Kharadron Overlords

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Kharadron Overlords
Gloomspite vs Kharadron 01.jpeg
A kharadron Assault.
Grand alliance Order
Main grouping Sky-port
Major characters Brokk Grungsson
Drak Grolsson
Drongon Humboldsson
Imoda Barrasdottr
Jakkob Bugmansson XI
Allies Cities of Sigmar
Dispossessed
Fyreslayers
Ironweld Arsenal
Stormcast Eternal
Core resources Aether-gold
Races Duardin
Vehicles Skyvessels
Endrin-carts
Creatures Cogmonculus
Drillbill
Artefacts Aethermatic Weapons
Great Endrinworks
Treasures of the Sky-ports
Archetypes Brewmaster
Skyrigger
Aether-Khemist
Endrinmaster
Aetheric Navigator
Warbands Thundrik's Profiteers

The Kharadron Overlords are a race of militaristic, mercantile duardin who dominate the skies of the Mortal Realms upon gigantic skyvessels and floating sky-ports held aloft by a mix of engineering prowess, burgeoning science and industrialised magic.[13e][15d][7e]

Driven by a need for profit as much as by honour, they employ wondrous techno-arcane devices powered by aether-gold – the lifeblood of the Kharadron empire.[1][13e] The Kharadron are mostly secular and prefer to rely on their own science and ingenuity than lean on any god. They live by the Kharadron Code, a constitution firmly based on meritocracy and pragmatism.[9c][9g][9h]

History

Age of Myth

The duardins have inhabited the Mortal Realms since time immemorial. While relatively few things are known of this bygone age, legends assert that Grungni played a key role in the establishment of a lasting peace between the First Clans of the Khazukan and the ancient Twelve Tribes of Azyr.[9g] It was also under his tutelage that the Khazalid Empire flourished like no other.[9g] This unequalled civilisation of engineers and craftsmen saw the Duardin flourish across the Mortal Realms working alongside humans, aelves, Gholemkinds and many others.[7b][18c][9g]

Grungni’s masterpiece

It is no coincidence that Karak-a-Zaruk, hearth of the Khazalid Empire, was located in Chamon.[3e] Indeed, the rich paradise then known as the Godwrought Isles is one of the Nineteen Wonders of Chamon fashioned long ago by Grungni.[17a] Legends say that Grungni’s exertions are such that the metal-dust shed by his hammer mingled with his breath to create aether-gold.[17a][3d] Located at the heart of the Realm of Metal, the Godwrought Isles were geometrical marvels linked together by flawlessly built bridges and each possessing unfathomable treasures and alchemical wonders.[13a] Each of these heavenly islands is bestowed upon one of Grungni’s worshipper clans.[17a]

After crafting these lands and teaching the knowledge of old to his followers, Grungni departed for Azyr to fulfil an ancient promise to Sigmar believing that only by thriving without the guiding presence of a god could his people ever grow strong.[13a][7b][9g]

It is in this paradisiacal heirloom that the ever-expanding Khazalid Empire came to resemble the most to the mountain kingdoms described by ancient tales.[18c] Here the ancestors of the Kharadrons ruled in wondrous mountain cities and dug ever deeper into the bedrock of Chamon to excavate precious minerals and gems.[7b][18c]

The steamhead pioneers

For generations, the people of the Godwrought Isles prospered without divine guidance.[13a] The discovery of priceless resources, Chamonite first amongst them, and the means to extract them inevitably lead to an era of invention and progress that cemented the prominent place of Chamon’s Karaks within the Khazalid Empire.[13a][3e]

It was a group of innovative duardin called the steamhead pioneers that discovered and mastered the art of extracting and refining aether-gold, a wondrous mineral that can be found across the skies of the Eight Realms.[7i][7c] Capitalising on the remarkable adaptability of this substance of near-limitless power, the steamhead pioneers develop the fields of aethercraft, aethermatic extraction and cogwork locomotion.[7b][7i]

Location of the Lode-Griffon's lair at Griffon's Eyrie.

Descent of the Lode-Griffon

While near infinite, the vast riches of the Godwrought Isles are not equally enjoyed by the region’s inhabitants.[13d] Perhaps if wealth discrepancy had not been so rife, the changeprayers of the unfortunates would not have been so fervent, and not attracted Tzeentch’s gaze in the first place.[17a] But as the great powers of the Isles exploit and drive out the lesser tribes of the region in their obsessive pursuit of ever more Chamonite, those begging for change hear the whispers of daemons promising a better world at the expense of another’s misfortune.[17a][13d]

Though the seeds of disaster are implanted, it is the coming of the Lode-Griffon that spelt doom for the Godwrought Isles.[17a] Drawn forth by the extensive Chamonite mines and aether-gold clouds of the Godwrought Isles, this metallic godbeast descends from the Great Nothing.[13d][9f] In accordance with the Change God’s plans, the Lode-Griffon comes to rest upon Griffon's Eyrie, an island located at the very center of the Realm of Metal.[13d][13a][7b]

The magnetic aura of the fortress-sized creature is such that the magnetic laws of the Godwrought Isles are rent asunder.[13d][13a][17a] Once prosperous nations are instantly obliterated by the cataclysmic pulses of raw magnetism emitted by the Lode-Griffon, allowing previously less wealthy groups to rise to prominence.[13a][17a] Over time, Grungni’s handcrafted paradise begins to warp, fragment and buckle under the magical weight of the godbeast.[13d][13a][17a] As titanic pipelines and bridges transporting raw Chamonite are torn asunder, their alchemical content evaporates and gathers as clouds into the Chamonic stratosphere.[13a][17a] With this, the devastated remnants of the once paradisiacal Godwrought Isles become known as the Spiral Crux.[13a][17a]

Map of the Spiral Crux.

Opening of the Sky-Rift

In an attempt to slay the Lode-Griffon, the remaining nations of the Spiral Crux convene a conclave of the nine mightiest aethermancers of the region.[13a][17a] These powerful sorcerers make for Griffon's Eyrie and begin to work a great spell of transmutation, planning to transform the Lode-Griffon into solid gold.[13a][17a] Though the great ritual is ultimately enacted and successfully end the magnetic curse of the godbeast, the aethermancers are betrayed and slain by one amongst their number – one of Tzeentch’s faithful Gaunt Summoners known as the Watcher King.[13a][17a][13d]

As the Lode-Griffon is transmuted into inanimate gold, its agonised death-screams are so replete with magical dissonance that they tear apart the very fabric of the realms.[13a][17a][13d][7i] As a result, a colossal sky-rift to Tzeentch’s Realm is open at the centre of the Spiral Crux, through it pours endless daemonic legions of the Architect of Fate.[7b][9f]

Age of Chaos

As Tzeentch’s legions are unleashed upon the Spiral Crux, their deity take special interest in Chamon’s overwhelming aura of transmutation.[13d] Using its magic to further saturate Chamon’s stratosphere with the raw stuff of change, the Great Mutator works an apocalyptic spell to rain transmutive warpfire from the skies.[9f][17a] The transmutational storm renders the central lands of the Spiral Crux so imbued with the distorting power of Chaos as to be completely inimical to mortals.[13d][13a] Land and sea creatures native to Chamon are twisted into horrible new flight-capable forms that take wing, or simply rise into the skies as if held by invisible hands – all of them adding to Chamon’s already prolific aerial ecosystem.[17a] The chaotic invasion reaches new heights as daemons overrun countless civilisations and turn many duardin mountain-holds into sealed tombs where they were either killed by daemons or starved to death.[7b]

Sky Exodus

Barak-Zon, first founded of the sky-ports.

