Forging The Chaos Dwarfs

Rune of Magma Armour: The rune changes the armour and its looks. It becomes like the crust of the earth was cracked and the hot blood of the world started showing through it. The metal of enemies will heat up and melt if not protected, and the wood of enemies will be set alight. The rune doesn't hurt the wearer, but when casting your magic through, you will slowly develop veins on your body, akin to the ones on your armour.

Master Rune of Daemonic Seal: This rune is one of the true complexity, for it was created for the most important creations of Dawi Zhar, This master rune, makes sure that given daemon or daemons won't escape from their confines.

Rune of Ruin Lightning: Something ambitious from Agzak the Renegade, Seeing that Skaggotha and Ungar use warpstone in their creations, he did the same. Getting his hands on Skaven Greyseers and their knowledge about Lore of Ruin, he created this rune. By combining rune and warpstone, he made a tainted rune of lightning, that doesn't develop arcs of blue lightning but ones glowing with a sickly green glow, being more violent and chaotic.

Note: @Dragonofelder I was thinking that Agzak here would get some kind of scar from combining runes and warpstone, but I was not sure if it would happen or not.

Because I am waiting for a response, I will continue with writing stuff.

Rune of Dark Breaking: Rune was created and simplified by Agzak the Renegate, based on Master Rune of Breaking, This variant focuses on something different. This dark rune weakens the runes of their wretched cousins. Master Rune of Dark Breaking actually breaking runes. Of course, the creation of those runes is expensive and only a few Dawi Zhar have those runes inscribed.

Rune of Khorne's Fury: Derived from Rune of Fury, this rune imbues rage akin to ones following Khorne, being activated and growing in strength by spilling the blood of their enemies. Not useful when fighting against the undead because often they lack actual blood.

Rune of Hashut's speed: This dark rune is derived from Rune of Speed, It grants the user better awareness and quicker reflexes while giving you the speed of running bull of Hashut. Often ash particles can follow that user and the user's weapon.

Master Rune of Dark Steel: This Master Rune works on the same principles as the Original Master Rune of Steel, In addition to that the armour's materials will slowly become better conduits to the magics of Dawi Zhar. Depending on the winds in question, the changes can vary.
 
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Note: @Dragonofelder I was thinking that Agzak here would get some kind of scar from combining runes and warpstone, but I was not sure if it would happen or not.
Sure, that sounds fine. Most of the Runes are good, although-
Master Rune of Daemonic Seal: This rune is one of the true complexity, for it was created for the most important creations of Dawi Zhar, This master rune, makes sure that given daemon or daemons won't escape from their confines.
-this one is a bit iffy. There is no way to 100% insure a deamon won't break free from it's bindings, or find a workaround
 
-this one is a bit iffy. There is no way to 100% insure a deamon won't break free from it's bindings, or find a workaround
Yeah, at least it lowers the chance of that happening.

Anyway, what kind of mark/mutation would Agzak get from creating Rune of Ruin Lightning? The obvious one is that he could get lightning marks on his body, but would be there some kind of mutation too? The other funnier one would be him getting horns akin to the ones Greyseers have but I think it would be slightly too much.
 
Anyway, what kind of mark/mutation would Agzak get from creating Rune of Ruin Lightning? The obvious one is that he could get lightning marks on his body, but would be there some kind of mutation too? The other funnier one would be him getting horns akin to the ones Greyseers have but I think it would be slightly too much.
The type of scar you get when struck by lightning, but they glow like they have lightning flowing through them?
 
I realized something, in the Total War game, Dawi Zhar can occupy every settlement, not being fazed by the environment. I guess Hashut blessed them that way they can survive harsh environments, be mundane or magical.
 
The Dark Elves and The Chaos Dwarfs do not have the same rivalry as their more honorable 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 ammount of luck let him reatin 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.



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.
Fleshists
Those Sorcerer-Prophets and Deamonsmiths that delve deepest into the practice of fleshcrafting are seen as deranged, even by their kin. Often they find themselves forming loose group, both to protect their own interests and to better share or obtain rare resources and knowledge - although, of course, paranoia still remains. Over time these groups are formed into a rough sub-culture of Dawi Zharr magic users, with their own traditions and rites, often referred to the Fleshists.

