Fyreslayers

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Fyreslayer warriors charging into battle against daemons of Khorne.

The Fyreslayers is a faction of fierce Duardin warriors that are the scions of the fallen duardin god Grimnir. They style themselves in his image in devotion and deference to him, going to battle wearing almost nothing, their hair waxed and dyed into elaborate mohawks and wielding magma-forged blades. Other races think that they only fight to hoard gold in their vast volcanic lairs, a rumour that they are happy to have disseminated. What they truly seek is Ur-Gold the remains of their god.[1][4]

They were one of the forces that rose up to battle after the first strikes of the Stormcast Eternals in Realm of Fire. They fought against Chaos but only if paid in Ur-Gold, however if a generous enough counter-offer was made they would willingly fight alongside the forces of chaos.[1]

Culture

Fyreslayers are a civilization of harsh, aggressive and passionate duardin prone to sudden eruptions of violence. They are dedicated to Grimnir and obsessed with both war and gold, becoming renowned warriors with a famous ferocity for it. Every labour, vocation, effort and creations are ultimately dedicated towards war, the only profession they see as worthy. This and their faith is why they are famous mercenaries.[17e]

Symbols

The most important symbol of the Fyreslayers is the key, which represent both their people's ancestral tier to Aqshy and their binding covenant with Grimnir. To the Zharrgrim prieshood it has a hidden meaning, a representation of their order secret quest, symbolizing freedom from a state of constraint. Members of the priesthood carry forge keys, crafted from different metals with each rank representing their rank, with gold being the highest. The key also serve a practical purpose, those carried by Runefathers and Runemasters to unlock the doors of their forge-temples and magma-vaults.[17e]

The rune of fire is one of the most sacred runes of the Fyreslayers.[5]

Fashion

Since the Age of Myth the Fyreslayers have favoured using very little armour, usually just helmet a loincloth and a girdle. They charge bare-chested into combat, believing themselves to be protected by their own fiery convictions like Grimnir.[17e]

They also emulate the distinctive hairstyle of Grimnir and it's a vital aspect of their faith. They are shorn on the sides, while the top hair is spiked into an impressive crest, which is then dyed and held in place by a waxy substance. Each lodge has their own concoctions for such purpose, a secret which they maintain and jealously guard. Mocking a Fyreslayer's hair is often a quick way to get killed.[17e]

Like other Duardin they have beards.[17e]

Religion

To the Fyreslayers Combat is vital part of their faith and that they must always be at war, be it with their foes or the foes of those who pay enough.[17e]

The religious leader of Grimnir's faith is the Zharrgrim Priesthood, which are smiths, battlepriests and keepers of the forge. Their main responsibility is locating and casting ur-gold into runes. The ultimate objective of the Priesthood and the Fyreslayers is to search for Ur-Gold and release it's energies in battle, in the hopes that Grimnir and Vulcatrix can be resurrected for the final battle of Doomgron.[17g][17a] The prieshood is known for tending the divine spark that was created by Grimnir's death in every Fyreslayer Forge, the Zharrkhul and as such as known as the priests of the undying fire.[17f]

There are thirteen ranks in the priesthood with the Runemaster of the forge-temple at the top, with the Runesmiters and the Klinkin beneath.[17g]

The first priests of Grimnir were smith who forged the weapons of war by binding the fury of fire and raging battlespirit into blades using their knowledge of forging and metals. It was these first priests who discovered the true nature of Ur-Gold, as the essence of Grimnir and Vulcatrix mingled together. Since then they have further improved their skills, in both forging and battle, by tapping into the fires of Aqshy and Vulcatrix and over long exposure to the residual energies of the Godbeast they have further gained mastery over flame and magma. It these forces and connections that allow a Runesmitter to burn tunnels with liquid rock and other Fyreslayer Duardin the ability to hatch and raise Magmadroths as if by instinct.[17g]

The elemental abilities of the priesthood has been further empowered by the magic of the Necroquake. They have gained the ability to summon more powerful elementals manifestations known as Magmic Invocations through their war-chants or summon a Magmic Battleforge connected to Zharrkhul to ignite the war-spirit of the Fyreslayers.[17g][17f]

Magmadroths

Magmadroths are fire-belching salamanders, offspring of Vulcatrix, with scorching talons that are the mounts of the Auric Runesons, Runefathers and Runesmiters.[2e][2f][2g][17a]

These creatures were created by the titanic battle between Vulcatrix and Grimnir, their schorching-hot black eggs forming in flamestruck lands. These eggs were first discovered by the Zharrgrim Priesthood and learned how to raise them.[17a][17f]

The connection to Vulcatrix provided by the Ur-Gold and mastered by the Zharrgrim Priesthood is what allows these duardin to hatch and raise Magmadroths and allow for such close bond with these creatures, a bond closer to true friendship than that of master and beast. It would be wrong to think of them as domesticated as they are far too wilful, rather they should be taken as allies[17g][17f]

Settlements

Magmaholds are usually settle by one lodge, through in many cases two or more can co-exist in the same Magmahold. These are usually closely related, but such situations tend to be temporary until the newest branch has grown large enough to conquer their own territory.[17b]

Forge-Temples are the sanctuaries located at the center of each Magmahold. These are the beating hearts of the magmaholds, their halls constantly sound with the clang of hammers and axe being sharpened. The air is filled with sparks, rippling and glowing red from heat of the lava that flows through the surrounding chambers to power them. So strong is the heat an ogor's eyeballs could sizzle. This is where the Zharrgrim priesthood safeguard the Ur-Gold of the lodge and fashion it into powerful runes.[17f]

Some Fyreslayers operate forge-temples in larger cities of Order.[17e]

The forges of the Fyreslayers are ignited by the Zharrkhul.