As the apocalypse unfolded, the duardin thought to fight alongside their allies, but found them absent, they then thought to seek the aid of the gods through prayer, but none answered.[17b] When the Changer of the Ways encroaches upon Chamon, the normally conservative duardin are ultimately forced to face annihilation in the strongholds of their ancestors or to abandon the traditions of old by adopting a new way of life.[7i]

In a great leap of faith and technology, the forefathers of the Kharadrons combine their mastery of air travel with the aethercraft innovated by the steamhead pionners to attach great endrinspheres and aethermatic energisers to the very foundations of their ancestral strongholds and take to the skies.[7b] Fleets of gyrocopters and other steam-bombers blast clear a path for the great floating citadels to escape.[13d] As such, the Kharadron Overlords were born from the sundered mountains, or Kharadron in ancient khazalid.[7b]

Chamon’s stratosphere wasn’t the safe heaven that the duardin hoped for, however. As the sky-ports rise into the clouds, Tzeentch’s armies give pursuit.[7i] A desperate flight across the Realm of Metal ensues, forcing thousands duardin pilots to sell their lives to keep the newfound aerial threats at bay.[7i] So deadly are the skies of Chamon that not every attempted retreat to the skies was rewarded with success. Out of the countless thousands of inhabitants of Karak Ohrgaf only three lived to tell the tale of their nascent sky-port. The fate of the others is hinted at in gruesome details when twisted wrecks of skyvessels and mangled duardin corpses begin to rain down from the Chamonic clouds.[11a]

After the fall of the last duardin's Great Karaks at the Battle of Zaruk and the refusal of the Fyreslayers to take any asylum seekers, the influx of refugees from the fallen Karaks seeking salvation amongst the skies grew exponentially.[15a][8a][3f] With them, the aerial mining colonies and airborne fortresses in the clouds of Chamon banded together as a loose confederation for mutual protection that would become the foundation of the greatest aerial empire the Mortal Realms have ever known.[7i][15a][17a] With time, the ever-faithful refugees of an ancient empire became the founders of a civilisation that will come to not only survive the Age of Chaos, but thrive in it.[17b]

Regardless of the traumatic birth of their civilisation and the drastic changes to duardin society it required, some traditions took more time to be abandoned than others, if at all. As such, in the days of the Sky Exodus, the quickly developing airfleets were still crewed by clans.[7j] Due to the innovations of the steamhead pioneers, kharadron sky faring science progress to the point that several sky-ports boast entire fleets of skyborne vessels.[17a] Similarly, the Grundcorps were founded soon after the Sky Exodus by Master Gunner Olgrimm Grundstok, who organised the Grundstok clan into the Grundcorps following the repeated successes of fleets hosting Thunderers from that clan.[3i][3f]

Time of Reaving

As the sky-ports and their requirement for aether-gold grow, so too do their rivalries.[17a] This resource had rapidly become the foundation upon which the Kharadron built their technology and a constant influx of the substance was required if any given sky-port wishes to stay afloat.[7c]

As such, competition amongst the nascent sky-ports over mining rights of this vital resource caused buried grudges and old rivalries to resurface, all of which ultimately leading to an ever-increasing level of warfare amongst the sky faring duardin.[7b][3f] This strife-filled era, known as the Time of Reaving, saw the then openly rival sky-ports fight one another in order to safeguard their own future by gathering as much aether-gold as possible at the expanse of enemy sky-ports.[3f]

Conference of Madralta

On the verge of an all-out civil war that would spell disaster for the emergent civilisation, the leaders of the various sky-ports agreed to meet in council.[7b] Taking place on the floating island of Madralta, the Conference of Madralta saw the leaders of all the developing sky-ports maintain an uneasy truce in order to put an early end to the Time of Reaving.[3f][7b] Even if the debate was far from peaceful, violence frequently threatened to break out at the negotiation table, the imminent doom of their newly found way of life forced the kharadron to compromise.[7b] In an ultimate showcase of pragmatism, the duardin leaders establish a series of common laws that would allow all to prosper.[7b] The Kharadron Code was thus born.[6h]

Organised worship and age-old dynasties had failed to protect their people.[7b] There would be no more kings and queens, nor would the kharadron ever again look for divine intervention to save them.[7b] This now united empire would be governed by elected leaders chosen for their aptitude instead of their bloodline, and powered by technology and science rather than pointless faith.[7b] As a new secular era was set in motion, the old clans were dissolved and replaced by an individualistic mindset. Meritocracy supplanted the old ways, creating a fundamental divide with traditional duardin society.[17b] Airfleeets were no longer crewed by clans, but instead by those kharadron that distinguished themselves at the Musterpresses.[3h] Duardin woman became common sight amongst both the developing industrial workforce and the fighting forces of the Sky-fleets.[9d][18] However, other traditions are simply reframed into this new contract-driven culture, as exemplified by the Rune of Marks codified in the grudge-clause of the Kharadron Code.[18b] For their part, ancient duardin oaths now take the form of legally signed contracts.[17a]

The founding and unifying constitutional document that is the Kharadron Code was conceived by expanding upon naval laws initially designed to maintain discipline aboard sky-vessels.[7b] The resulting nine artycles covered every facet of kharadron society, from the overall governance of their now-united sky-empire to the personal freedom of its citizens. [7b] With time, the Kharadrons expanded those rules so that by following their new code, every decision they take would adhere to its ever adapting stipulations.[15a] Indeed, the isolationist stance they temporarily adopted towards the land dwellers hailed from their adherence to the Kharadron Code.[15a]

Great Sky War

When the Kharadron first sought refuge in the chamonic skies, the Disciples of Tzeentch gave pursuit.[7i] These titanic battles amongst the clouds were but the first engagements of the Great Sky War.[13d] This quickly escalating conflict saw the two major aerial power of the Mortal Realms fight for the control of Chamon’s skies for centuries.[7i]

More broadly and due to the absence of any comparable aerial superpowers outside of Chamon, the Great Sky War’s outcome will come to determine who was to rule the skies of the Mortal Realms.[7e][7d]