To officially join the Fleshits, an applicant must prove their mastery of the fleshcrafting by purposefully growing their own armor - this can take the form of manipulating a creature's skeletal structure to fit as a suit of armor, or even create a creature(s) that can serve the same. Fleshits are also known for weapons made from flesh and bone - echoing the work of their paragon Uruk the Maker. Although he lived before the forming of the first Fleshist group, and is disdained as creator of the unruly Black Orcs by all other Dawi Zharr, they see him as an example of what a Fleshcrafter can truly achieve.

Fleshits commonly use flesh-constructs like Flesh Golems when they march to war, and grow organic buildings or decorations for their holdings. Such constructions are usually stronger than they appear, flesh infused with stone and metal to reinforce them. These works are usually kept out of sight of other Dawi Zharr, who will likely find them disgusting, likening them to the perversions of life created by Chaos.

One goal all Fleshits share is that of enthralling the wind of life, Ghyran. They have met with mixed success - some had succeed in creating magical items infused with the jade wind. Others have met with messy, terrible deaths that make the Curse of Stone look appealing. Among their number, Skaggotha Jadefury has seen the greatest success, although she barely compares to the Jade Wizards of Sigmar's Empire.


Some fleshy units coming up...and other stuff.
  • 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.

  • Flesh Prosthetics - The life of a Dawi Zharr is a hazardous one, even if they work in a factory or as a clerk, and so dismemberment is common enough. Most purchase mechanical replacements, of varying quality, but others might choose something a bit stranger; a new flesh limb, mass produced or specifically grown. Costly to be sure, but some find it worth it. Fleshcrafters also offer "improved" limbs, such as arms with higher muscle density or eyes that can see further, but these are rarely taken.
  • Organic Weapons - Swords of bone that heal with time, fleshy whips that drink blood, shields that scream at attackers. All this and more are the products of Fleshcrafters, manipulators and warpers of life itself.
  • Organic Armour - Often used by Fleshcrafters, and serving as a rite of passage for Fleshists. Each is unique in form and function - perhaps a creature's skeletal structure is manipulated while still alive into a fitting suit of armor, or sturdy monsters that are purposely grown to be donned. Some Fleshcrafters jump to modifying themselves instead, adding tough scales over skin or imbuing their flesh with troll-like regeneration.

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.


And, just because I'm a bastard, an extra thing to be added to the item list;
Bright Dust - shimmering white crystals. Grants clarity of thought, sharpness of mind and limited healing, at the cost of temporary pain. Extremely rare and expensive, stocks are limited.

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 The Daemonic Seal - 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.
 
Balbadda Da' Speaker - 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 the 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.


Going to start writing some of my own ideas down. For this one, keep in mind Hobgoblins are a race of professional liars. Just sayin.
 
Balbadda Da' Speaker - 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 the 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.


Going to start writing some of my own ideas down. For this one, keep in mind Hobgoblins are a race of professional liars. Just sayin.
...which dark god or dark magic lore has green flame as possibility? Ugh, I feel like I know the answer but because I am that tired, the answer is not there.
 
Hmm. Well this was something I wasn't aware of.

warhammerfantasy.fandom.com

Omdra the Dread

Omdra the Dread was one of the greatest Nightmare Dragons to have ever lived. Ancient beyond reckoning and whose size dwarfs even other colossal Dragons of ancient times, Omdra was considered a god amongst the denizens of the Dark Lands. Her size and power was so great, that it took tens of...
 
Hmm. Well this was something I wasn't aware of.

warhammerfantasy.fandom.com

Omdra the Dread

Omdra the Dread was one of the greatest Nightmare Dragons to have ever lived. Ancient beyond reckoning and whose size dwarfs even other colossal Dragons of ancient times, Omdra was considered a god amongst the denizens of the Dark Lands. Her size and power was so great, that it took tens of...
Holy fucking shit! That is terrifying! The beast from the times before Old Ones came!
 
Nonus Sips-Fear
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 sonce 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.
 
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.
 
High Deacon Fen'Lon The Redeemer
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 leaving. Watching the Thane struggle strain and rage asainst 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 twiting, 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 producded 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.

Whoever gets the reference gets a daemon cookie
 
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