Women

Fyreslayers to outsiders seems like a patriarchal society whose rule is clearly patrilineal, through there are rumours of powerful Fyrequeens. The truth is that they are secretive about their women as they are about Ur-Gold, as they are rare and born in very low numbers. The females are masters of hearth, healing, brewing and magmic defences and the few that have seen them claim them to be just as hot-headed, impetuous and battle-worthy as the males.[17b]

Diplomacy

Other factions sees the Fyreslayers as little more than moneygrubbing sellswords, due to the fact that Ur-Gold looks like common gold. Their success in combat does prove it to be worth it and many leaders will seek to enlist their services. After battle they collect their fallen and payment and return to their strongholds. This constant warring as granted them many customers and enemies beyond counting, but also very few true allies.[17e][17a]

Despite being famous mercenaries, Fyreslayers have little use for common gold, as everything they own is forged by their people. Their mercenary actions is entirely devoted to recovering Ur-Gold, the fragments of their god, with even the smallest trace being precious beyond measure.[17a]

Kharadron Overlords

The Kharadron Overlords do not see the Fyreslayers as kin since they refused to take them in after fall of the Karaks. To them they are only trade partners that are likely to hold to their end of an oath. The fyreslayers only see them as distant relations and rich customers. It doesn't sit well to the zealous Fyreslayers that the Kharadron have abandoned their gods.[17b]

Since they are both duardin they are cantankerous and contemptuos of the other and while open conflict is rare it is not unheard of. However in the Granthium Mountains in Chamon there is open conflict as both sides seek to claim a deposit of Ur-Gold and Aether-gold.[17b]

Ur-Gold

All Fyreslayers can sense the presence of this metal to some degree, but only the Auric Runesmasters can trial it across the Mortal Realms.[5] When a Fyreslayer swears an oath it is an unbreakable bond and will fight as if they were part of the payer's army, but they expect the same level of commitment from those that retain their services. Those that break such promises are not expected to live long enough to regret it.[3a]

It is at the Forge-Temples that the Zharrgrim store the Ur-Gold and with fiery hammer-blows being back Grimnir's fighting spirit back to life by fashioning it into powerful runes.[17f]

Origin

This metal was created from the death of Grimnir and Vulcatrix, that sent their divine fragments across the lands. When these landed they buried themselves deep underground and fused with the veins of gold. It transmuted the gold and bound it with the power of those two gods, that looked just like ordinary gold.[17a]

Discovery

The first followers of Grimnir that discovered ur-gold knew it was connected to their god. First they tried to craft this metal into masterwork metals, but they imparted only a small portion of their power.[17f] Since the Fyreslayers discovered this new metal, which they named ur-gold, they have been a race possessed, despite looking nothing more than mercenaries looking for common gold to outsiders.[17a]

Only when the first Runemasters forged this gold into runes to wear in battle did they discover its true potential. These tokens burned into the flesh of the Fyreslayers and blessed them with a fighting frenzy akin to that of Grimnir. Later they would come to hammer the runes directly into the warrior's body so the divine energies could provide even more power.[17f]

The Zharrgrim priests continued to study the properties of this metal and not only discovered that Grimnir empowered it with rage and a fiery spirit, but that it was filled with the essence of Vulcatrix too, granting them the ability to summon elemental energies and control flame. The two spirits had bonded together and became stronger.[17f]

Detection

Only the Fyreslayers have been shown to be capable to detect this metal.[17a]

Runeforging

While all Fyreslayers can sense Ur-Gold to some degree only the Runemaster who know the sacred lore of metallurgy, fire and the spirit of battle can distinguish it from regular gold. It is they who lead the extraction, smelting the alloy to separate it into its purest form. This metal is then cast into sacred runes, most which signify an aspect of battle, like fury, endurance, loyalty to kin, strength, indomitable boldness. One even represent Grimnir himself.[17f]

Then the Runemasters have to pound these sigils, while they are still glowing hot from the forge, into the bodies of Fyreslayers. Only through this agonising way can the rune truly fuse into the Duardin's frame. The Fyreslayers that go through this process immediately feel more connected to their god, but only in battle can they unleash their power. It is the duty of the Runesmitters to awaken the power of the runes, chanting rituals that ignite their power and unlock the battle-rage of Grimnir, augmenting the physical might and martial prowess of Fyreslayers by boosting them to supernatural levels.[17f]

Glimmerlust

This material is a finite resource whose power is spent when a Fyreslayer fights and to maintain such power, new runes must be replaced the spent ones. As the divine strenght of Grimnir leaves him, the Fyreslayers crave for more, and this affliction is called the Glimmerlust.[17f]

This affliction is one of the reasons why the legends about Fyreslayers from other races tells of their avarice. It is the responsibility of the prieshood to make sure his fellow lodgemembers stay on the path of Grimnir, by making sure no warrior is given more that they are owed or that they can bear. The Runemasters are noteworthy for having learned how to temper their kind's impulsive natures. Even the Runefathers heed the advice of the priesthood on how to control it.[17f]

Rogue Slayers

A Fyreslayer will become completely consumed by Glimmerlust without the help of the Zharrgrim Priesthood, of which there are many grim tales of such lone warriors. Those Doomseekers that have suffered to such fate, like the Axe of Magorth or the Immolated Slayer, become the reviled Doomvarag. These rabid lone wolves kill other Fyreslayers so they can take the runes from their remains.[17f]