Initially simply fighting for survival, the Kharadron Overlords develop their war technology at a pace never before seen to turn the tides of war. The ancestral blackpowder weapons are replaced with an ever-evolving and adapting aethermatically powered arsenal, and the gyrocopters rapidly make way for skyvessels entirely designed to secure aerial supremacy over the Realms.[7g] After centuries of refinements, those early airships designs evolved into the prolific Arkanaut class of skyvessel.[7g]

While this technological leap allows the Kharadron to hurl back the tides of chaos on multiple fronts, the sky-ports are still pursued by the infernal fleets of the dreaded triad of tzeentchian daemon princes infamously known as the Tetronomicar.[17a][7i]

Battle of the First Coalition

Following the Conference of Madralta, the now united Kharadron Overlords decide to tackle the horizon spanning armada of the Tetronomicar above the Straits of Helsilver in a titanic conflict named the Battle of the First Coalition.[7i]

There, Horgrumm Brand of Barak-Nar, first of the Kharadron Grand Admirals, masterminds a legendary victory that altered the fate of the skyways of the Mortal Realms. Outnumbered at least two to one, Horgrumm Brand splits his fleet into multiple smaller formations capable of outmanoeuvring the monumental crystal barges of the Tetronomicar. Aboard Nazgrund, arguably the most legendary kharadron skyvessel, Grand Admiral Brand directs his swift forces to blast the daemonic crystal barges into shards one by one.[7i]

Though the Kharadron were ultimately victorious, Grand Admiral Horgrumm Brand is slain during the battle, his flesh turned to silver by a Lord of Change.[7j] His victory lays down the core tenets of kharadron naval strategy and ensures their undisputed dominance of the Chamonic skies for more than a century.[7i]

Season of Strife

Barak-Mhornar develops rune-markings of illusion able to conceal their skyvessels' allegiance.[7i] Using this technology, corsairs of the Shadow Port begin to prey upon merchant convoys belonging to other sky-ports.[7i] Only after tremendous amounts of aether-gold are hijacked is the identity of the perpetrators discovered.[7i] A series of fierce battles involving over a dozen sky-ports are fought.[3f] Urgent amendments to the Code prohibiting such piratical practices and a series of counterraids personally led by Brokk Grungsson allow the Season of Strife to end before open warfare breaks out.[3g][7i]

Composition of the Geldraad after the disparition of Barak-Zhoff
Sky-ports Capital (aether-gold shares)[3k] Delegates on the Geldraad[3k]
Barak-Nar 307,620,967 7
Barak-Zilfin 102,300,678 4
Barak-Zon 54,000,000 3
Barak-Urbaz 46,412,890 2
Barak-Mhornar 26,806,212 1
Barak-Thryng 173,000 1
TOTAL 537,313,747 18
Disappearance of Barak-Zhoff

Barak-Zhoff had once been one of the greatest and most influential sky-port, perhaps second only to Barak-Nar. However, this jewel of the Kharadron Empire mysteriously vanished. To maintain the balance of six represented sky-ports at the Geldraad, Barak-Thryng was admitted with a single delegate.[18a]

Age of Sigmar

Sigmar's Tempest is unleashed across the skies of the Mortal Realms, signalling the dawn of the Realmgate Wars.[17a] The fury of the storm is such that it drove potent veins of aether-gold before it.[17a] The Kharadron Overlords rush to mine this priceless bounty before the tempest further disturbs their operations.[17a]

As the Gates of Azyr reopened and the All-gates came under attack by Sigmar’s followers, many Kharadrons vote to join the land dwellers’ crusade, but the Code specified when alliances could be negotiated.[3f] Consequently, only when the Azyrite began to build their cities did the skyfarers send delegates to the God-King’s court.[3f][7i]

Treaty of Vindicarum

The sigmarite city of Vindicarum is assaulted by the forces of the Dark Gods. Outnumbered, the Stormcast Eternals defenders are quickly overwhelmed. Disaster is avoided when a sky-fleet from Barak-Nar descends upon the daemonic hordes and blasts them apart.[7i]

The encounter results in the Treaty of Vindicarum, which ratifies an economic pact between the Overlord’s mercantile empire and the growing domain of the God-King.[7i]

As a result, the Kharadron Overlords develop an ever-increasing trading network that takes full advantage of every newly founded city of Order.[7d] The commercial enclaves thus established rapidly grow in both size and influence.[7d]

Great Sky Purge

Though the lands of the Spiral Crux remain firmly under Tzeentchian hands, the Kharadron Overlords’ control over its stratosphere is cemented by a united push with their new sigmarite allies.[17a] The efficiency of this mutually beneficial alliance is such that the Aetherstrike Force is legitimised in the Kharadron Code.[13d]

Blockade of Barak-Zon

A tzeentchian convocation led by Kairos Fateweaver creates a gigantic arcane barrier around Barak-Zon.[3f] Sky-ports needing a constant supply of aether-gold, such a blockade was nothing less than an attempt to bring the colossal city crashing down.[3d] For ninety-nice days the Kharadron city remained besieged by the Change God’s faithful.[3f]

Under the leadership of its High Admiral Brokk Grungsson, a confederation of sky-fleets hailing from every sky-port executes a daring massed ramming action.[3f] The Arkanaut Frigates assumed a line abreast formation and discharged so much firepower that the arcane chain and the besiegers were erased from existence.[7j] So devastating was the kharadron assault at the breaking of the blockade of Barak-Zon that it could be seen in broad daylight from the Kharzdon Mountains.[7j]

Impact of the Garaktormun
Sky-ports Capital (aether-gold shares)[7f][3k] Delegates on the Geldraad[7f][3k]
gain/loss Pourcentage gained or lost gain/loss
Barak-Mhornar +65,308,673 +243.63% +2
Barak-Zilfin +50,452,513 +49.32% +1
Barak-Thryng +650,500 +376.01% n/a
Barak-Nar -11,488,020 -3.73% -1
Barak-Zon -15,346,658 -28.42% -1
Barak-Urbaz -20,696,788 -44.59% -1
TOTAL +68,880,220 +12.82% n/a

Garaktormun (Necroquake)

Nagash performs a vast necromantic ritual that inverts the arcane energies of Shyish and unleashes the all-devouring vortex known as the Garaktormun – or ‘Great Gale of Death’ – kharadron term for the Necroquake.[7a] The resulting shockwave broke across the skies of every Mortal Realm, home to the aerial domain of the Kharadron Overlords, like a crashing tidal wave that disrupted the laws of magic.[7a] This aetheric disturbance scattered the aetherstreams. The havoc wrought on once-stable veins of aether-gold swept lucrative mining zones, previously thought to be reliable revenue streams, completely off course and forced hundreds of guilds and companies to file for bankruptcy. [9e] Endless legions of gheists were dragged up from the underworlds to prey upon the skyfarers, and predatory spells wrought considerable destruction on the commercial interests of the sky-ports.[7a]

