going, often mixing their own blood with the oil.
 
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