Lodges

A Lodge is a Fyreslayer family or households which inhabit a Magmahold, formed around a single chieftain known as a Runefather, who all claims to share descent with a common ancestor. This patriarch and his family rule the Lodge and their title passes along their chosen successor amongst their male heirs, the Runesons, when they die. However some travellers tell of the Fyrequeens, mighty queens of the Fyreslayers, a fact that is not spoken by the warriors of the fyrds to other races. Those that are not chosen often set out with their followers so they can establish their own lodge. When there is no declared heir when the Runefather dies, this usually is the end of that Lodge. Those that remain must then choose to follow one of their own, pledge themselves to another lodge, or take the oath to become a Grimnyn, a fate similar, but not as fatalistic as that of the Doomseeker.[17b]

Each Lodge maintain their own forge-temple and Zharrgrim priesthood.[17b]

Sometimes two or more Lodges share a Magmahold.[17b]

First-Forged

The earliest of these were known as the First-Forged, the ones Duardin who walked with Grimnir on his quest to slay Vulcatrix. These lodges no longer exist through some, like the Vostarg and the Greyfyrd claim to be their direct descendants.[17b] [17c]

  • Vosforge: Lived in the Vosforge, the largest of the magmaholds carved into the Salamander's Spine. More lodges have sprung from this bloodline than any other. Torn apart by internal strife. Name carried on by Vostarg.[17c][18]
  • Greygrend: Based in the mountain Harrworld which has since been leveled. Nearly all lodges that have suffered disproportionately from Glimmerlust descend from Greygrend but these duardin do not speak of their troubled heritage.[17c]
  • Grymdar: Chaos destroyed the Grymdar, their magmahold in Karadrum taken, and their Runefather slain. The refugees from that lodge formed the Hermdar and returned to reclaim their home. Yet the mountain had been riven beyond repair and so the remaining Zharrgrim priests buried the under halls in waves of lava.[17c]
  • Drakendreng: famous for their monster-slaying skills. Attracted Nagwroth the fyre serpent, who coiled around the mountain and destroyed the magmahold within. The survivors founded the Lofnir lodge and left their former hold pursuing the wounded Nagwroth to Ghur.[17c]

Other Lodges

History

Origin

These Duardin were the first to follow Grimnir, first appearing in Aqshy and then spread to ever other Mortal Realm. There are many tales of how they were created that recount how the god became their patron from their pantheon. Some claim they are his children while others believe they were made by the god from his incadescent Rage.[17e]

Death of Grimnir

The forge of the ancient Fyreslayers were built with the design taught by Grungni, but when Grimnir was shattered the subsequent Firestorm ignited the flames of the Forges of the Fyreslayers predecessors turning into the divine Zharrkhul.[17f]

Fall of Order

The forebears of the Fyreslayers were once related to those of the Kharadron, but those of the Fyreslayer swore themselves to Grimnir, while those of the Kharadron took to Grungni. When their mountain holds fell, the Fyreslayers refused to take them in and the ancestors of the Kharadron took to the skies.[17b]

TO BE REWRITTEN

Origins

To outsiders, perhaps the strangest habit of the Fyreslayers is their practice of pressing metal into their flesh, for each bears runes of gold that are literally hammered red-hot into their bodies. In battle these sigils glow, radiating heat and light as if they were just pulled from the forge. The strongest of their number – with massive crests of hair and thickly corded muscles – are so studded with such runes that they too begin to glow, beards blazing, and cinders drifting from their smouldering skin. In their battle-rage the Fyreslayers go berserk, undaunted by the size or number of their foes and wading into the enemy’s midst with axes swinging, their voices raised to issue war-songs, coarse insults or barely coherent oaths to Grimnir.[17e]

When not caught up in their emotions, Fyreslayers are pragmatic. They care little for politics, and are isolationists with scant empathy for the plight of others. Their concerns centre around fulfilling their own oaths, which usually boils down to acquiring gold by any means. Other races assume that the Fyreslayers are simply greedy, with an insatiable need to stockpile the precious metal. Would-be allies often grow quickly estranged as they witness Fyreslayers fighting alongside them one day and then against them the next. Across the Mortal Realms it is common enough to hear many call the fiery duardin unscrupulous warmongers, disloyal sellswords that are only too ready to fight alongside traitors, monsters or even worshippers of the Dark Gods.[17e]

There is truth in such claims, for Fyreslayers do seek war and eagerly fight as mercenaries. And some of their kind have accepted coin from the most unsavoury of sources. However, the full reasoning behind their actions is known only by the Fyreslayers themselves, for gold and battle are intrinsically connected to their lost deity. The duardin do nothing to halt the dissemination of even the most base accusations of avarice, for others would be less likely to part with their gold if they knew the true power held within its gleaming lustre.[17e]

The fall of Grimnir

Long before the ending of the worldthat-was, Grimnir had sung his death-song. He had ventured alone into the Northlands seeking to close the polar gates that spewed forth Chaos and allowed the minions and warping power of the Dark Gods to pour forth into reality.[17a]

During his journeys, Grimnir’s battles, deeds of valour, and tests of will were beyond count. Lost and bewildered by the insanity of the realm he had been drawn into, Grimnir did not complete his mission. However, such was his fiery determination and indefatigable strength that he was neither slain nor driven mad in the attempt.[17a]