The dockyards of Barak-Nar were nearly overwhelmed by Nighthaunt processions, and only a desperate stand by Grundstok Thunderers under the command of Njarn Firewhiskers stopped the undead from invading the city proper.[7d] Even worse, Barak-Durmmaz and Barak-Kling were knocked down by the tidal waves of death magic at the onset of the Garaktormun.[7d] Entire sky-fleets were battered off course with Barak-Nar alone losing an estimated one-fifth of its navy.[7d]

Gorak-drek (Arcanum Optimar)

Despite sustaining catastrophic losses that would have certainly crippled other, non-proactive, civilisations, the swift actions of the Geldraad – in securing new guild-contracts to replace the lost skyvessels and organising new Musterpresses on a grand scale to reinforce their diminished armed forces – allowed the Kharadron Overlords to not only survive the Garaktormun, but to turn the tragedy into opportunity.[7d] It is no small indication of the adaptability and pragmatism of the skyborne duardin that over seventeen amendments to the Kharadron Code were passed in response to the shyishian apocalypse.[7b]

Current composition of the Geldraad
Sky-ports Capital (aether-gold shares)[7f] Delegates on the Geldraad[7f]
Barak-Nar 296,132,947 6
Barak-Zilfin 152,753,191 5
Barak-Mhornar 92,114,885 3
Barak-Zon 38,653,342 2
Barak-Urbaz 25,716,102 1
Barak-Thryng 823,500 1
TOTAL 606,193,967 18

Indeed, the Admiralties swiftly realised that the Garaktormun possessed both destructive and lucrative potential.[7d]

Great monopolies had been established long ago over many of the most substantial aether-gold streams by individual sky-ports. Predicated on the relative stationary behaviour of those established mining zones, a familiar hierarchy of influence had slowly taken root within Kharadron society.[7d]

The dispersal of so many aetherstreams and the presence of intricacies in the Code that allowed rival powers to claim the displaced aether-gold resulted in a power vacuum amongst the Kharadron.[7a][7d] This vacuum led to the Gorak-drek – the Great Venture – kharadron term for the Arcanum Optimar.[7a] This new age of prospection and exploration ushered the greatest and boldest aether-gold rush seen since the Time of Reaving.[7a]

Countless thousands of sky-fleets were chartered into action, most heading into new and deadly lands to seize innumerable swathes of enemy territory and further expand an empire that already stretched across every Mortal Realm.[7d]

The new era also created an arms race resulting in inventions such as incendiary torpedoes capped with slivers of aqthracite, handheld anti-magic repulsors, and aetheric lenses that can gaze through a ship’s hull. Developments of countermeasures against the predatory spells include Ironclads armed with magic-dampening null projectors and voidstone scatter-mines.[7c]

Wraith Fleet Conflict

To counter the increasing tides of undead, the sky-ports decreed the formation of elite Grundstok units specialised in the destruction of ‘non-physical entities’. These Black Marines, named after the obsidian armour carapaces they wear, are armed with scatter-shot rifles and equipped with a variety of anti-ethereal equipment and weaponry such as celestium burst-grenades, scintillator lenses and aether-vapour projectors. They were first deployed during the Wraith Fleet Conflict where they successfully fought the ghostly corsairs of the vampire Varkos Varactyr.[7c]

Drak Grolsson combatting Ab-het in the Azure Crown.

Aether War

For more information see: Aether War

The aether-gold rush set in motion during the Gorak-Drek led profiteering kharadron sky-fleets to make daring forays into Griffon's Eyrie, the former lair of the Lode-Griffon turned into a sacred land and safe haven for the Disciples of Tzeentch.[16a]

Following new aether-gold trails, Barak-Nar edges ever closer to Griffon's Eyrie.[13b] A sky-fleet led by Bjarnus Tragg utilise an aetheric forcefield, invented by Drak Grolsson, to venture into those toxic skies controlled by the Cult of the Transient Form.[16a]

The kharadron expedition discovers more than extensive aether-gold deposits, however, for they stumble upon a dark ritual that would see a deadly magical storm unleashed upon Barak-Nar, performed by Magister Ab-het and his Tzaangor Shamans.[13d] After his personal Ironclad, the Intrepid, suffers critical damage, Admiral Tragg commands Drak Grolsson to lead a small force to destroy the source of the aethermatic storm.[13c]

The Kharadrons make way towards the Azure Crown, located at the very centre of Chamon.[13b] There, Drak Grolsson and his forces successfully thwart the tzeentchian plot, but the Great Sky War between the Disciples of Tzeentch and Kharadron Empire intensifies.[28a]

Chamon Under Attack

During the Assault on the Eater's Lair, the Silver Tower of the Eater of Tomes was destroyed in a cataclysmic explosion that turned the Rusted Wastes into a thousand-mile wide crater and sent a magical wave that destabilised or destroyed many Realmgates. The destruction of the Silver Tower had been masterminded by Be'lakor to occur there since the membrane separating the Mortal Realms from the tides of Chaos was at its weakest in Chamon. The antique foundations of the portals situated relatively close to the ground zero of the explosion had been greatly weakened by the immense arcane forces released by the explosion. Those were to be sabotaged and corrupted beyond recovery so that a torrent of Chaos energy may spill forth to stain the skies of the Mortal Realms and sever their link to Azyr. Attacking in parallel with the Nighthaunt, the Legion of the First Prince darkened and soured the skies with wicked magic. As the scent of brimstone and burned blood saturated the air, daemons in their thousands surged forth to serve Be'lakor. Meanwhile, the processions of Lady Olynder struck at isolated outposts, strongpoints and columns of reinforcing troops. So thick and fast were the predations of the Nighthaunt that many were convinced a second Necroquake had occurred.[6b][6c][6d][6e]

Second Conference of Madralta

The Redoubtable, a prototype Arkanaut Frigate fresh from the Grammtok-Rahl yards of Barak-Zilfin captained by Endrinmaster Drongon Humboldsson, was on its maiden voyage in the Arable Heartlands when the Rusted Wastes were destroyed by the detonation of the Silver Tower. While the Redoubtable investigated the incident, Imoda Barrasdottr, noting a bigger plan in motion, alerted the Geldraad.[6f]

The Geldraad convened upon the neutral ground of Madralta resulting in the Second Conference of Madralta. The Kharadron Overlords, however, were as much concerned about the ramifications for trade and industry as they were any grander notions.[6i]

With reports of Vindicarum being assaulted by daemonic hordes, Barak-Nar and Barak-Zilfin advocated prompt intervention to prevent their trade partners from being overrun. Their initiative, however, was denied by the rest of the council who banded together to veto this initiative. With the venerable High Admiral Grubda Klarsdottr of the isolationist Barak-Thryng leading the opposition to direct intervention, the conference was soon stuck in a deadlock. It was the intervention of Drongon Humboldsson and Gromthi, in a breach of the Kharadron Code, that stopped the infighting. They revealed a grand convergence of energies around Vindicarum, a stormfront of Chaos magic all but unprecedented since the Descent of the Lode-Griffon which would draw in every aetherstreams within ten thousand air leagues of Vindicarum turning the city into the most valuable location in the Spiral Crux, something that even Klarsdottr couldn't ignore. ASeizing the opportunity, Admiral Imoda Barrasdottr called for a motion regarding the dispatch of a sky-fleet to relieve Vindicarum. Ultimately, the historic Second Conference of Madralta ended in consensus: the fractious sky-ports of the Kharadron Empire would rescue Sigmar's armies from their dire predicament and lay claim to valuable aetherstreams around Vindicarum.[6i][6k]

