Warhammer Background: What is this Warhammer thing anyway?

Some small sentences from the Dwarven Timeline about Baragor:

In -650 IY Baragor, the first Slayer King, dedicates the great Shrine of Grimnir in Karak Kadrin. He takes the name of Ungrim, which means "oath-bound" or "unfullfilled oath". His descendants bear the name to this day.

EDIT: some more info from the official german GW site (roughly translated by Google tools and touched up by myself - yepp, I´m lazy)

Ungrim iron fist, the Slayerking of Karak Kadrin

Before many, many years it happened that Ungrims greatgreatgreatgreatgreat-grandfather, who was called there king Baragor, suffered a heavy stroke of fate, which brought dishonor over himself and his family. The once proud dwarf saw himself forced to swear as the first dwarf in history the oath of a Slayer. What exactly induced him to this consequence-fraught resolution, nobody knows, because neither is the mentioned stroke of fate written down in the book of Grudges by Karak Kadrin, or registered in the records of the king, nor in the fortress annals of those days. It is assumed that it was the death of his daughter, who he had promised to the son of the High King of Karaz A Karak. Probably her death is to be attributed to the large dragon Skaladrak, but with certainty nobody can testify. Whatever the details might have been, by these or similar circumstances became Baragor the first Slayerking of Karak Kadrin.

And torn between his two large obligations, on the one hand as a king of his people and on the other hand his search for death as a Slayer, could become fair Baragor neither the one nor the other one in sufficient measure. In the end his dwarvish reasoning came through, and he found a way to follow both obligations. He created the Shrine of Grimnir, the shrine of the Slayer of Karak Kadrin, and with generous donations of its Clanbrothers he established a center for Slayer from all dwarven realms around his shrine. Very Soon Karak Kadrin was something like the recognized homeland of the Slayercults, which remained nothing despite a scattered group from loners up to this day, who wander through the whole Old World for all of their lifes.

Although Baragor could not follow his own obligations as a king always, he succeeded to help his comrades of faith nevertheless. Therefore he is regarded as a honorable and wise dwarf in all of the dwarven realms. Baragor died in a tunnel collapse deeply under Karak Kadrin, without its Slayeroath to be fulfilled. His son, Dargo, inherited thereby not only his kingdom but also the Slayeroath, and so he became the second king in the line of the Slayerkings. Over generations this status was passed down, up to king Ungrim iron fist, the present Slayerking, a direct descendant of king Baragor.
 
you should change the name of "ungrim iron fist" in the dwarves description into "Baragor the first Slayerking of Karak Kadrin", was my fault, because the text came from the description for Ungrim as you can tell by the last sentence, after which I cut off the rest of the text.
 
That first link was very good Ploe, TA:). you could use those army lists as a basis for the units of those races. (just be aware that alot of that is just home made fluff, not official stuff, like the Gorrum for example, not sure if they really exist. but its very good, especially considering its on races that very few people actually know anything about.)

PS, I added the Albioners, and added the Norse leader, Lodbrok. there are also links to the different races on that site.:D
 
Spoiler :
”Beastman are not natural creatures; they first came into existence when the polar gateway of the Old Ones Collapsed, showering the World with corrupting warpstone. It worked a dreadful change on many of the ancestors of Men, causing severe mutations. Hence, Beastmen were created half-man, half-animal, wholly chaotic.

Beastmen are wild and brutish creatures that care little for other beings and despise the race of Men above all else. In battle they combine ferocity with a savage lack of discipline, fighting and battling amongst themselves in their eagerness to get at the enemy. There are several types of Beastmen, but they can be divided into two rough categories: Ungors, which are twisted creatures that combine the worst qualities of a man and a beast, and Gors, a gigantic breed of Beastmen, a mix of some powerful animal and human. Beastmen willingly embrace their heritage of Chaos – they have the intelligence of a man, but employ it with the base cunning of a wild animal.

Beastmen live in roaming warbands, led by the strongest among them. They infest the forests and the wastelands of the Old World and the other nations of Mankind, being most numerous in the far north and the Drakwald Forest, but also gathering in numbers in the lands of the south such as chivalrous Bretonnia and the bright lands of Tilea where the ancient forests harbour hidden Beastmen camps. Eastwards to Cathay and westward across the great ocean beyond Naggaroth, Beastmen have also made their lairs. Wherever Men once roamed or still dwell, now the Beastmen can be found.

These creatures are the most numerous of the beasts of Choas. Their numbers can only be guessed at, but many scholars fear that they outnumber Mankind. They pose an unavoidable threat to travellers on forest roads and to small villages and farmsteads. Often homes or hamlets are raided in the night, their inhabitants slain, buildings burned down and animals carried away to be consumed by the Beastmen.”



