Forging The Chaos Dwarfs

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.

Ungar's Might
The masterpiece of Ungar Ironbound, a suit of powered armour that stands almost twice the size of man. Constructed from black iron cooled in the blood of slaves, it is engraved with a somewhat biased version of the Deamonsmith's life story, from his time as an Apprentice, to the incident that saw his Curse of Stone rapidly progress, to his creation of his first Warpstone Generator. Installed on the chest piece is the Warpstone Generator, named the Generator of Hashut, which not only powers the armour but boosts Ungar's spells. The helmet of the armour is in the shape of a bulls head, and can detach from the rest of the armour. The armour itself is worn over a powered exoskeleton, and can open up to allow Ungar to walk in or out with ease.

Ironbound Change
The greataxe of Ungar Ironbound. Has three Dark Runes - Master Rune of Hashut's Strength, Rune of Magma Blade, and the Rune of Fiery Change, which was created by Ungar himself. The weapon is surrounded by an aura of multicolored fire that causes anything struck to undergo an often deadly change.

Four Ways Undivided
A unique blunderbuss design created by Ungar Ironbound with four barrels, each dedicated to one of the Chaos Gods. When triggered, the barrels spin, allowing for the next to be fired. The barrel carrying Khorne's mark fires a ball of boiling blood, that induces a berserker rage in living beings. The next barrel holds Nurgle's mark, and launches a projectile of rusted metal and crusted pus. On impact it dissolves metal, rusting it years in a second. The barrel with Slannesh's symbol fires a fleshy ball that weeps oil, piercing deep into flesh and armour. And the final barrel has Tzzentch's symbol, firing a random projectile that induces rapid change on impact.

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.


Warpstone Generators
Adapted from the technology of Clan Skyre, a technologically adept clan of Skaven, these multi-use power sources are known for being unreliable, unless great care is taken in their construction and maintenance. As warpstone is their fuel, they can also induce mutations.

I think after this I'm going to focus on completing all the posts already up, then doing the timeline.
 
Canon Timeline, for those interested (All years in IC, Chaos Dwarfs should probably have their own calendar, but canon doesn't provide one).

-4500 The time of the Ancestor Gods. No written records of these times survive although legend tells of the gradual colonisation of the Worlds Edge Mountains by Dwarfs.

-4300 The most adventurous of Dwarfs journey across the barren upland regions north of the Worlds Edge Mountains which they name
"Zorn Uzkul' (or the Great Skull Land) in the plain of Zharr.

-4000 Contact is lost between Dwarfs of the Worlds Edge Mountains and Dwarf settlements ni the Dark Lands and Zorn Uzkul. The Dwarfs of the west believe their eastern kin have perished, destroyed by the tides of Chaos from the north.

-3500 Abandoned by their gods, Dwarfs of the Dark Lands turn to the worship of the evil god Hashut, the Father of Darkness.

-2700 Legend tells how the mighty ziggurat, Mingol Zharr-Naggrund (lit. The Great City of Fire and Desolation) was raised from dark iron
and black obsidian by the most powerful Chaos Dwarf Sorcerers.

-2600 Enslavement of Orc and Goblin tribes throughout the Dark Lands and Mountains of Mourn.

-150 Experiments on captive Ore and Goblin slaves by Chaos Dwarf Sorcerers result in the creation of the Black Orcs.

-100 The Black Ores prove unruly and difficult to control. After leading an armed revolt that ravages the lower levels of Zharr-Naggrund
they are purged from the ziggurat. Fleeing Black Ores escape to the Worlds Edge Mountains and the Mountains of Mourn.

500 Rich volcanic deposits first mined at Gorgoth.

1000 To fuel the ever increasing demand for slaves the Chaos Dwarf fleet cruises the River Ruin
and Sea of Dread enslaving those unfortunate enough to cross its path. A great sea canal is constructed linking the Falls of Doom with the Sea of Chaos giving the fleet an exit in the north.