Siege of Vindicarum

At the Siege of Vindicarum the Legion of the First Prince whose initial estimates outnumbered Vindicarum's forces at least six to one had begun overrunning the city. Its walls were breached, thousands of its inhabitants slaughtered and more than half of the Celestial Vindicators fell in the desperate defence, along with almost all of the city's mortal regiments.[6h][6l] It was when the defenders were making their last stand that the Second Madraltan Armada arrived. This colossal fleet was led by Drongon Humboldsson on the Redoubtable, as it was the fastest skyvessel in the Kharadron Empire, and guided by Imoda Barrasdottr who helped chart a course for the Kharadron armada through the tormented sky-lanes of Chamon, ensuring that they arrive in time to save Vindicarum.[6k] Following the Redoubtable came hundreds of Arkanaut Ironclads, other Frigates and colossal, wide-platformed Carriers that unleashed squadrons of Gunhaulers and single-pilot fighter craft, swarming like angry glowjackets from a stirred-up hive. The colours of most sky-port and of hundred other imperial trading posts could be seen amidst the shining wall of endrins.[6k]

The combined firepower of the fleet was unleashed upon the Legion with extreme accuracy, annihilated countless greater daemons alongside their lesser kin. Skyvessels swept in low to disgorge Grundstok Marines and Arkanauts from rapid-descent lines into the city. There, the kharadron ground-troops laid down fields of fire around the few remaining pockets of vindicarian defenders. Daemons were cut down by the score by salvoes of aethershot, while aetheric fumigators cleared thicker daemonic crowds. The counter-attack of the Legion of the First Prince was furious but ultimately futile since the Second Madraltan Armada had enough guns, bombs and torpedoes to level entire kingdoms. While near numberless, even the chaotic host that had conquered Vindicarum withered before the overwhelming firepower of the Kharadron. Be'lakor refused to admit defeat and leapt into the air towards the Redoubtable. The Dark Master killed the Skywardens that counter-charged the Daemon Prince, and Humboldsson himself was at his mercy until Gromthi advanced towards Be'lakor. A flicker of fear briefly seizes the First Prince, who then releases the Frigate and leaves the battlefield.[6k]

Vindicarum was a ruin, but the Second Madraltan Armada had prevented its total destruction. Represented by no fewer than five Grand Admirals of the Geldraad, the Kharadron delegation offered the battered sigmarite forces to transport them anywhere in the Mortal Realms using their roughly unaffected sky-paths. Taking advantage of the situation, the Kharadron Overlords oversaw the reparation works of Vindicarum and constructed several cloud-mining platforms above Mount Ketnus. The Geldraad claimed the sky-lanes from the Viscid Flux to Prosperis' northern coast. The losses suffered by the sky-ports were tempered by the new rich aetherstreams flooding into their coffers.[6l]

Let these foolish land-sloggers put their trust in gods and faith, I put mine in a freshly fuelled ship and an open horizon.

- Drongon Humboldsson's reaction to Gromthi's disapproval.[6l]

Culture & Society

The Kharadron Empire is a conglomerate of duardin powers united by the guidelines of the Kharadron Code, a common legacy of sky travel and an insatiable need for aether-gold.[7a] Short and stocky, Kharadron are stubborn, resilient as stone, and take great pride in iron discipline and hard work.[4a]

This mercantile empire is one of the most potent political and military bodies in the entirety of the Mortal Realms and its dominion over all their airways is near undisputed.[7a][9f]

Every level of the industrial, militaristic and highly meritocratic kharadron society is managed like a business conglomerate.[7f][7b][15b] Decisions made by the elected councillors of the Admirals Council and of the Geldraad are dictated by a necessity for profit, and further justified by the regulations laid down in the Kharadron Code.[7f][7b]

Driven by commerce, the ruthlessly pragmatic Kharadron Empire is powered by technology and science.[7i] As such, advancement within kharadron society is based almost entirely upon mehret – a combination of success, profit and experience.[9a][3g]

Aether-gold being the lifeblood of the Kharadron Empire, its natural properties and means of extraction heavily impact the inner-workings of kharadron society. Foremost amongst those is its susceptibility to being swept across vast distances by magical storms and other natural phenomena.[7c] Furthermore, the Kharadron Code stipulates that aether-gold deposits are not the property of the individuals who discovered them, but of their affiliated sky-port.[7k]

The importance of mehret in kharadron society is also to be considered. Indeed, the concept of mehret takes into account the success of an individual, not of their ancestors; it considers one’s ability to turn a profit, not to inherit wealth; it considers personal experience, not the accomplishments of your bloodline.[3g] No wonder that even the children of Admirals Council’s members are sent to work for the sky-fleets as simple Arkanauts.[18]

Nevertheless, wealth and power grant some privileges in kharadron society. Many council members establish sizeable estates far above the cloudscrapers that house the common folk. With time, a sufficient number of such endrinvillas came to be maintained by their descendants that an upper class had emerged within some sky-ports, an elite who saw themselves as the centre of power in their respective sky-port.[18d]

Despite the volatile nature of aether-gold, great monopolies over many substantial aether-gold streams were gradually established by various sky-ports. Predicated on the relative stationary behaviour of those established mining zones, a familiar hierarchy of influence had slowly taken root within kharadron society.[7d] This hierarchy, however, was swept aside with the dispersal of so many aetherstreams by the Garaktormun.[7a][7d] This vacuum led to a new age of prospection and exploration – called the Gorak-drek – ushering the greatest and boldest aether-gold rush seen since the Time of Reaving.[7a]

Secularism and Ancestor Worship

Statues of Ancestor-Gods (notably Valaya, Grimnir and Grungni) in Barak-Thryng.

The Kharadron largely scorn organised worship and, save for the more traditionalist sky-ports such as Barak-Thryng, have placed science above the worship of the Ancestor Gods. While the Kharadron acknowledge the presence of magic and deities, they believe everything can be explained with some rational, science-based formula.[7a][3d]

Superstitions persist, however, and many legends tell of how the exertions Grungni experienced during his Grand Works were such that the metal-dust shed by his hammer mingled with his breath to form air-borne clouds of aether-gold. Others say that the creation of aether-gold was Grungni’s folly and the reason he would ultimately leave the Pantheon of Order.[3d]

Images of the Ancestor Gods nonetheless adorns many Kharadron vessels, equipment and statues. With the bulk of Kharadron being secular, however, the Maker has become a sign of fortune and a paternal ancestor-spirit instead of a figure of active worship.[7a][9g][15c]

Grungni was only as good as the weapons he forged.

