TEXT: CHAOS DWARFS 
  From the Darkness 
   
  By Alfred Nuñez Jr. 
   
  Special Thanks to Graeme Davis, Timothy Eccles, John Foody, Martin 
  Oliver, Anthony Ragan, and Ryan Wileman for their comments and 
  suggestions. 
   
   
   
  The original plan in writing the WFRP1 Dwarf book for Hogshead Publishing was to include a 
  small section detailing the Chaos Dwarfs.  However, it at the final stages of editing the decision 
  was made to pull the Chaos kindred out of the Dwarf book with the idea to include them in 
  another book with the Dark Elves.  Unfortunately, Dwarfs: Stone and Steel proved to be the last 
  WFRP1. 
   
  I have now revised the background to make the Chaos Dwarfs a darker society than I had 
  originally envisaged as well as revising it for WFRP2. 
   
   
  Overview 
   
  The information contained in this piece is generally for GMs as many of the inhabitants of the 
  Old World know next to nothing about Chaos Dwarfs.  The few who may have some idea of 
  these degenerated beings live near the northern Worlds Edge Mountains in Kislev and Ostermark 
  or have known someone who has travelled the Wheatlands. 
   
  In addition, the Imperial Dwarfs of Karaz Ankor are rather unlikely to speak of these 
  abominations to anyone outside their clans and holds, not even to Expatriate Dwarfs, given their 
  shame and hatred that some of their race has fallen into Chaos. Such Dwarfs can be categorised 
  in to two broad groups. The oldest of these groups, and ironically, the more genetically stable, is 
  descended from the Dwarf clans that migrated to The Dark Lands over 7,000 years ago. 
  Sometimes called “Dark Dwarfs”, it is this group to which the name "Chaos Dwarfs" most 
  commonly refers. The Dwarfs of the Worlds Edge Mountains refer to these with much disdain as 
  “Tuskers.” 
   
  The Chaos Dwarfs refer to themselves as the “Dhark-Zharrandri”, which loosely translates as 
  “The Fiery Masters of Darkness”.  This air of superiority reflects how the Chaos Dwarfs view 
  their role in the world.  Essentially, the Chaos Dwarfs see themselves as a race whose destiny 
  includes mastery of all known races and riches of the earth.  They care nothing about the pains 
  they inflict upon lesser races or the earth’s bounty.  
   
  The reality of the situation is far different.  Existing for millennia in the toxic wastes with which 
  they poison their lands has had more of a substantial impact on the Chaos Dwarfs than they 
  
  realise.  The polluted lands have affected their birth rate as well the increasing unacceptable 
  mutations.  Their numbers are depleting more rapidly than any of their leaders care to 
  acknowledge.  More than any other race, the Chaos Dwarfs are just one catastrophe away from 
  extinction.  The question is how much of the world’s misery will increase before such a day 
  comes to pass. 
   
  The second type of Chaos Dwarf is more recent, and their origins are the subject of much 
  speculation. Simply known as “the Tainted,” these mutants have been found in the northern 
  World's Edge Mountains since the Chaos Incursion of 200 years ago.  In contrast to the Dark 
  Land variety, the numbers of the Tainted seem to be growing in conjunction with the threat of 
  Chaos to the world.  The “Tainted” seem to be oblivious to any kinship they might have once 
  shared with other Dwarfs, even the Dark Land Chaos Dwarfs. 
   
  To the casual observer or would-be victim, the differences between the two mutated races are 
  hardly significant.  Both are utterly evil and deadly. 
   
  A GM should exploit the lack of common knowledge about the Chaos Dwarfs to its fullest.  Wild 
  rumour should reach their Players’ ears well before their characters encounter any Chaos Dwarf.  
  It is also recommended that the GM use Chaos Dwarfs sparingly.  This should maintain an 
  unknown and menacing quality to these corrupted races. 
   
  Chaos Dwarfs should be introduced in situations where their intelligence and arrogance can be 
  best put to use.  They should normally be encountered in sufficient numbers and cunning to 
  render them a major threat to the Player Characters’.  Ambushes and other such traps are a 
  common tactic used by Chaos Dwarfs. 
   
  Tainted Dwarfs are more bestial in nature with a high level of animal cunning.  They might be 
  more likely to stalk their prey for a considerable distance before attacking.  The Tainted are less 
  likely to desire slaves, so they tend to fight with more deadly intent. 
   
   
  *****Sidebar***** 
   
  Sidebar: Dangers of the Dark Lands 
  “Yes, I have been to the Dark Lands… at least the western fringe of that Sigmar-forsaken land.  I 
  was part of an… expedition to locate some ancient Dwarf mines where our employer, Herr 
  Schmidt, hoped to find precious gems and other treasures.  and thought we had a reasonable 
  chance of succeeding. 
   
  “We were about twelve strong when we set out.  Our first obstacle was getting the Dwarfs’ 
  permission to pass through their lands.  The stubborn little gits extract a promise for our 
  employer to return any Dwarf artefacts we came across.  Schmidt made the promise, but had no 
  intent to fulfil his end.  He figured that we could a way pass the Dwarfs on our return.  It turned 
  out that it was the least of our problems. 
   