How long Grimnir wandered is unknown, for time has no meaning in the Realm of Chaos. Yet his tale truly begins after the destruction of the world-that-was, at the dawning of the Age of Myth. During that time of legends, the gods first discovered and walked amongst the Mortal Realms. And so it was with Grimnir, who one day awoke in Aqshy and found himself surrounded by his kin. Although weak and wearied from his dreadful journey, Grimnir recognised the duardin that attended him, and he rejoiced to be back in the lands of mortals.[17a]

Despite his long plight, Grimnir sought to serve those who had revived him. He listened to their pleas and acted on them, hunting down and catching the godbeast Ignax, whom he shackled to the Land of the Chained Sun so that all might have light and fire.[17a]

Even as he rested from his task, another evil befell the duardin gods. Exactly what occurred during the event known as the Thagduegi – the Great Betrayal – is unclear, but the duardin pantheon broke apart. In the aftermath of traitorous acts, Grimnir and his brother Grungni were left shackled atop the tallest of the Iron Mountains of Chamon. There, bound in chains, the two might have stayed forever had not Sigmar – mankind’s heavenly god – stumbled upon them.[17a]

When Sigmar loosened their heavy manacles, the duardin gods were freed. Both pledged oaths to repay the favour, but hot-headed Grimnir demanded he be allowed to settle the debt immediately. A rage had built up in Grimnir during his captivity, and he needed to release it before the blazing anger overcame him. It was the duardin god’s desire that Sigmar should name a mighty enemy for him to slay single-handedly, and thereby fulfil his vow.[17a]

Sigmar greatly valued the duardin gods, for they had been steadfast allies in the past. Yet he knew also that to name an unworthy target would do great harm, for Grimnir was riled easily, and prideful over such matters. Acting impulsively, Sigmar named the godbeast that he himself thought would be the most difficult to conquer – a decision he immediately regretted.[17a]

And so it was that the legendary duardin sought out Vulcatrix, Mother of Salamanders, she who first birthed flame into the worlds.[17a]

There are several tales that recount the last thing Grimnir did before setting out. Some say he downed a keg of ale, proclaiming it had to have been brewed by one of the legendary family of Bugman. Others tell of how he bid his brother Grungni to forge him a new axe for the monumental task, while those of the Vostarg lodge claim Grimnir helped choose the site of their original magmahold before embarking on his quest. All versions agree that it was not long before Grimnir strode into the Hills of Aqshy searching for his quarry. Grimnir went alone, but he did not go quietly, booming out his challenge every few strides, and hurling coarse speculations about his opponent’s lineage.[17a]

When at last Grimnir came before Vulcatrix, she uncoiled endlessly like a molten river from between smokebelching peaks. Gleaming blade and burning fang met in showers of sparks, each blazing ember from those mighty strikes outshining the stars themselves as god sought to best monster.[17a]

The Fyreslayers tell that it was Vulcatrix’s spite which claimed Grimnir’s life, for he delivered a mortal blow to his enemy but was felled by her death throes and the poisons that erupted from her rent form. So great was the heat released by the duel’s climax that a cataclysm followed: a fiery blast of noxious gases levelled mountains and created the Plains of Aqshy. The scorching of the lands, however, cleansed them of the foul sulphurous dusts that had once rendered them barren. Elsewhere, the falling embers formed the volcano Vostargi Mont, and dozens more across the realms.[17a]

The nova-like event ignited the magics of Aqshy, and the impossible heat alloyed the divine spirit of Grimnir with the Great Salamander’s blood of liquid metal. God and godbeast were intertwined, and scattered far. Flaming ruin streaked across the skies, blazing like meteors to fall across the realms, while all across Aqshy volcanoes answered the outburst with eruptions like some final tribute.[17a]

Magmaholds

After Grimnir’s destruction, the god’s followers made their home in Aqshy. Here, along the vast volcanic mountain range known as the Salamander’s Spine, the first magmaholds were created. These were similar to karaks, the underground strongholds of other duardin, but there was one essential difference: the Fyreslayers chose exclusively to carve their underground passageways beneath active volcanoes.[17b]

As the Fyreslayers became more familiar with the volatile environments in which they dwelt, they achieved greater and greater feats of engineering and stonecraft. Eventually they learned to channel rivers of magma, using the molten rock to bore new tunnels, or to form defensive barriers through which no foe could pass.[17b]

It has been many ages since outsiders have been allowed to enter a magmahold, for the Fyreslayers have grown ever more gruff and isolationist. In the Age of Myth – before the Fyreslayers were so guarded – some few did pass beyond the gates of such a fastness to describe what they saw there. Dark passages gave way to high arched chambers and many-pillared halls.[17b]

It was said the architecture lacked some of the artisanal flair of the stonework that marked the duardin karaks, yet they were still works far beyond the most skilful human engineers. Even then, however, it was apparent that the Fyreslayers would rather carve foes than rock – such tasks were to be completed, and completed well, but it was not anyone’s life work. There was one area in which magmaholds bested karaks however, and that was in the hoarding of treasure.[17b]

Magmaholds were quickly filled with gold as the scions of Grimnir sought traces of their lost god. Most of the precious metal contained little or none of the divine spirit of Grimnir, and even that which did was soon drained. The by-product of ur-gold is simply gold, a substance that swiftly accumulated within the magmaholds. Thus, even the poorest Fyreslayer cities could boast vast ancestor-statues and rune-etched masks forged from solid gold, as well as columns that stretched out of sight bearing countless gilded braziers, which cast a brilliant gleam upon everything beneath them.[17b]