Khazrak the One-eye
“Possessing a ruthless cunning far above that of his bestial kin, Khazrak the One-eye is the most powerful and dangerous Beastlord of the Darkwald. It is he who has plagued the castles and towns of the region for several years, attacking without warning and then slipping away into the shadows, leaving no trail to follow.

Though he has now far surpassed his former chieftain in strength and skill, it was from Beastlord Graktar that the young Khazrak learned the ways of Beastmen warfare. Following Graktar on innumerable raids, he learned how to quell the unruly spirit of the herd and devise simple but effective battle plans. He watched and listened as he participated in attacks on caravans and raids on isolated settlements. All the while, Khazrak dreamed of one day usurping power from Graktar and taking control of the warherd himself. Yet Khazrak is unlike most Beastmen, with a patient and thoughtful mind at odds with the normal headstrong nature of his kind. He bided his time, watching as more foolhardy challengers were crushed beneath Graktar’s hooves, or ripped apart on his horns, and he studied his leader’s fighting style and waited for the right moment.

It was after an ambush on a Human caravan, during which GRaktar was wounded, that Khazrak made his move. Noticing that Graktar was bleeding heavily. Khazrak challenged him for leadership and, after a lengthy fight, tore off one of his foe’s horns with his bare hands. Rather than kill Graktar, Khazrak banished him from the warband – the one-horned Graktar was laughed out of the brayherd and never seen again, though rumour has it that he still lives and yearns for the day when he can avenge his defeat. Khazrak keeps Graktar’s horn as a trophy, and the resounding note it sounds when blown has often been the signal that dooms unwary travellers.

Since then, Khazral’s warband has roamed the Drakwald Forest terrorising Human settlements and travellers, and never before has a Beastmen leader proven so elusive for hunting parties. No one is spared in Khazraks raids, his superbly trained Warhounds chasing down the few who manage to escape the Beastmen.’

On the rare occasions that he is discovered, Khazrak has always defeated his pursuers, be they state troops, White Wolf Templars, or mercenaries out to collect the massive bounty offered for proof of Khazrak’s death. On several occasions the Elector Count Boris Todbringer of Middenheim has led the hunt, and once trapped Khazrak near the village of Elsterweld. Khazrak lost his eye to the Man’s Runefang in the ensuing battle, but was saved from death when the fierce warhound, Redmaw, attacked the Count’s horse, allowing Khazrak to escape. Khazrak’s eye never fully healed, and continually weeps blood and pus.

Such a handicap would usually prove fatal in the brutal culture of the Beastmen but Khazrak’s wound actually made him all the more fierce and careful, and het vowed to take his revenge. For many months he plotted and schemed, and then only when the perfect opportunity presented itself did he put his plan into action. With a series of daring ambushes, he lured the Count and his army towards Norderingen. Doubling back overnight, Khazrak and his warband waited for Toddbringer and his force to start breaking camp just outside the village, and then attacked. Khazrak fought his way through the soldiers of Middenheim to confront the Elector. He threw him from his horse, pinned him to the groud, and with slow deliberation, gouged out one of his eyes with the tip of a horn. Just as with Graktar, Khazrak allowed his foe to live, and some believe that he actually enjoys matching his wits against Todbringer, seeing it as a challenge to his skills. The Elector has since increased the bounty fot khazrak’s death to ten thousand golden crowns. He almost caught Khazrak again a few months later, but the Beastlord slipped away. However, Count Todbringer made a point of slaying the hound Redmaw and hanging its remains up on the walls of Middenheim, and Khazrak is now devising a way to repay this affront to his pride.

Even the massive reward offered by the Count has not improve his hunters’ fortunes, and those few bounty killers who return form the Drakwald always do so empty-handed. Khazrak remains a dire threat to the entire north of the Empire, and his raids are covering a wider area with each passing year, as more and more towns and villages gall victim to his elaborate and devastating ambushes."


Gorthor the Beastlord

"Gorthor the Cruel was the greatest Beastlord ever to have lived. Over one thousand years ago, during the time of the Crusades, his warband ravaged the forests of the Empire and all but destroyed the provinces of Ostland and Hochland, and his name van still be found on some of the most ancient herdstones. There have been many Beastlords who have united tribes into mighty warherds, but Gorthor was unique among his kind, for he possessed one thing that all others have lacked: he had vision.

Gorthor was convinced that the gods had selected him as their emissary, that he was destined to control the forests in their name. Though he had no true magical power, he had something of the shaman about him, often falling into seizures or visited by nightmare visions of the future. Such was his fervour in battle, he would sometimes be surrounded by coronas of dark energy, which would protect him or strike out at his foes, a sure sign to other Beastmen that the gods truly favoured him. With great strength of arm and cunning, he fought his way through the ranks of Gors to become a chieftain, but his sheer intensity never left him, growing in strength to match his ever increasing power.