- A common saying amongst the Kharadron Overlords.[18d]

The Kharadron attitude towards Grungni stems from their perceived abandonment by the gods during the Age of Chaos. Resultantly, many Kharadron still hold a grudge against the Maker for forsaking them in their time of need.[9h]

Reverence to the Past

Historical and ancestral bonds play a large part in the lives of many Kharadron. This affinity and reverence for what has come before are apparent with the tradition of inscribing the names of the fallen into Rocks of Remembrance.[3g][9i]

Honour Bearers accompany most Grundstok Thunderer formations to record their unit’s proud history and carry an ancestral standard. It is also tradition for such units to be accompanied by a drillbill, in honour of the original one that was taken to battle by Olgrimm Grundstok.[3i]

Naming Conventions

The Kharadron's reverence for the past often leads them to combine the name of a proud ancestor with the honorific ‘-sson’ or ‘-dotr’ to form new surnames.[9i]

Following is a list of known kharadron surnames:

  • Aetherdotr, Brondotr, Coghammer, Dainsson, Grundstock, Grungsson, Junesson, Khurgisson, Menzidotr, Norgrimsson, Runesson, Sternbok, Tahilro, Varrdotr, Zadotr.[9i]

Honour, Oaths and Loopholes

A Kharadron reading the Kharadron Code for 'business matters'.

Pragmatism governs the Kharadron's approach to matters of honour. Although they take sworn oaths as seriously as any duardin, the skyfarers heartily exploit loopholes and technicalities in loosely worded contracts to gain an edge whenever they can. Though not callous, the sky-duardin display a notoriously flexible moral compass when it comes to business.[7a]

Honourable, for the most part, the Kharadron always act in accordance with the Code, however, there are targets so tempting that a loophole is found to justify a raid that most would perceive to be piratical.[3o]

To the Kharadron, anyone foolish enough to sign a contract without fully anticipating any and all potential outcomes deserve absolutely no sympathy.[7a]

Never sign a Kharadron writ without reading it ten thousand times.

- A common saying amongst Dispossessed clan-chiefs.[7a]

The Kharadron remember how duardin stubbornness and reluctance to accept the inevitable almost led to the destruction of their people in the Age of Chaos. Therefore, the Kharadron scorn decisions based on emotions and take stances born of cold logic, like rarely risking open war with their trading partners despite their cut-throat business acumen.[7a]

Once aboard a skyvessel, crewmates are bonded by many oaths and Code-prescribed rituals.[3n]

The professional soldiers of the Grundcorps are oathsigned into contracts. Accordingly, they do all in their power to ensure the safety of their clients.[3i]

Grudges & Rune of Marks

The Kharadron Overlords value a good grudge just as much as any duardin. If the skyfarers are cheated in a trade agreement, their territory trespassed on, or they have been defeated in battle, it becomes only a matter of time until vengeance comes upon those who wronged them.[3m]

Grudges have taken a new form in Kharadron society, notably through the Rune of Marks codified in the grudge-clause of the Kharadron Code.[18b]

The dour traditionalists of Barak-Thryng take grudges to new highs. Their resentments burning fiercely for centuries, they always ensure that every slight is repaid in kind. Given the opportunity to wreak revenge upon their enemies, those Kharadron will fight with singleminded stubbornness, refusing to even consider death until they have spilt every drop of their nemeses' blood.[7l]

Every offence against the City of the Ancestors is inscribed upon a rune-slate and added to a titanic library, located in the Grudgehall, that covers an entire district. Barak-Thryng's soldiers are encouraged to settle these grudges whenever possible, and usually carry runic tablets listing the most heinous insults into battle, so that they may ensure that retribution is delivered properly.[7l]

Fashion

The Kharadron's heavily armoured environment suits allow them to dwell in toxic environments.

Raw aether-gold being extremely caustic, the Kharadron Overlords must keep it contained, hence their use of heavily armoured environment suits.[15d][14d] Their helms are airtight and connected to a rebreather and an oxygen canister, allowing them to work in high altitudes or within toxic-metal clouds.[3l]

Commissioned and warrant officers normally incorporate more gold in their armour than those of lesser ranks. Many Kharadron skyvessels and equipment prominently feature images of their ancestors. For most Kharadron, however, these are more artistic adornments than objects of worship or superstition.[3o]

Every Kharadron must polish their equipment and keep it in excellent working order.[3q]

The folks of Barak-Zon take great pride in their uniforms and regimental bearing. To ensure that their foes see them coming and know that it is they who shall bring them their doom, these Kharadron paint their armour and ships brightly. Their ships are often tied to their squadron using bear stripe arrangements. These bandings are regularly featured on the armour of fleet officers.[3q]

Battered by war and hard-sailing journeys, the uniforms and airships from Barak-Mhornar show an uncharacteristic amount of wear by Kharadron standards.[3s]

In Barak-Thryng, simplicity and utility are preferred to flashy displays of wealth. To simulate the hammers and axes of their forebears going to war today, ancestor runes and images are cast in metals melted down from weapons of antiquity.[3s]

Inside the sky-ports, traders wear ostensive garbs. Richly brocaded jackets with jewelled buttons and elaborate sashes of silk are accompanied by rakish hats, sagging beneath the weight of exotic feathers sewn into their brims. Gloved fingers acting like a riot of rings and gilded nails.[19a]

Councillors wear robes of office, the colours, cut and design of their garments reflecting the duties and responsibilities they hold.[18e]

Tattoos

Many Kharadron are covered in tattoos, though most are hidden beneath their armour. In Kharadron culture, tattoos mark all manner of achievements such as an honourable kill, lover, successful journey, or aetherstream found.[25a][25b]

Hair and Beard

To better fit within their suits of Arkanaut armour, male Kharadron regularly trim their beards.[9h] Beards are sometimes knotted through a string of beads to avoid combing it.[14a]

Inside the sky-ports, the beards ornaments of the male elite are often picked out in dazzling arrays of gemstones.[19a] Some male administrators have beards so long that they sweep the floor.[18e]

Kharadron hairstyles are extremely variated, locks amongst them.[24] A specific type of decorated braid is referred to as the Kharadron style.[10]

Ancestor Masks

While considered by many Kharadron as aesthetic decorations rather than symbols of worship, many kharadron helmets take the form of Ancestor Masks representing stylised visages of the various ancestors of the Kharadron.[18a][3t]

Amongst the ancestors present upon kharadron Ancestor Masks are the countless duardin Ancestor Gods, notably Valaya and Grungni, along with the warrior-ancestors of the Kharadron.[18a]

A kharadron crew on a skyvessel.