Doubtless it was the Fyreslayers’ riches – and the many enemies they made due to their mercenary ways – that drew invaders to their holdings. Not all the attacks were raids made in the name of plunder, however, for the Age of Chaos was dawning, and it was swiftly transforming into an era of terror. Wave after wave of assailants attacked civilisations across the Mortal Realms. Corruption, mutation, and plague were rampant.[17b]

One by one the karaks were broken and the duardin driven out of their mountain holds. Enemies were everywhere – skaven and grots tunnelled from below, many tribes of men were corrupted and turned into blood-crazed killers that rampaged across the plains, beastmen stormed out of the forests, and daemon armies scoured the lands. Once driven out of their mountain dwellings, the duardin refugees were little more than prey for creatures such as troggoths, gargants, and other monsters that stalked the lands. It was a time of disaster for the duardin, save only in Aqshy, where the magmaholds of the Fyreslayers held strong.[17b]

Aided by their molten defences, Fyreslayer holds proved tough nuts for the Chaos forces to crack. It was significant also that all the Fyreslayers were followers of Grimnir, that is to say, they were warriors first and foremost. Invasion after invasion was repelled. A few magmaholds were breached and destroyed, but these were the smaller ones. Only when the followers of the Dark Gods turned to subterfuge did they meet with real success. Chaos forces, disguised as refugees from fallen kingdoms, were allowed to enter. Their targets were no longer the impenetrable walls of the magmaholds themselves, but the societies within: the lodges.[17b]

The cost of Defense

During the Age of Chaos, the magmaholds that survived did so by closing their gates. Refugees of broken civilisations, including many duardin from the karaks, sought the safety of the magmaholds, but were met only with silence as they battered upon iron-bound gates. Grim-faced and stoic, the Fyreslayers admitted no one.[17b]

But even though the Fyreslayers closed their gates to those seeking sanctuary, they still marched out to bring war to the forces of Chaos.[17b]

Fyreslayer armies – known as fyrds – emerged from secret tunnels at will. Far from the magmaholds, new passages opened up, filling once more with lava in the wake of those who traversed them. These armies marched out into the Chaos-ridden lands and sold their axes to the highest bidders. Desperate tribes or besieged cities paid exorbitant prices in gold to the Fyreslayers. The violence of the times meant there was always a need for their services.[17b]

During this time of horror and strife, the Fyreslayers multiplied and prospered. Secure in their volcanic homes and growing ever wealthier, the burgeoning populations within the magmaholds led to many splinter groups striking out in hopes of establishing their own domains. So did the Fyreslayers spread all across Aqshy, where they found the richest deposits of ur-gold and Magmadroth eggs. They followed ur-gold trails, mercenary contracts and tales of fortune into other lands until they had established magmaholds in every realm.[17b]

Where possible they gravitated towards volcanic regions, but at need they tunnelled into living mountains in Ghur, established bases amongst the sky-islands of Chamon, and hollowed out cairn peaks in Shyish. All continued to amass gold, largely through payment for their employment as mercenaries, but occasionally by seizing it from foes, or even by mining.[17b]

Unbeknownst to the Fyreslayers, however, they were not as immune to the designs of Chaos worshippers as they thought. Agents of Tzeentch, the Great Conspirator, were quick to whisper to the survivors of fallen kingdoms, reminding them not to forget who refused to open their gates to them in their darkest hour. Tales of the Fyreslayers’ mercenary ways were often stretched, and even those who successfully hired them were bewitched into believing themselves ill-used by greedy duardin.[17b]

The Plague God Nurgle invented a new pox, one that clung to a single substance: gold. If touched, infected metal drove mortals to distraction, so much so that they would kill one another to possess it. All races that coveted gold were susceptible to the disease, and its grip on Fyreslayers, who already suffered from the glimmerlust, proved especially deadly. Several previously impregnable magmaholds were torn apart internally as the lodges that dwelt within became corrupted.[17b]

Born of Flame

Also known as the Bright Realm and the Realm of Fire, Aqshy is made up of dozens of different continents. Once, these were all accessible to one another, connected by bodies of water, but they have since been fractured. Some lands were blasted apart by the battle of Grimnir and Vulcatrix, and even more were broken up by the ruinous energies released during the Age of Chaos. Now it is nearly impossible to reach the different landmasses without the use of Realmgates. Despite the size of the realm and its multitude of dangers, the fyrds of the Fyreslayers have scoured every corner of its lands searching for traces of ur-gold.[17c]

The Fyreslayers originally hail from Aqshy, and have since spread to all the realms. It is still in the Realm of Fire, however, where their flames burn brightest. Even after long ages, more Fyreslayer lodges can be found in Aqshy than any other realm. The reason for this is simple: there are more ur-gold deposits and Magmadroth eggs to be found in the Realm of Fire than anywhere else.[17c]

The earliest Fyreslayer settlements were founded along the vast mountain range known as the Salamander’s Spine. Accounts of how many holds were established there differ; however, the volatile nature of the region’s volcanoes has changed much of its landscape, meaning there is no way to verify any such claim. All of the forefathers of the current lodges came from this region, and it was the forges of these holds that roared to life with the supernatural flames of the Zharrkhul, the firestorm that raged over the skies of Aqshy after Grimnir met his doom.[17c]