Before long he had united all the tribes of the Middle Mountains under his banner, and most chieftains would have been satisfied with far less, but not Gorthor; his purpose was to destroy the entire world in the name of Chaos. He gathered forces and magical artefacts the like of which no Beastman had ever seen. He slew the Orc warlord, Gugrud Gutripper, and took the Greenskin’s magic spear, Impaler. He challenged and killed Kerranarash the Doombull. Claiming the Skull of Mugrar from the Minotaur’s shrine. Ogres, Trolls, Giants and even mighty Dragon Ogres all flocked to join his warherd, drawn by some unknown instinct to the gathering power of Chaos in the heart of the Middle Mountains.

When Gorthor unleashed hell upon the Old World, the Empire was totally unprepared. Many knights and warriors were absent, fighting in the Crusades in Araby and Estalia, and as Gorthot’s warherd surged out of the mountains, town after town was raze to the ground by the unstoppable horde. Rather than simply raiding the towns, Gorthor’s purpose was total destruction, and his warband slaughtered every man, woman and child they found, save one from each town who would be spared to spread panic amongst neighbouring settlements.

Leaving Ostland devastated in his wake, Gorthor continued on his rampage into the smaller province of Hochland. It was well for the Empire that the state was ruled by Count Mikael, a man as ruthless as he was brave, unpopular with his people but prepared to do anything to stop the Beastlord. To public outrage the Count spent the time he had before Gorthor’s arrival strengthening eht defences of Hergig, Hochland’s capital, rather than riding to the aid of towns in the path of Gorthor’s advance. By the time Gorthor’s army reached the city, the defences were in place, a maze of walls, trenches and stakes stood between the horde and Hergig’s gates. It took the Beastmen three weeks of bloody slaughter to break through the Count’s ingenious defences, with the defenders raining arrows , boiling water, burning oil, rocks and flaming torches down on them at every step. Frustrated by the resistance of the Men and their leader, Gorthor promised his warriors all of the spoils, asking nothing for himself but the head of the Count. The Beastmen doubled their efforts, and on the twentysecond day of the siege the gates of Hergig finally splintered under the Beastmen’s rams. But still the Men fought on. Count Mikael forbade his archers from carrying quivers, ordering them to drove their arrows into the ground so that they would not give an inch to the Beastmen. He equipped the most able men with all of the available weapons and armour, sending the old and infirm to the front lines to delay and tire the enemy. He had the wives and children of his soldiers carry food and water to the front lines, ensuring that no thought of retreat entered the men’s minds.

But he hordes of Gordor were innumerable, and the defenders were cut down in droves. The Counts castle’had been under siege for weeks when the battle finally turned. Freshly back from the Crusades, the recently-founden Knights of the Blazing Sun, having heard that Hergig was under attack, had ridden straight for the city and ploughed into the rear of the Chaos army, their lances and swords cutting a bloody path through the unprepared Beastmen. Count Mikael seized his chance. Leading his personal bodyguard, he burst forth from the castle and carved into the scattered warherd.

Gorthor realised he had to take action or all would be lost. Chanting wildly, magical energy lashing out in all directuints, he hacjed his way through the melee until he stood before Count Mikael, and with a roar engaged him in single combat. But Mikael possessed a magical amulet which protected him from Gorthor’s halo of darj power, and the generals fought for nearly two hours, their magical weapons drawing blood at every stroke. Finally, the killing blow was struck: the Count’s Runefang overcame the magic of Impaler, smashing the spear in two, and dealt the Beastlord a mortal blow. With the death of their general the horde fled to the forests with the Knights of the Blazing Sun in pursuit, though Count Mikael die of his horrific injuries barely minutes after his victory.

Gorhtor’s warherd had left a permanent scar on the north or the Empire. Hochland and Ostland were not fully rebuilt for decades, and though a thousand years have passed since his death, his name is still used to curse enemies and frighten wayward children. Even in times of peace the forests are regarded by the people with great dear and superstition. And amongst Beastmen, his memory remains. It is said that one day another Beastlord with the might and vision of Gorthor will emerge and once more thrones of the world will tremble before the Children of Chaos."

:p I'll add Morghur, Master of Skulls sunday, got no time tomorrow (tomorrow is the dutch TT!!!). It's a wicked story with lot's of mutations. He is a feared legend throughout the world
 
.. and last but not least:

Morghur, Master of Skulls

Born almost three centuries ago, the creature known as Morghur was far from a human child. With tooth and horn, he ripped his mother apart in his gory entrance to the world, while her features mutated horribly. Her distraught husband reached forwards to strangle the twisted abomination, yet as his hands touched the foul creature, his body also was wracked with hideous mutation.