2493 Battle of Anurell's Tomb: a Chaos Dwarf slaving expedition encounters a High Elf Army south of the Plain of Bones.
 
First draft of timeline, I think I've got the dating system correct. IC means Imperial Calendar, DC means Dwarf Calendar

-500 - The Abandonment - Contact is lost between dawi of the Worlds Edge Mountains and settlements in the Dark Lands and Zorn Uzkul. The dawi of the west believe their eastern kin have perished, destroyed by the tides of Chaos from the north. In truth they remain alive, barely holding back the tides of Chaos. Slowly, for unknown reasons, the power of the Ancestor Runes begin to fail, allowing mutation and corruption to creep into.

0 (About -3500 IC, about 500-600 DC) - The Rebirth - Runesmiths searching under Zorn Uzkul encounter Hashut. The true details of the encounter are lost, but those that emerge are the First Priests of Hashut. They bring his holy word to the population, and although some declare them heretics, there is already much dissatisfaction, even hatred, towards the Ancestors and the Old Ways. After the Priests prove their power, thousands convert.

0 to 200 - The Reforging - Initially conflict was between those that still clung to the Old Ways and those that followed Hashut, but soon individual Priests began to fight each other over control of the new religion. It is ended with the formation of the first Conclave.

800 - Legend tells how the mighty ziggurat, Mingol Zharr-Naggrund (lit. The Great City of Fire and Desolation) was raised from dark iron and black obsidian by the most powerful Chaos Dwarf Sorcerers.

900 - A campaign of enslavement and subjugation against the greenskins of the Dark Lands and Mountains of Mourn

3350 - Experiments on captive Ore and Goblin slaves by Chaos Dwarf Sorcerers result in the creation of the Black Orcs. The Black Ores prove unruly and difficult to control. After leading an armed revolt that ravages the lower levels of Zharr-Naggrund they are purged from the ziggurat. Fleeing Black Ores escape to the Worlds Edge Mountains and the Mountains of Mourn.

3500 (Aka 0 IC)

4000
- Rich volcanic deposits first mined at Gorgoth.

4500 - To fuel the ever increasing demand for slaves the Chaos Dwarf fleet cruises the River Ruin and Sea of Dread enslaving those unfortunate enough to cross its path. A great sea canal is constructed linking the Falls of Doom with the Sea of Chaos giving the fleet an exit in the north.

5993 - Battle of Anurell's Tomb: a Chaos Dwarf slaving expedition encounters a High Elf Army south of the Plain of Bones.
 
Dawi Zharr Timeline
-500 - The Abandonment - Contact is lost between dawi of the Worlds Edge Mountains and settlements in the Dark Lands and Zorn Uzkul. The dawi of the west believe their eastern kin have perished, destroyed by the tides of Chaos from the north. In truth they remain alive, barely holding back the tides of Chaos. Slowly, for unknown reasons, the power of the Ancestor Runes begin to fail, allowing mutation and corruption to creep into.

0 (About -3500 IC, about 500-600 DC) - The Rebirth - Runesmiths searching under Zorn Uzkul encounter Hashut. The true details of the encounter are lost, but those that emerge are the First Priests of Hashut. They bring his holy word to the population, and although some declare them heretics, there is already much dissatisfaction, even hatred, towards the Ancestors and the Old Ways. After the Priests prove their power, thousands convert.

0 to 200 - The Reforging - Initially conflict was between those that still clung to the Old Ways and those that followed Hashut, but soon individual Priests began to fight each other over control of the new religion. It is ended with the formation of the first Conclave.

512 - First encounter between Dawi Zharr and Ankor Dawi. Escalates into a decade long conflict until both sides are forced to retreat.

782 - Foundations are laid for a great city on the Plain of Zharr

832 - Mingol Zharr-Naggrund is completed. The Great Temple of Hashut is consecrated with the sacrifice of hundreds of captive Akorites.