Once the epicentre of Fyreslayer culture, the Salamander’s Spine is now a desolate place. Most of the original magmaholds have been destroyed, and the few that remain have been ransacked many times. In spite of this historic decline, it is common for the lands and empires of Aqshy to remake themselves, starting anew after being swept clear by fire. So it proved for the Fyreslayers, although their legends tell many tales of the Salamander’s Spine and the lodges that began it all.[17c]

VOSFORGE The original Vostarg lodge lived in Vosforge, largest of the magmaholds carved into the Salamander’s Spine. More lodges have sprung from that one mighty bloodline than any other of the first-forged. Hundreds of current lodges can trace their heritage directly back to those who came from that vast fortress. Today, the lodge that still bears the Vostarg name has made its home in Furios Peak, the largest volcano in the Cynder Peaks mountain range. The magmahold was founded by Urgom-Grimnir, the first to climb the Thousand Stairs and lay pick to stone where it now stands.[17c]

THE HARRWORLD Of the place of the Greyfyrd’s origins, the Harrworld, nothing is ever said. The mountain that stood over the halls of the first of their line, the Greygrend, has been levelled. Nearly all lodges that have suffered disproportionately from the glimmerlust can trace their roots to the Greygrend, but these duardin do not speak of their troubled heritage.[17c]

The Greyfyrd still maintain holds in Aqshy, including Asharak in the Bright Mountains and the Emberhalls in the Caustic Peaks, near the city of Hammerhal Aqsha. Their fastness on the Scarred Isle, however, was destroyed by Archaon during the Realmgate Wars. All of these locations are connected by the firepaths, portals that lead back to the Greyfyrd’s capital, the Gateswold in Chamon.[17c]

KARADRUM While natural disasters and civil strife claimed some of the firstforged, it was the armies of Chaos that destroyed the Grymdar. Their hold of Karadrum was taken and the lodge’s Runefather slain. The refugees that escaped chose a new leader, and became the Hermdar lodge. Taking vows of vengeance, they stormed back to reclaim what had been their hold, freeing the captives therein from a terrible fate. Yet the mountainside had been riven beyond repair by the ferocity of the fighting, and so the remaining Zharrgrim priests caused the volcano to erupt, burying the underhalls in waves of lava.[17c]

The Hermdar have remained in Aqshy ever since, establishing a new magmahold, the Grymhold, beneath the highest mountain in the Adamantine Chain. From there they continue to sell their martial services, most especially to the human tribes of the Flamescar Plateau.[17c]

DRAKENHAL The first-forged known as the Drakendreng lodge were famous for their monster-slaying skills. Emulating Grimnir, they hunted the largest and most ferocious beasts they could find, and lined the gates of their magmahold, Drakenhal, with their quarry’s skulls. Perhaps it was this, or the rumoured size of their fabled treasure hoard, that drew Nagwroth the fyre serpent. Offspring of the titanic godbeast Nagendra, Nagwroth coiled around the mountain, and the ensuing battle destroyed Drakenhal.[17c]

During that great catastrophe, the Drakendreng’s ruling dynasty was severed, and the survivors founded the Lofnir lodge. They left the ruins of their old home and pursued the wounded Nagwroth all the way to Ghur. There they established a new magmahold, Rufhal, within the domed volcano of Crownpeak. Since then, they have sought to fulfil the oaths of vengeance that their ancestors swore against Nagwroth.[17c]

OTHER LOCATIONS Vostargi Mont is a huge volcano that rises from the Flamescar Plateau. It was formed from the falling debris created by Grimnir’s battle with Vulcatrix. Many Fyreslayers have mined the mountain, and the current stronghold is open to all lodges but ruled by the Vostarg. It is to this site that many humans made their way during the Age of Chaos, desperate to hire the skills of the Fyreslayers.[17c]

The Cynder Peaks mountain range is perhaps the most volcanically active in Aqshy. Its constant eruptions bring up and spit out much that has long been buried deep. Many lodges watch where these fireballs land, for they leave craters rich in ur-gold, as well as shiny clusters of Magmadroth eggs. As the largest of the lodges, the Vostarg have claimed this lucrative region as their own.[17c]

History

Age of Myth

The Fyreslayers began as the followers of Grimnir during his life in the Age of Myth. After his mutual destruction with Vulcatrix, those followers, now the Fyreslayers, became possessed with gathering the material known as Ur-Gold in order to use its power and release it in battle.[17a]

The Fyreslayers first settled in Aqshy, in the Salamander's Spine mountain range creating the first Magmaholds. These holds, built only into active volcanoes, were soon filled with gold. These became the first Fyreslayer Lodges, known as the First-Forged.[17b]

Whether through ill fortune, failed bloodlines, civil strife, or sheet belligerence, the First-Forged lodges break apart. Only Vostarg live on to the next generation of lodges.[17d]

Age of Chaos

The threats of Chaos during this age cause the Fyreslayers to shut the gates to their magmaholds, locking out refugees from broken Karaks. Meanwhile Chaos lays siege to all the major magmaholds and many of the smaller ones as well with the Skaven being the most effective against them. After a century of war though the Fyreslayers have weathered all the Dark Gods could throw at them.[17d]

Two great migrations of Fyreslayers happen during the Age of Chaos. The Time of Flames begins after a period of cataclysmic volcanic eruptions shakes Aqshy, bringing tons of Ur-Gold to the surface with many new lodges born in the following gold-harvest. The second begins towards the end of the Age of Chaos new veins of Ur-Gold are discovered in Ghyran, Shyish, and Ghur. Hundreds of Runesons set off to found new lodges swelling armies as the new lodges make themselves known.[17d]