Days later, when a group of travelling players arrived at the small community on the outskirts of the dark Forest of Arden, they found it in absolute chaos. Recorded in the tragic Bretonnian poem ‘Requiem’, it is said that men crawled around in the mud like animals, their hands turned to hooves and limbs twisted and rearranged. The livestock walked around on hind legs, speaking in un fathomable tongues as they devoured each other.

In the following decades, a shadow touched the Forest of Arden. At its rotting heart, the trees contorted and twisted. It is said that their cries of anguish can be heard on the wind, and their skeletal-like limbs scratch and lash out at any who intrude into their mournful world. Parents scare their misbehaving young with tales of a mad creature that shambles tirelessly through the trees at night, turning harmless animals into rabid killers and torturing the trees, forcing them against their will to invade the lands of men and steal naughty children from their beds. Little do they know how true the tales are.

Having crawled into the forest as a misshapen and deadly babe, Morghur lives deep within a cave, hidden in one of the darkest groves. The dank, stone walls of his cave flow like water in his presence, constantly reforming to mirror the dark visions that plague him. At all times, Morghur’s mind is filled with images of destruction, fire and desolation. Burning hatred simmers within his heart, and he is consumed with the desire to make his waking-dreams become reality – to rip down civilisation in all its forms, to shatter order wherever it is found and to change the world constantly and randomly. As he walks the forest, everything in his presence is irrevocably changed. Grass turns black and grows in strange patterns beneath his hooves, streams begin to flow backwards and animals mutate horribly.

Beastmen revere Morghur, believing that his spirit walked the world before the birth of their race; the incarnation of disorder and chaotica. They set out form thousands of miles away to stand in his presence, drawn to him by urges they do not question; a tainted pilgrimage that often destroys them. Only the strongest-willed survive such an encounter, though their minds are usually shattered and plagued by visions ever after. The bodies of the most are wracked by fatal change. Those few that do live on with minds intact return to their warherds where they are regarded with awe and respect, and invariably rise to become powerful Wargors and Beastlords.

The Shamans claim that if the physical body of Morghur is cut down, his spirit is reborn elsewhere. Indeed, creatures of similar description have been recorded all across the known world, and darkness and taint has always followed in his wake. The Elves know this being as Cyanathair, the Corrupter, and amongst the Dwarfs he is the Gor-Dum. Legends of the Empire claim that in ages long past this being made the Drakwald Forest the dark and twisted place it is today., where Morghur was known as the Shadow-Gave. Nevertheless, the only one to perhaps understand the true horror and revulsion that is Morghur, is Ariel of the Wood Elves. It is she alone who truly perceives the black and expansive essence of Morghur, too powerful a spirit to be contained in a single physical form. A silent, unseen war rages in the dark forests between the Wood Elves and the Beastmen, as Ariel seeks a way to destroy Morghur forever, while with every passing year ever more Beastmen are drawn to his distorted realm.
 
YAY!! STORMRAGE!! *runs over and hugs in a non sexual way;)*
ehem *brushes sholders and straigtens tie*

I cant believe youre in a civ 4 mod forum! (remember you told me i was a blasphemer for 'turning my back' on civ 3??;))

Anywho, glad you found something you didnt know:D you of all people:crazyeye:
 
Nice to see ya P_L! I`m pretty sure I was joking, but maybe I wasn`t, I honestly can`t remember! Oh well, here it goes:

Heretics! Repent, and forget this nonsense! Play civ3! Give us gold! It doesn`t matter that you have amazing empire and elven armies (others are sweet too, but these impressed me the most), this will never work! :crazyeye:

Thansk for the welcome, guys. I`ll come here when I get a chance, its kinda hectic at C3C C&C right now ;)

See ya! :wavey:
 
I read the history of the Vampire Counts again and I still see no reason why Nagash should be a Leeader of them. As I read it Nagash was a renegade Priest in the city states of Nehekhara and responbible for their undead existence. His necromancy also lead to the creation of the first Vampires but the Carstein don't seem to be related directly to him in any way. More likly they descent from a bloodline of renegade Vampires and Nagash seems to be mostly related to Nhekhara and Lahmia for the whole time of his (un-)life. I think he better won't make part of any civ. His status seems to be kind of a Demi-God, the first Necromancer and Creeator of undead beings but he never ruled a whole civilization as far as I can read out of this lines. He tried too but was defeated.
If we are going to have him in the game I suggest only as a Hero Unit or Leader in a scenario.
Second Leader for the Vampire Counts could as well be Manfred von Carstein.
 
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