900 - A campaign of enslavement and subjugation against the greenskins of the Dark Lands and Mountains of Mourn.

1844 - The first Long-Haul rail line is completed, linking Zharr-Naggrund and Zorn Uzkul.

1482 - Capture & sacrifice of High King Khegan Marblebrow.

2392 - The Father War - Cultists of Be'lakor are discovered a the highest level of Dawi Zharr society. A shadow war occurs, hidden to most of the population. Afterwards the Shadow Edict is passed.

~2720 - First contact with Ogre Kingdoms

3244 - Nurdrurim Frostbringer is consumed by the Curse of Stone while reading one of the Books of Nagash.

3350 - The Black Rebellion - Uruk The Maker's project to create a new slave race produces the Black Orcs. However they prove difficult to control and break loose, starting a greenskin slave revolt inside Zharr-Naggrund. With shocking swiftness the overtake the unprepared garrison and kill hundreds of citizens. Soon they reach the doors to the Great Temple of Hashut - only for the Hobgoblins to betray them, giving the Sorcerer-Prophets time to unleash their magics and creations. In the aftermath the surviving Black Orcs flee to the Worlds Edge Mountains and the Mountains of Mourn. The Conclave begins to militarize the entire population. Uruk, now known as The Ashamed, goes into self-exile, hunting down greenskins.

3382 - Uruk The Ashamed vanishes from his tower. Orc Eater is recovered.

3500 (Aka 0 IC)

4000
- Rich volcanic deposits first mined at Gorgoth.

4373 - Birth of Astragoth Ironhand. Apprenticed to the High Priest of Hashut, who's role he claims centuries later.

4500 - To fuel the ever increasing demand for slaves the Chaos Dwarf fleet cruises the River Ruin and Sea of Dread, enslaving those unfortunate enough to cross its path. A great sea canal is constructed over two decades, linking the Falls of Doom with the Sea of Chaos and giving the fleet an exit in the north. Their largest ships cannot take the route however.

4815 - The Hammer of Hashut is launched, and goes off course, almost striking Zharr-Naggrund. All weapons-testing is moved to the Howling Wastes.

5748 - Apprentice Deamonsmith Drazhoath is exiled from Zharr-Naggrund in a political play. Swears revenge on his former master, Astragoth Ironhand.

5993 - Battle of Anurell's Tomb: a Chaos Dwarf slaving expedition encounters a High Elf Army south of the Plain of Bones. Sorcerer-Prophet Zhrazak is slain by Lord Dramalliel, but the elves are forced to retreat and the tomb is plundered.

6009 - Astragoth Ironhand realises his power is beginning to wane, and the Curse of Stone is harder to hold back. He becomes more secluded, working on the Stone Mantle exoskeleton. Other members of the Conclave move to secure power.

6010 - The vast horde of Tamurkhan is met in battle by the garrison of the Black Fortress when it sought to cross the Dark Lands, on its path to attack The Empire. The Chaos army crashed against them but after their supply lines were disrupted, the Chaos Mammoths and Knights broke through the Dwarf lines and the remaining members of the army were forced to retreat to the fortress. Tamurkhan then offered them a chance to join his invasion of the Empire which after consideration Lord Drazhoath agreed, the pact agreed allowing the Legion the pick of prisoners and plunder in exchange for their aid in the siege of the city of Nuln.

6020 (2520 IC, 7043 DC) - Modern Day.
 
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Probably one that's going to make me no friends, but...

Skalgar Honorfoe
The Dark Elves and The Chaos Dwarfs do not have the same rivalry as their more honorable cousins, however there is one exception: Skalgar Honorfoe and Ylthiris Witchblade. Ylthiris is a Sorceress Supreme of Naggaroth-- her interests, however, lie more in the eight Winds separately rather than Dhar which, aside from her emulating her lineage stretching back to those warriors who stood with Aenarion himself, may perhaps be the best explanation for her behavior.