Age of Sigmar

When the Tangrim Lodge is paid in coin from Azyr containing ur-gold word quickly spreads to all lodges and for the first time lodges migrate to Azyr seeking ur-gold.[17d]

During the Soul Wars, all Fyreslayer cities are assailed by the dead. Magmaholds fall at a rate unheard of in the Fyreslayers' history. All the lodges in Shyish suffer losses with several destroyed and others abandoned. While the magmic powers of the Zharrgrim Priesthood are enhanced by the increase in magical energies.[17d]

As the Bad Moon rises more often, dozens of magmaholds are assaulted and several smaller lodges are overrun.[17d]

The soul wars

The Fyreslayers weathered the Age of Chaos, defending their magmaholds and expanding during an era of terror and war. The Age of Sigmar began with promise, as the dominion of Chaos was lifted from many lands and growing civilisations offered new opportunities to earn ur-gold, yet trouble was brewing in Shyish[17h]

When Sigmar re-opened the Heavens and unleashed his Stormcast Eternals upon the Mortal Realms, he began a new era. The battles of the Realmgate Wars aided the Fyreslayers. They relieved some of the building pressure that the armies of the Dark Gods were exerting, for during the long Age of Chaos the Fyreslayers had been the only force of Order to stand firm against them. Now, with new enemies to contend with, many of the Chaos armies were drawn off to fight elsewhere. Sieges that had lasted decades were abandoned or weakened, allowing duardin counter-attacks to finally drive them off.[17h]

This new epoch was filled with battles, for many factions that had long remained hidden emerged to strike a blow against their Chaos oppressors. The mercenary services of the Fyreslayers were in great demand, and no few lodges were forced to expand their treasure vaults. The coveted ur-gold was not merely stockpiled, however, as the constant wars allowed the Fyreslayers to release its pent-up power at rates never before seen. It was a time of great prosperity.[17h]

As Sigmar’s alliance reclaimed lands, cities and civilisations began to be raised once more. Although the Fyreslayers did not aid in any building, they did help in their own way, for there were orruks to scour, ogor tribes to hunt down, and beastmen to beat back into the wilds.[17h]

Over time, several Fyreslayer lodges established close ties with the new cities of Order. It was not unusual in larger settlements to see fyrds of Fyreslayers marching in and out to collect their fees. Some lodges – such as Bulder and Hermdar – developed closer ties, and the Tangrim lodge even built a forge-temple within the city of Azyrheim. Across the Mortal Realms many Runesons struck out to found new lodges, and some of these grew rich hiring out their services to the burgeoning cities. And then the winds shifted, and a time of dread omens and malign portents began.[17h]

Portents of Doom

Fell shadows lengthened across the Mortal Realms, and dark omens were everywhere for those that could see them. For a long time this did not include the Fyreslayers, who went about their mercenary business as usual, showing a combination of duardin practicality and gruff disdain for any form of soothsaying. Yet soon, when the sun disappeared for days on end during dark solstices, even the surliest of Fyreslayers began to feel the unnatural chill that was creeping over every realm.[17h]

Gazing from hollow eye sockets, Nagash, Supreme Lord of the Undead and self-proclaimed ruler of Shyish, could still see much. It was Nagash’s unwavering belief that the souls of all mortal creatures should pass to him upon their death, for he was the ruler of the underworlds. He gazed upon the Mortal Realms and saw many races that withheld his due: the Sylvaneth sought to recycle the souls of their fallen, while the recently discovered Idoneth Deepkin were actually stealing souls for their own mysterious uses. Worst of all, Sigmar, who still sought Nagash as an ally in the great war against Chaos, was plucking the brightest souls of mankind to forge his Stormcast Eternals.[17h]

Enraged, Nagash forswore all others, denouncing even former allies as thieves and betrayers, and therefore enemies. Enacting a plan long in the making, the god attempted to drown all life in a flood of necromantic magic. It was this dire event that triggered the many omens of doom that were witnessed across the Mortal Realms. While the Great Necromancer’s ultimate goal was foiled, he did succeed in unleashing a tidal wave of death magic that raged unchecked across the realms. Thus began the Soul Wars.[17h]

The Necroquake

Nagash’s ritual triggered a great evil, a sorcerous blast known as the Shyish necroquake, for its epicentre was in the Realm of Death. Across the realms the dead awoke, all lands were faced with invasions by spectral hosts – phantasmal horrors that sought revenge against the living – and fell magics flowed unbound throughout the realms.[17h]

For the Fyreslayers the attacks were a shock. Lodges from all the Mortal Realms came under sudden and intense assault. Magmaholds that had held out against innumerable foes during the Age of Chaos now found their defences availed them little against spirit-armies that could materialise within their mountain strongholds, bypassing hundreds of feet of solid rock. Phantom hosts simply floated over rivers of magma that had once held back Chaos hordes.[17h]

In Aqshy, the Vardhraz lodge fell in a single day to a surging undead horde – there were no survivors. The magmahold of Brynbak was breached for the first time in its long history. Its stout defenders managed to stave off defeat and destroy the invaders, though only through emptying their treasure vaults in order to craft enough runes for their armies. The lodge’s Vulkite Berzerkers were so overloaded with ur-gold that those who survived the hammering-in process became unstoppable killing machines, cleaving great swathes through the spectral hordes. Yet it was a victory at great cost, for many of the duardin warriors that survived the battle expired shortly after. Their hearts had burst, for even robust Fyreslayer frames are rarely able to withstand so much divine power.[17h]