Crew and Skyvessel

Kharadron skyvessels are akin to ancient duardin clans inasmuch as they are akin to a basic family unit for those working in the Sky-fleets. Within this structure, the airship's Captain embodies the head of that family.[15b]

Every ship and crew member of the sky-fleets boastfully displays the insignia, colours and symbols of their sky-port. Bearing the honour of its entire homeport, each skyvessel is the pride of its Captain and their crew.[3l] Furthermore, runes and heraldic devices are used to link a crew to its skyvessel and the wider fleet.[3u]

Arkanaut Company members often display their fleet’s marking on their right shoulder pad, leaving the left one for their ship’s marking.[3p] Endrinriggers wear the colours of their sky-port but normally scorn any ship markings, those that do, however, display them on their rudders.[3r]

In some sky-ports, notably Barak-Zilfin, skyvessels are held in so much esteem that their crew will regularly prioritize repairing their beloved vessel over tending to their own wounds.[3p]

Language

For more information see: Kharadron (Language) and Khazalid Lexicon

While the Kharadron Overlords may master many languages, like Barterspeak, in order to conclude advantageous trade deals across the Mortal Realms, their own language is Kharadron. It is distinct enough from the other successor languages of Old Khazalid that those familiar with the Khazalid Lexicon are only able to get a general idea of the contents of Kharadron texts.[26a]

Kharadron Titles

In kharadron society, titles and ranks are earned by mehret.[3g]

Organisations

Khardron Overlord's hierarchy

The overall structure of the kharadron sky-empire is inscribed in the Kharadron Code that was established during the Conference of Madralta. Among the nine initial artycles are found the Artycles of Union and the Twelve Points of Election.[7b] It resulted in a bureaucratic system of governance.[7f]

  • The Geldraad: Serving both as the unifying structure and the highest governing body of the colossal aerial empire, the Geldraad is composed of delegates from the six wealthiest sky-port plus a single delegate from a different minor port every 25 shifts of the Strahlstrom.[3k]

Under the unifying umbrella of the Geldraad, the Kharadron Overlords hierarchy falls in the hands of the various sky-ports.

  • The Admirals Council: Each Sky-Port is led by its Admiral Council which is answerable to the Geldraad[9a] while presiding over a body of the 6 most powerful guilds present in the sky-port.[3k]

Guilds

Beneath the Admirals Council are the largest guilds, while the relative authority of the guilds fluctuates from city to city, they normally include: [7f]

  • The Fleet Service: The Sky-Fleets tends to be the most influential guild of any given sky-port due to their key role in gathering aether-gold.[7f]
  • The Aether-Khemists Guild: Scientists who locate and follow the aether-gold seams.[3v]
  • The Nav-League: A secretive order of aero-cartographers.[3v]
  • The Endrineers Guild: Engineers notably specialised in smithing, metallurgy, shipwrighting, and machining.[3v][9c]

Unions

  • The Khazukan: The conglomerate of all the city’s craftsfolk.[3c]
  • The Consortium of Cloudminers[3v]
  • The Dockworkers Union[3v]

Chartered Companies

For more information see: Chartered Company

Alongside the guilds, each sky-port has hundreds of for-profit enterprises, known as guild-companies or chartered companies, specialised in selling a particular product or service .[7f]

  • Grundcorp: Career soldiers formations hired to defend the ships and fleets.[3i]
  • Weaponsmith Thrund Armoury: The aethershot rifles it produces are always in high demand for their ruggedness and accuracy. Such is its success that the powerful Grundcorps of Barak-Zon owns many of its shares.[7f]
  • Bugman’s Brew: Known producer of Barak-Thryng’s dark ale that also sell watered-down grog unfit for duardin consumption in the Cities of Sigmar.[7f]
  • Grumgar Brothers’ Hoppery: Known producer of Barak-Thryng’s dark ale that also sell watered-down grog unfit for duardin consumption in the Cities of Sigmar.[7f]
  • Iggrind-Kaz Aeronautics: Famed for its surgeinjection endrins, which utilise liquidised aether-gold to grant a vessel supercharged bursts of speed.[7f]
  • Blazebeard and Sons: This company is well known for its risky ventures. Such as when they sent a team of Arkanauts into the Bloodwind Spoil to field test the experimental Realmsplitter Fusil.[27a]
  • Harpooners’ Society: This company is responsible for developing some of the Skyhooks employed by Kharadron vessels.[14e]
  • Zonbarcorp: An upstart arm manufacturer.[7n]

Other Organisations

Other organisations present in kharadron society:

  • The Longshore Marshals: Also known as the "Copperhats", they are the naval police that maintains order within the sky-ports. They mostly consist of injured Grundstok Marines and neophyte Arkanaut recruits usually armed with billy clubs and fists.[7e]
  • The Trommraad: "The Bearded Council" Informal group of the eldest or wisest in a group.[3x]

Domain of the Kharadron Empire

The Kharadron Empire is the dominant power in the skies of the Mortal Realms.[7e] However, the kharadron Overlords' presence in the Mortal Realms goes beyond simply controlling their various airways and sky-paths.[3k]

  • High Airs: The airspace beyond the span of three cannon shots of any kharadron settlement or established mining zones is considered neutral territory amongst Kharadrons.[7e] The High Airs, or Outer Airs, are regulated according to Artycle 6 of the Kharadron Code.[7j][7k]

Sky-paths

Sky-paths are airborne realmgates. Due to their critical role in trade routes, the Kharadron Overlords lay claim to those realmgates across all the Mortal Realms and fortify them with Zonbeks.[29a]

A kharadron sky-port from afar.
Skyview of a kharadron sky-port.
The streets of a kharadron sky-port.

Settlements

The Kharadron Overlords are an ever-present sight in the Mortal Realms' skies.[7e] As such, the Kharadrons have established a great variety of settlements across the Realms.

Kharadron Infrastructure

While the Kharadron Overlords exist in a highly industrialised society they still value the idea of stout craftsmanship.[15b]

Buildings

As the most technologically advanced nation in the Mortal Realms, the Kharadron Overlords are able to build architectural wonders.[9g]

Legendary Buildings:

Means of Transport

The unmatched technological advancement of the Kharadron Overlords allows them to build transport vehicles unimaginable to other inhabitants of the Mortal Realms.[9g][7d]

Aethercraft

Kharadron devices
For more information see: Aethercraft

The Kharadron Empire is the most technologically advanced civilisation in the Mortal Realms.[9g] It is through the conception of a wide range of mechanised inventions and aethermatically powered apparatuses that the Kharadron Overlords were able to dominate the skies of the Mortal Realms. From airships to propulsion-packs, weapons to high-altitude rebreathers, the ever-evolving technology of the Kharadron lays at the centre of their success.[3a]

The technology of the kharadron, often referred to as aethercraft due to its common reliance on aether-gold, is pioneered by members of the Endrineers Guilds and Aether-Khemists Guilds.[7c]

Academies

It is in the various Kharadron Academies that the various guilds form most of their members.[7g]