Skalgar is a Lord Overseer dispatched with raiding the nearby Border Princes for slaves to feed the endless industrial hunger of Naggaroth. Many humans were taken in brutal, burning raids that left ash and cinder; he grew wealthy and powerful from such plunder. And then he met Ylthiris, a Spellblade equal to any Loremaster of Hoeth, emulating Eldrazor as much as Hekarti. Employed by the figures of the Border Princes as a mercenary to fight off the Dawi Zharr raiders (in return for a quite substantial amount of gold, jewels, and certain other favors, lest you should think it philanthropy) a task she took to with aplomb. She forced his raiders back, slew many Hobgoblins (A fact he took surprisingly poorly) and claimed his banner as her trophy.

The failure burned, and he was nearly cast down for his defeat; only luck, a few well-timed duels in the streets of the capital, and favors promised to upcoming Daemonsmiths spared him disgrace.

Now he plots revenge, and prepares a great and mighty force to ravage the Border Princes in return for the shame and humiliation that came upon him that night. War Machines are constructed in dark foundries; warriors are found; 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, even as he readies to mete out revenge for the shame...readies to soothe The Grudge.
--
Now, for the record, the 8E Druchii Army Book specifically mentions that the Dark Elves perform diplomacy with human kingdoms to try and turn them against the High Elves and I will cite it if you test me and why not mercenary work in that case...but also:


View: https://youtu.be/Y0PKG5-t3zU?si=RNJX0k7Ga5T8uIye
 
The Faithless Host
The Faithless Host

The Kurgan are a chosen people. A divine people. The Gods have granted them many blessings.

Those blessings may often appear as tribulations. But every gift from the Gods is holy, including the curses. Especially the curses. The Kurgan are a divine people, blessed by the constant presence of their gods. Or so their shamans tell them.

Some Kurgan feel differently. They are the slaves of their Gods, and those Gods care nothing for their suffering. They drive them south to fight and die, and the chieftains call it glory. Glory, to follow yet another Champion against the lands of Cathay or Kislev. Glory to die for a cause that promises the world and yet never delivers.

Hashut does not promise glory. He does not grant the Kurgan mighty and dreadful gifts. He does not test them or purify them, for Hashut cares nothing for the Kurgan. There are many Kurgan who find such an indifferent god...endearing.

They journey to the lands of the Chaos Dwarves, but not to raid and slaughter, or even to purchase weapons of dwarven iron. They ride to the Tower of Silver to offer their bows and lances to the free companies of the Faithless Host.

The Dawi Zharr despise paying mercenaries. They worship a God of Holy Tyranny, and Hashut teaches them that lesser peoples are fit only to serve under the lash. Unfortunately, there are times when that divine vision must yield to hateful practicality. The Dawi Zharr are surrounded by enemies, and they have great need of warriors.

They have their hobgoblins, of course. But hobgoblin society venerates self-interest, treachery, and cowardice; while they love nothing more than terrorizing their inferiors or stabbing a "friend" in the back, actual fighting is not one of their strengths. Their general strategy against a decent-sized force of Greenskins is to ambush them when they're not prepared, or overwhelm them with vastly superior numbers, or run away really fast. Hobgoblins take great pride in their skill at routing, which is matched only by their genius for murdering their rivals during the confusion of a rout.

The Kurgan are considerably more reliable. The free companies of the Faithless Host are not Infernal Guard or Harridans, who will fight to the last dwarf in defense of their people. They are mercenaries, and they will not lay down their lives for "honor" or "glory". But they are not hobgoblins, and they generally keep their contracts. Though they are unmoved by any concept of loyalty to mercenary scum, the pursers of the Silver Tower see value in rewarding good service.

Naturally, a traitor or a coward can expect a different sort of reward.

