After defeating the mine defenders you've turned one unit of dwarves into lycanthropes. They're weak and ridden with the curse. All, but one. Urgrim Banefist, as he introduces himself, is a champion of Bradeline and the affliction does not hold any sway over this dwarf. Being extremely large for a dwarf, as if he was enchanted to grow by whatever dark gods he worships, he is a striking figure to behold.
Urgrim seeks council with Gryndane:
There is no greater shame than to be defeated in combat... You are my victor and have foolishly spared my life for whatever sordid motives you might have and for that I grant you no gratitude. In failing my master I have brought shame on myself and my clan and you now hold my life with the threads in your hand. If it suits your motives, I hereby offer my service to you, should our goals coincide. But know this, human; if Bradeline calls, I answer.
Game terms;
Urgrim is a Dwarven Chaos Knight (Fighter/Limited Spellcaster), servant of Bradeline and the Veil. He was serving Garak as a mercenary for hire and since you've spared his life, he now offers his service to you if certain conditions are met;
-Your alignment remains neutral or evil (he becomes stronger under Evil - loses Weak and gains an additional promotion)
-Every city captured during his service is razed - Urgrim gains a percentage bonus as the Armageddon Counter increases through his Stigmata
-Once a civilization on the map discovers Corruption of Spirit (founds the Veil), you must set your research path to Infernal Pact or he abandons your civilization and joins the Veil founding civilization.
-Urgrim has an affinity for both Fire and Entropy manas, meaning that he is limitless as far as raw development goes.
-If you refuse Urgrim, he will be out of play until Veil is discovered and then join the civilization that founds it, as a more powerful incarnation of himself. If you refuse him, delete the unit and the item(s)
Q: Decide whether to recruit Urgrim or not.