Diplomacy and Commerce

Cartographic spectromitor are used by members of the Logistrator and Forecastinator Guilds to keep track of the profits generated by all Kharadron trading activity in each of the realms

To ensure that their relations with others are to their benefit, the Kharadron Overlords establish ever-evolving webs of trade agreements and contracts with their trade partners.[23a][22b] They often invest in the construction of vital commercial infrastructure in foreign settlements by handling the contracts and providing the design, materials and labour.[22b] This allows them to establish monopolies over key trade routes and resources.[22b] As a result, kharadron enclaves have grown exponentially in both size and influence.[7d]

While the Cities of Sigmar are an important market for the Kharadron Overlords, the skyfarers make sure to diversify their trading opportunities. Deals with Orruks and Ossiarch Bonereapers are but a glimpse of the grand trade network maintained by the Kharadron Empire.[7d]

The Kharadron Overlords do not see the Fyreslayers as kin since they refused to take them in after the fall of the Karaks. To the Kharadron, 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.[8a] Since they are both duardin, they are cantankerous and contemptuous of the other, furthermore, while open conflict is rare it is not unheard of. However, in the Granthium Mountains of Chamon there is open conflict as both sides seek to claim a deposit of Ur-Gold and Aether-gold.[8a]

Commercial Practices

Despite its importance, aether-gold is far from the only source of commerce for the Kharadron Empire. Trade between the sky-ports is vital, and ever since the Kharadron Code decreed drek-urb, other markets have become extremely lucrative.[3d]

Due to their extensive trade networks, made possible by their sky-paths, kharadron airships are often laden with rare and exotic goods from every corner of the Mortal Realms.[7a]

As the most technologically advanced civilization in the Mortal Realms, the Kharadron Overlords look upon human technology with bemused contempt. Many Kharadrons have taken advantage of this state of affairs to sell outdated cogwork machines and blackpowder weapons that are laughably simplistic by kharadron standards.[7d][9e]

Kharadrons have often taken advantage of human naivety and ignorance to charge extortionate prices for vital supplies, undermine their trading partners whenever possible, and make a fortune by selling 'real, genuine realmstone' or useless artefacts that they claim possess magical powers.[7d][7a]

Barak-Mhornar, in particular, is suspected to be heavily involved in most black markets and the illicit trade that supplies them.[7a]

In settlements without realmgates, kharadron trade fleets are often required to supply the location in vital resources.[22a] Kharadron sky-fleets are also known to ferry settlers to friendly settlements.[22a]

Sky-Fleets

Sky-fleet 01.png

The sky-fleets of the Kharadrom Overlords seek out aether-gold as well as protect those mining it, transport cargo, and patrol fleets protect the airspace of the floating cities as well as common trade routes. Thus the sky-fleets are the very lifeblood of the Kharadron Overlords’ mercantile empire and it is the dream of every young beardling to serve aboard them.[7g]

Organisation of the Sky-fleets

Acting as bombers, gunships or transport craft, the Arkanaut Frigates and Ironclads are the ships of the line and the mainstay of the sky-fleets. For their part, Grundstok Gunhaulers are hired escort-class fighters, used for interdiction and attack runs.[7g]

Skyvessels

For more information see: Skyvessel

The Kharadron have a variety of vessels in their fleets ranging from the Grundstock Gunhauler fighter to the massive Khrundhal-class battleships. Warships are usually used sparingly due to the massive cost of producing and maintaining them - they also strain Artycle 2 of the Code.[3c]

Known skyvessels :

Hierarchy of the Sky-fleets

Kharadron Officers.

The highest in the fleet hierarchy is its commissioned officer including the Captains who rules over their own craft, the Admiral responsible for the overall command of a fleet. All ships must have a captain under the Kharadron Code and the code also allows the crew to usurp the captain if he does not bring success. This is not considered mutiny and the captain is not dishonoured, merely demoted and can rise back or fall even further. Others are specialists from the guilds including Aetheric Navigators, Aether-Khemists and Endrinmasters and many fleets boast several such officers.[7g]

Arkanaut Companies form the bulk of a fleet's infantry and a responsible for landing and boarding actions while the more heavily armed and armoured Grundstok Thunderers are professionals contracted to safeguard the fleet. High-mobility units often called "Skyriggers" consist of Endrinriggers who are responsible for repairing ships and the more offensive Skywardens who accompany the Grundcorps into battle.

Commissioned Officers

When a sky-fleet is formed, veterans from the Arkanaut academies are chosen by their sky-port's fleet council to lead its ships and, if the fleet is of considerable size, the entire sky-fleet.[3b]

Warrant Officers

Warrant officers are technicians and specialists who are given warrants and contracts approved by their guilds instead of being commissioned by the fleet.[3b] As such they hail not form the Arkanaut training academies but from the other specilized guilds present in Kharadron society.[7g]

Infantry

Airborne Troops

Sources

Kharadron Overlords
Units Aether-Khemist - Aetheric Navigator - Arkanaut Admiral - Arkanaut Captain - Arkanaut Company - Black Marine - Brewmaster - Copperhats - Endrinmaster - Gholem - Grundstok Thunderer - Logisticator - Skyrigger (Endrinrigger - Skywarden)
Skyvessels Aetherhulk - Arkanaut Frigate - Arkanaut Ironclad - Basthal-class minelayer - Cloud-Dredger - Grundcarrier - Grundstok Gunhauler - Gyrohauler - Krontanker - Khrundhal-class Battleship - Makaisson-class Hauler - Ornithopter - Sky-Trawler - Thrunghal shieldship - Tork-class torpedo boat - Wing-Carrier
Characters Njord Aethersson - Imoda Barrasdottr - Bengtsson - Horgrumm Brand - Njord Brondt - Bragga - Jakkob Bugmansson XI - Durek Coghammer - Bryge Colsstarn - Durbarak - Njarn Firewhiskers - Drak Grolsson - Olgrimm Grundstock - Brokk Grungsson - Hengtsson - Dagnai Holdenstock - Drongon Humboldsson - Khrag - Gronki Klarruz - Grubda Klarsdottr - Borri Kraglan - Nelriksson - Bulwark Norgrimsson - Kragi Ranagsson - Grymm Sternbok - Grund Tahlihro - Khurngrim - Dhurak Thengisson - Lhux Zadum - Zunggt
Sky-ports Barak-Dren - Barak-Durmmaz - Barak-Glöm - Barak-Jazbaz - Barak-Khazzar - Barak-Khrum - Barak-Kling - Barak-Laskar - Barak-Mhornar - Barak-Mor - Barak-Nar - Barak-Shunti - Barak-Skarren - Barak-Thargar - Barak-Thryng - Barak-Ungrin - Barak-Urbaz - Barak-Zilfin - Barak-Zon - Barak-Zhoff - Karak Ohrgaf - Toba Lorchai
Armoury - Artwork - Language - Miniatures - Vehicles
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