The soldiers of the Dawi Zharr are too few; the hobgoblins are too weak. Kurgan mercenaries fill a significant gap in the Conclave's forces, offering skilled horse warriors without the many failings of their hobgoblin slaves. Their free companies ride through the Waste, hunting bands of Greenskins, winnowing warlords who might someday become a threat to the Dawi Zharr. It is dangerous work in a harsh land, and Kurgan who abandon their people can never return home.

Most of them do not dream of a return. Gathered around a campfire, always watchful for an ambush, they offer their thanks to Hashut. Not their prayers, for Hashut does not hear their prayers, but sincere gratitude, freely given. Hashut does not promise them glory or honor or exaltation. He views them as nothing more than tools, unworthy of his blessings. His Chosen People offer them cold bargains, empty of loyalty or devotion.

So they give thanks and praise to Hashut, the god who does not care. For the Kurgan know well what it means to have gods who do.
 
Like 'em, bit of dwarf/rivalry never hurt anyone. I mean, apart from the people in-between, but they don't matter.

I like this as well - adds an option for those Dawi Zharr generals that have such a strong dislike of greenskins they'll never choose to lead them.

Not encountered this name before. Do you mean the Zharr-Naggrund or somewhere else?

Edit: Should say, not going to add these until other posts are fully fleshed out.
 
I like this as well - adds an option for those Dawi Zharr generals that have such a strong dislike of greenskins they'll never choose to lead them.

Not encountered this name before. Do you mean the Zharr-Naggrund or somewhere else?

Thanks! I like the idea of the Dawi Zharr needing to find substitutes to stand in the place of a dwarf, because there are never enough of Hashut's children to handle every task. So they bend their ideology to hire mercenaries for the endless, exhausting work of crushing Greenskins before they can gather in enough numbers to pose a serious threat.

I made up the Silver Tower. As I see it, the Dawi Zharr have immense contempt for "umgak", and so they have a special place for them to gather, far from any city where their people would be exposed to the disgusting sight of free laborers. The Legate who supervises the Faithless Host doesn't get a seat on the Conclave, because the existence of mercenaries is generally considered shameful. Overseeing slaves is honorable work, sacred to Hashut, but actually treating not-people like they were sort-of people is profoundly unpleasant.
 
Thanks! I like the idea of the Dawi Zharr needing to find substitutes to stand in the place of a dwarf, because there are never enough of Hashut's children to handle every task. So they bend their ideology to hire mercenaries for the endless, exhausting work of crushing Greenskins before they can gather in enough numbers to pose a serious threat.

I made up the Silver Tower. As I see it, the Dawi Zharr have immense contempt for "umgak", and so they have a special place for them to gather, far from any city where their people would be exposed to the disgusting sight of free laborers. The Legate who supervises the Faithless Host doesn't get a seat on the Conclave, because the existence of mercenaries is generally considered shameful. Overseeing slaves is honorable work, sacred to Hashut, but actually treating not-people like they were sort-of people is profoundly unpleasant.
I do plan to do a Locations post, and include some new places, so I'm happy to add the Silver Tower it. Where would it be located geographically? Northern Dark Lands?
 
I do plan to do a Locations post, and include some new places, so I'm happy to add the Silver Tower it. Where would it be located geographically? Northern Dark Lands?

Probably, yeah! Wherever it would make sense to have a fortress that both guards against the Kurgan and hires them as mercenaries.

Edit: I've realized that I am fond of finding the reasons why Dawi Zharr society works. The boardroom games and the backstabbing are absolutely part of their culture, and they're extremely fond of brutal conformity, but they're surrounded by enemies. If they couldn't adapt at all, then they wouldn't exist.
 
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Like 'em, bit of dwarf/rivalry never hurt anyone. I mean, apart from the people in-between, but they don't matter.


I like this as well - adds an option for those Dawi Zharr generals that have such a strong dislike of greenskins they'll never choose to lead them.


Not encountered this name before. Do you mean the Zharr-Naggrund or somewhere else?