While magmaholds in all the realms were assailed, the lodges of Shyish bore the brunt of the necromantic storm. Half a dozen holds were wiped away by the Nighthaunt spearheads, and an equal number had their bloodlines severed. Some suffered a slain Runefather, while others lost their entire royal family. The Bharnak lodge lost all members of their ruling dynasty except for a single Runeson, making the matter of succession easy. Others were not so fortunate. After their patriarch fell beneath a surging tide of Chainrasps, the last remaining Runeson of the Durnhok lodge was so overcome with grief he immediately vowed to become a Doomseeker. Ever faithful, the entire lodge took a similar oath and became grimnyn, destined also to wander the realms as slayers without hearth or home.[17h]

Evil Tidings

The waves of undead were not the only effect of the necroquake. Just as those who were slain continued to fight, so too did many sorcerous conjurations linger long after they should have expired. Mages across the realms found the potency and longevity of their spells greatly increased.[17h]

Buffeted by fell winds, many magmaholds in Shyish witnessed the eternal flame of their forgetemple guttering like a candle in a hurricane. Several – including those of the Ulrung and Zhuffnok lodges – were snuffed out altogether.[17h]

With nothing but cooling embers where flames should be, the warriors of the Zhuffnok lodge underwent the ritual of grimnyn. Their deathsongs sung, they marked their faces with white skull-masks and marched out to find either hope or a glorious ending. Although the fires had gone out within their own forges, those of the Ulrung lodge did not give up hope, for the flames in their fyresteel axes still burned bright. With the runic protections of their magmahold – the Ulfort – lost, the lodge was forced to fight their way out of their own halls to escape the spectral hordes assailing them. Cast out into the gloom of the underworlds, the Ulrung began an epic journey to escape Shyish.[17h]

There were more grim tidings. Since its discovery by the Fyreslayers, members of other races had failed to recognise ur-gold for what it truly was, save only the white-furred sorcerers of the skaven. Yet now, some of the undead forces were being drawn to large ur-gold deposits and attempting to plunder them. Where the worst of the eldritch storm thrown up by the necroquake struck, the powerful Shyishan magic had started to leech some of the ur-gold’s power.[17h]

It was as if Nagash himself were stretching out his cold, bony fingers to pluck at the Fyreslayers’ most coveted possession. The only cure to stave off the slow siphoning of Grimnir’s spirit was to ignite the runes in the heat of battle. And there was yet another ill omen: the Bad Moon, casting its malevolent and sickly light, was on the rise.[17h]

Sources


Fyreslayers Order
Background FyresteelLanguages (High RunesRhun TongueZharr-Khazalid) • Ur-Gold
Sapients DuardinMagmadroths
Settlements Magmaholds
Magic & Prayers Scripture (Miracles of GrimnirZharrgrim Blessings) • Runeforging
Fyreslayer Lodges
First-Forged DrakendrengGreygrendGrymdarVostarg
Other AngastazAngfyrdAqshygahrAustargBaeldragBaeyrdBharnakBlackfyrdBrynbakBulderCaenganDostevDrongDrunbhorDunrDurmtargDurnhokEalrungEnfgaardFacetforgeFjordragForgestormFyrdhandGelvagdGreyfyrdGrumnirHermdarKavgadKharzmidKraghdharKrelstragLachadLofnirMjodorMolkhirNarlssonObsgrumSepuzkulSigyornSkarabrakSkarravornStorkharTangrimThungurThunwurtgazUlgaen • (Ulgaen-arUlgaen-dumarUlgaen-kumarUlgaen-zumar) • UlgrimUlrungUnbakUnbrogunVardhrazVolturungVostargi WaycampWhitefireZharrthagiZhuffnok
Units
Ruling Family Auric RunefatherAuric Runeson
Zharrgrim Auric FlamekeeperAuric RunemasterAuric Runesmiter
Champions BattlesmithDoomseekerGrimwrath Berzerker
Infantry Auric HearthguardHearthguard BerzerkerVulkite Berzerker
Other Grimhold ExileVulkyn Flameseekers
Beasts Magmadroth
Special Unique Bael-Grimnir on FlamespitterChosen AxesGotrek Gurnisson
Invocations Molten InfernothRunic FyrewallZharrgron Flame-Spiter
Scenery Magmic Battleforge
Characters
Deities GrimnirVulcatrix
Duardin AmsaralkaArngardBael-GrimnirBraegromChosen Axes (Fjul-GrimnirMad MaegrimTefk FlamebearerVol Orrukbane) • DhurganDurnir-GrimnirForgunFyrgrimGargum HalfaxeGrumgen-GrimnirGrunhildaHursgar-GrimnirLugashMarag-Or of the Golden EyeRumenar-GrimnirRygorn-GrimnirThorgar-GrimnirUlgathern-GrimnirVargi SornssonVaegorFlamespitterSkarung
ArmouryArtworkMiniatures
Grand Alliances and factions
OrderChaosDestructionDeath
Cities of Sigmar (Collegiate ArcaneDarkling CovensDevoted of SigmarDispossessedFreeguildIronweld ArsenalOrder SerpentisPhoenix TempleScourge PrivateersShadowbladesWanderers) • Daughters of KhaineEldritch CouncilFyreslayersIdoneth DeepkinKharadron OverlordsLion RangersLumineth Realm-lordsMonsters of OrderOrder DraconisSeraphonStormcast EternalsSwifthawk AgentsSylvaneth