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Z is for Zharr-Naggrund

Zharr-Naggrund, “City of Fire and Desolation," is the heart of the Chaos Dwarves Empire on the Plain of Zharr in the western Dark Lands beyond the Black Mountains. Scholars state that no chronicle of Zharr-Naggrund is reliable as the Chaos Dwarves are ruthless slavers and all outsiders would die in the furnaces and forges of the Chaos Dwarves. Only servants of the Ruinous Powers and the warriors of the chaos gods themselves would be given audience in the city and permitted to leave. Any accounts of the city are from slaves left for dead on battle fields, unreliable statements by chaos sorcerers tortured by witch hunters, from the heretical books and accounts of the same in their dealings with the Chaos Dwarves, or from last testments of often mad and blasphemous members of chaos cults seeking weapons and spells for the Chaos Dwarves. Atop the ziggurat of Zharr-Naggrund is the great Temple of Hashut, the bull headed “Father of Darkness", worshipped by all Chaos Dwarves and sou...

Y is for Ynyr

The Ynyr is not a singular thing, but possibly a dark honorarium given to the fodder of Chaos hordes from the Chaos wastes and frozen mountains of Norsca. The Ynyr are often mentioned in "heroic poems" spoken, and sometimes found in scholarly texts written about such oral histories. In all theso poems, the faceless Ynyr march first into battle, on the shieldwalls or in waves of sword, club, and pike wielding men, screaming oaths to their dark gods. Each seeks to find favor though the bravery of such charges and the death delivered for the gods and the mortal generals at the head of the hordes. To live with no kills is dishonorable, Ynyr will cast themselves on their swords or the sword of their leader to reclaim honor. 

X is for Xhotl

Xhotl is a fallen Temple-City in Lustria. Lustria is largely spoken in the Empire and the wider Old World as a mythical place beyond the horizon of the coastlines. Only fools chase the legend of great jungle bound ruins filled with gold and gems. As the gods are manifest, so to are many legends and myths. Finding the truth of these one must muster bravery, folly, and coin for ships, rations, and loyalty (for mutiny often befalls these expeditions!).  In Xhotl, the Slann Mage-Priests, an ancient race of reptile-like beings that worship and wield magic itself, can feel the shifting of the winds of magic caused by imbalances between Law and Chaos. The ruins of Xhotl are often the site of desperate defenses against Skaven, a mad race of rat-like creatures that infest the sewers of the Old World, or Chaos invasions seeking to steal ancient “Old One" artifacts of the Slann while the world’s attention is turned north to the Chaos gates in the expansive Chaos Wastes.

W is for the Wolf Emperor, Boris Todbringer

While Karl Franz holds the throne in Altdorf, the “Wolf of the North," Graf Boris Todbringer of Middenheim is the undisputed ruler of the “City of the White Wolf," Middenheim, the Duchy of Middenland, and protector of the non-electoral province of Nordland, Boris represents the fierce, Ulrican spirit of the northern Empire: shaggy, grizzled, and perpetually addressing the grievances of the Cult of Ulric regarding the Cult of Sigmar. Boris is recently a widower. With two sons, a bastard, and the eldest, Heinrich, and the younger, a literal drooling idiot, and “the Princess." Boris dotes on his daughter Katarina.  His state functions are strained by his relationship with the Emperor in Altdorf and the Emperor's ties to the Cult of Sigmar. As an adherent of Ulric, though possibly mostly ceremonial, the Graf has taken particularly visible and vocal positions in direct opposition to the Emperor, such as the Emperor's recent declaration: There are no such things as mut...

V is for the Varenka Hills

Lying above the delta of the Howling River in the Border Princes are the Varenka Hills. The Varenka Hills are north of the Dwarf Karak ("Hold") of Barak Varr, an elaborate trading port literally embedded in elaborate and highly secure cave system. The hills have become something of a refuge (depending on the Old World timeline).  In the years leading up to and during the Storm of Chaos c. 2522 IC, many fleeing the invasion from the Chaos Wastes, fled over the Black Mountains through Winter's Teeth Pass or Black Fire Pass. The Varenka Hills were a heaven compared to the Greenskin raiders of the mountain passes, the hordes of horrors in the Hvargir Forest, or still more Greenskin hordes on the tundra between the Khyprian Road and the Old Silk Road. The River Treblecz offers no refuge, only shoals, rapids, and falls. The refugees trade extensively with Barak Varr and the Dwarves are known to provide arms and training for defending and defeating the goblin and orc tribes that...

U is for Untergard

Untergard. Home of “tax cheats!" Former home of “tax cheats." Untergard, as the Graf Sternhauer knew the settlement on the River Taub, was founded by villagers running from the Graf's “unjust taxation." The settlement grew quickly and soon expanded across the river, building a robust hub of commerce with “fair tolls" to cross the river. Unfortunately, Untergard was besieged in the Storm of Chaos in 2522-23 IC. The bridge made it a strategic prize for the forces of Chaos marching toward Middenheim. Imperial forces were victorious, but it left one half of the town destroyed and the other half in ruins. The surviving residents attempted to rebuild, but soon abandoned what remained to the forest and the roving Beastmen hordes of the Drakwald. Today, Untergard's western ruins on the Taub is home to river pirates, Beastmen, and mutant “communes." The pirates, Beastmen, and mutants have taken to worshiping a “god" in the form of an idol made of wyrdstone...

T is for River Teufel

Flowing out the Grey Mountains on the western edge of the province of Reikland, the River Teufel runs red, literally, through the city of Übersreik and then north where it meet the River Reik at the Castle Reikguard. The color of the river is thought to be the result of the great deposits of iron ore in the mountains, mined by the dwarves at the river's source. It is most commonly thought to be the blood of great dwarven losses in their unceasing battles with the Greenskin hordes that besiege the dwarven holds. Which is superstition and which is fact remains debated. The river's confluence at Castle Reikguard is thought to be the most dangerous part of conducting commerce on the Teufel from Übersreik. It is often braved over the toll of the Grünberg Canal, the banditry on the roads that follow the river through town and village, or the creatures of the Reikland Forest.