Edit: Should say, not going to add these until other posts are fully fleshed out.
That's cool with me. I will say that depending on how Dark'n'Edgy you're feeling, the miscellaneous favors I was imagining Ylthiris demanding included the special sacrificial slaves I mentioned in To Shield the World:

In Naggaroth, of course, the Failed Son speaks much of his father's role in that bygone time to save the world, as Morathi speaks of her fallen paramour as well. Great parades of captured slaves are marched through the streets then one of every four slaughtered in great festivals of bloodletting and Druchii superiority, for it was none but elves who saved the world—Grimnir, apparently, never existed. Then a great hunting journey sets out to gather more slaves. Few will be captured, but their fate is the more and the less grim than many: their lives shall certainly be less miserable than the many who toil and fall and perish, for they are a special sacrifice indeed marked as they are by this day, but in turn the Druchii hold that mere death will not free them: after their passing they shall be taken Ereth Khial's realm to, in turn, slave for the Druchii even after death. Neither Morr's Garden nor The Underearth nor the Isle of Wights shall wait for them. They will work for the bleak ones even in the eternity of the dead.
 
I was thinking about that for a while.

Fleshist

Fleshcrafters can be seen as an odd kind of Dawi Zhar, and like Dawi Zhar that takes care of trains, Dawi Zhar Fleshcrafters can be...quirky. Fleshcrafters mostly work with flesh rather than metal, bone rather than stone and it often shows in their behaviour and what they create.

The most obvious thing is that official journeyman fleshcrafters often grow their own armour. Yes, they grow not create (kinda) their armour. You can see them in bone armour, flesh-made armour or one made of scales, the variety of armours is notable. They create their own weapons too, too they want to create something akin to one made by Uruk the Maker.

Yeah, The Maker is a prominent person in their culture and job, for they see him as someone whose great potential was stamped by one failure, even a gigantic one. Other Dawi Zhar may call him Ashamed, but with Fleshcrafters, he will always be The Maker! (worshipping him looks somehow similar to what their cursed cousins do with their Ancestor Gods but they still worship Hashut).

Anyway, their culture even shows in their buildings, for they grow materials for their buildings and shape them using their magic to create their houses, walls, etc. Of course, those materials are not mundane, no, they use special techniques to make flesh and bone stronger, adding minerals and stone into their composition, so that become stronger.

Of course, they do that out of sight because not many Dawi Zhar enjoy looking at living flesh, especially if reminds everyone of the more chaotic forces of chaos, especially of Plague Grandfather, Changer and Dark Prince.

What fleshcrafters especially respect, if you can use Jade Wind, Lore of Life, Ghyran.

Note: I had the fleshcrafting phase and I somehow enjoyed this type of stuff, I guess because when I watched StarCraft 2 for the first time, I actually watched Heart of the Swarm gameplay first and not Wings of Liberty.
 
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This can certainly be a small group of magic users that have gone a bit off the deep end. The Conclave would doubtlessly be keeping an eye on them, especially since they venerate Uruk.
Yeah, this group is small given that fleshcrafting is not popular and Dawi Zhar don't have good infrastructure for something like that. I imagine that many fleshcrafters try to push it forward but because of how extremely radical it is and something any Dawi would touch, they are cut off from doing anything and they need to sponsor themselves with that.
 
Hobgob Primer
Edit: As should be obvious, this threadmark is only temporary, it'll get removed one I put all the info here into a proper threadmarked post.

I've been talking about Hobgoblins with my (underused) betas, and I don't actually have a reason to share it, so consider this a quick Hobgob primer:
  • When the Hobgoblins betrayed the other greenskin slaves, Gork & Mork were pissed off. They, for quite understandable reasons, did not like Hashut & his Dawi Zharr, so the Hobgobs sliding with them - despite the fact they were following their nature - made them so mad they severed the entire Hobgoblin sub-race from themselves, and the rest of the greenskin race. Forever.
  • Because of this; Hobgoblins don't WAAAGH!!!. Oh, they get excited and riled up, but not like a propa greenskin would. That's why they break so easy.
  • Their Shamans don't have access to either kind of greenskin magic, so they have to make do with dark magic, demonic pacts, and other less reliable ways.
  • It's not exactly "on sight" fighting with greenskins, but orcs and goblins don't like Hobgobs spiritually, so it's never far off.
  • Hobgoblins as a whole don't worship anyone. Some still worship G & M, trying to get back in their good graces. Some have turned to Hashut, or the other Chaos Gods. And some worship Khengai Khan, the first Hobgobla-Khan who founded the Hobgoblin Empire post-big betrayal.
  • Some Hobgoblin tribes work very much under the Dawi Zharr's boot, living in and patrolling the Dark Lands. Some live to the north-east, on the stepps, and answerer calls and summons to war. And some just ride off into the sunset, thinking of nothing but who they need to backstab to get a bigger yurt.
  • The Hobgoblin Empire is between the Great Wall of Cathay to the south, and the proper Chaos wastes to the north. Their land isn't fully corrupted, but it's still a pretty shit place to live.
Oh, and I found a fun quote on the fantasy Lexicanum that explains the relationship between the Dawi Zharr and Hobgoblins nicely:
Halgir Ashbrewer Chaos Dwarf Engineer. said:
We regard them as eminently expendable. They betrayed their own, they will certainly betray us. In fact many of their boldest Khans have made it clear that they will happily flee allowing us to be overun if a battle ever turns against us. The arrangement is more than suitable. We detest them, they detest us but all of use hate everybody else more.
 
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Some fleshy units coming up...and other stuff.

Flesh Golems: One of the basic creations of Fleshcrafters. One of the few things Uruk the Maker didn't destroy research of. These creations of flesh have many variants and forms, from standard ones that look like it was some kind of figurine made of clay moulded that they have humanoid shapes, to ones that look almost humane.
- Standard version: This human tall creature is grown from the flesh of the dead, especially the fresh ones. Fleshcrafting is a mix of craftsmanship, medical knowledge and magic to create those things. Because they are the first steps to creating more advanced golems, they don't have much will on their own and they are more like a husk without a soul or intelligence, with them having only basic commands.
- Soldier version: This more advanced version of Flesh Golem works as a standard unit of Fleshcrafters. They wear metal armour and their brains have basic instincts of using given weapons. They have more autonomy and life than standard versions, but still barely. To control a given unit in a good fashion, they are connected to the Captain.
-- Captain (rank-up): Sometimes there is a chance that some soldier golems survive for long enough to have more thought and gain life, of course They are still loyal to Fleshcrafters but they can use weapons much better and even control small group of soldiers golems. Fleshcrafters then bring that golem and upgrade them to become their better version and they gain better weapons. It was noted that there is a bigger chance of a Captain version candidate to show up if the body was made of creatures that were leaders.

- Worker units: Because of Fleshcrafters not getting enough support, they decided that they create their own workers. These golems work as labour of Fleshcrafters and they are controlled by Fleshcrafters Overseers. They can do heavy work but more delicate work is left to fleshcrafters.

Flesh creations:
- Flesh prosthetic: Creation of Skaggotha Jadefury. The creation of prosthetics is mostly left to daemon-smiths and Sorcerer-Prophet's...for themselves. No normal Dawi Zhar could afford to get a prosthetic, besides just basic ones. So Skaggotha created those by using the flesh of given Dawi Zhar and creating a limb from that. It could be seen as 'generous' from her especially given she doesn't want that big amount of money, of course, if you want a standard arm. There are options to getting new arms or upgrading your old limbs, but that is something not many Dawi Zhar decide to use.

- Organic armour: There are bonuses and minuses of using that kind of armour. One of them is how long it takes to create them, but those kinds of armour are mostly left to fleshcrafters who are skilled enough to create their own armour. The bonus of that armour is that you can add many things to something like that. Troll regeneration? Sure, if you like have stone-like skin armour on you. Spines on your armour? Looks good. two arms on your shoulders which will help you with fighting? Yes.

- Organic weapons: Fleshcrafters, of course, create their own weapons, even if for many it seemed like dabbling in creations of other chaos forces, especially with using living flesh. That want to create living weapons is because of Uruk the Maker creating Ork Eater which other fleshcrafters see as magnum opus of fleshcrafting, creating a weapon that grows with the user!

Note: I was not sure if to call it bio-weapons because it could sound too sci-fi so I chose organic or maybe living will sound good.
 
Like em. Frankenstein golems are fun. For the Captain, type, they could have extra brains stapled on, or similar.


Organic weapons are cool. I've used "flesh weapon" for Orc Eater, but that dosn't always apply.
Given the fickleness of magic, the side effects can be wary, especially when concerning the soul, which possibly can from inside more advanced flesh golems, and is kinda needed for them to function properly. It is not like using the undead that after being cut off from one who has raised from the dead they will turn into body parts.
 
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".
 
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".
Of course, they would. And I am not surprised that Dawi were not built to channel magic itself.
 
Dwolgoki Brighthide

There were many Sorcerer-Prophets trying to wield wind of Hysh for it represents inteligence, enlightenment and much more. But Diamond Wind is one that hurts creatures of Chaos, and Dawi Zhar are one of them, for they worship (minor) Chaos God. But some still try, even if it hurts their bodies, minds ans souls.

Dwolgoki was one of them, but he tried something that was surprising, shocking and truly angering. For he done something many could not believe. He stopped his worship for Hashut, and while he still was Dawi Zhar, he banished Hashut from his heart.

Many believed that at this moment, his magic will fail him or Hashut will crush him. But it sis not happen. Oh, he lost his access to Divine Magic of Hashut, but he accessed Lore of Light. It still hurt him, for he is still Dawi Zhar and corruption of Chaos is deep in his soul.

Before any other Sorcerer-Prophet could follow him, he vanished on the clear day in Dark Lands, when somehow in this day, the dark clouds make themselves clear enough for sun to peak out.

He was not heard about for few centuries, he was presumed dead.

But in year 3500 after Rebirth. The daemons attacked. For some unknown reason, daemons freed themselves from the shackles and attacked Dawi Zhar. The fight was hard and it lasted 5 years. At the end of fifth year, when Daemon Prince of Chaos Undivided, with his army behind him, closed towards Zharr-Naggrund. Single Dawi Zhar appeared before him and his army.

What was unique about him, that he only wore white robes, with pieces of golden armour on his chest, shoulders and back. He hold ash-white staff, with bright diamond on the tip.

Daemon Prince laughed at him, for he was only one who showed up for the fight. The Dawi Zhar only smiled and said: "It is enough for someone weak like you."

It angered the daemon prince, when he gathered his dark magic to strike this fool with bolt of magic. The dwarf only deflected it with slight move of his staff. He then thrown his own attack, he launched solar of pure Hysh at Daemon Prince. The Daemon barely dodged the spell, only grazing him, but that one spell, not only give him deep wound, it devastated part of the army behind him.

For 5 days and nights, the dwarf and Daemon Prince and his army battled, when finally army of Dawi Zhar get out, most of the army was in shambles and Daemon Prince died. No. He didn't just die. He Truly Died. What they found near him, was statue of dwarf that defeated him and most of his army. The dwarf positioned himself like old Dawi looking at young beardlings.

Soon they transported the statue in front of the Conclave, and for everyone it was surprise, for the Dawi on front of them is Dwolgoki Brighthide. Many members of Conclave wanted to smash the statue, but before they could, they heard a crack and part od the stone cracked in the statue. Then next crack. And another.

Before their eyes, the statue break down and what was left, was statue made of diamond and they immediately felt it. Diamond Wind. Hysh.

Note: Olay, not sure if you accept that character, you can change things if you want. I am curious what you think about this character.
 
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