  
  “At any rate, there was some trouble, but nothing we couldn’t handle or skirt around.  We 
  eventually made our way to what looked like an old Dwarf colony in the eastern foothills or the 
  Worlds Edge Mountains. 
   
  “All went well for the first week or so and then disaster.  Seems that the stunties who let us pass 
  didn’t really trust our employer.  They sent a rather cruel looking bunch with some crazy hats 
  after us.  They surprised us one night and we fought for our lives.  Schmidt tried to speak with 
  them, but they refused to talk in anything but their harsh tongue. 
   
  “We fought hard, but their number was greater.  Fritz was killed outright as were Otto and 
  Bruno.  The Dwarfs seemed to be more interested in taking prisoners as they were using clubs to 
  beat us down.  Reiner and I realised that we didn’t have a chance and made a run for it. 
   
  “I don’t know what happened to the others, but poor Reiner caught a Goblin arrow in the back 
  during our sixth day in the mountains.  I just ran at that point and eventually made it here half-
  starved.  Now I just drink to forget.” 
   
  Confessions of a broken man in an inn in the Border Princes town of Akendorf. 
   
   
  *****End Sidebar***** 
   
   
  History 
   
  Before the Fall 
  Before the coming of Chaos, the region now known as the Dark Lands was a well-watered and 
  fertile region between the World's Edge Mountains and the Mountains of Mourn. Nomadic tribes 
  of Orcs, Goblins, and Hobgoblins roamed the land. 
   
  The Eastern Dwarf Clans (as they were then called) migrated from the World's Edge Mountains 
  to the western slopes of the Mountains of Mourn. After initial confrontations, the Dwarfs 
  developed trading arrangements with the Goblins. Pretty baubles and well-crafted stone tools 
  served as barter for foodstuffs from the primitive Goblins. In time, even the Hobgoblins learned 
  the benefit of trading with the Dwarfs. 
   
   
  The Coming of Chaos 
  When the Warpgates collapsed, the messengers from Grungni never made it to the Mountains of 
  Mourn to warn their eastern brethren. In all probability, either Orcs or Hobgoblins waylaid them. 
  However, the Eastern Clans could not ignore the black clouds rolling from the north. The 
  Dwarfking of the Eastern Clans ordered his kinsmen to retreat into the mines and seal the doors 
  behind them. The earth would protect them from the swirling winds and mysterious falling dust 
  until the danger had passed. 
   
  
  Deep in the safety of the earth, the Dwarfs could still hear the howling winds and the crackling 
  of powerful thunderbolts. In time the sounds of the storm faded but when they tried to open their 
  sealed gates they found themselves trapped. The surface lands were altered, and their way to the 
  upper world was now barred. 
   
   
  The Corruption 
  For hundreds of years, the Dwarfs of the Eastern Clans were trapped underground. No matter 
  where they tunnelled, impenetrable rock prevented them from reaching the surface. But the 
  Dwarfs were determined, and they decided to tunnel deeper to find a way around the rock that 
  entrapped them. To survive, the Dwarfs learned to subsist on the strange fungi that grew in the 
  dark caverns. 
   
  The Dwarfs eventually tunnelled into a magnificent underground gallery with walls of obsidian. 
  At one end they found a huge sealed door made of brass and darkened iron, with arcane writings 
  inscribed upon it. Grimdalf the Grey, a Rune Lord of great renown, laboured for many years to 
  translate the glyphs and glean some knowledge of what lay beyond the door, while his brethren 
  continued searching for a path that would lead them to the surface. Eventually, he succeeded; it 
  was the last thing he ever did. A mighty blast tore Grimdalf apart, reverberating throughout the 
  underground tunnels – as did the roar of some terrible creature. 
   
  Then the killings began as Dwarfs were butchered and devoured. Even after the Dwarfs escaped 
  the earth’s darkness, the killings continued Some Dwarfs survived to tell tales of a gigantic 
  creature in the darkness. With their late Dwarfking one of the first to fall, the remaining clan 
  leaders approached the creature and learn its intent. 
   
  The creature told them that its name was Hashut, Father of Darkness, and that great power would 
  be theirs if they worshipped him alone. Otherwise, their line would come to an end and their 
  achievements would be forgotten. 
   
  When the delegation returned with Hashut’s proposal, a heated debate arose. Some were inclined 
  to accept Hashut, pointing out that the Ancestor Gods abandoned the Eastern Clans to the 
  onslaught of Chaos. Others believed that forsaking the Ancestor Gods was the first step to 
  damnation. Fighting broke out and Hashut infused the favourably inclined clan elders with 
  sorcerous power, and they quickly won the skirmish. In celebration of their success, the victors 
  sacrificed many of their rivals. Others were given over to Hashut for his pleasure. The Father of 
  Darkness shaped some of these Dwarfs into the beasts that serve him: the Great Taurus, the 
  Lammasu and the Bull Centaurs. He rewarded the victorious clan elders with powerful sorcerous 
  abilities and they became the first of the Sorcerer-Priests. 
   
   
  The Gathering of Darkness 
  While Hashut was shaping his new servants, the remaining Runesmiths led some of their kin in 
  revolt against the Sorcerer-Priests. The battle raged for months, but the Sorcerer-Priests were too 
  strong. The forces of the Runesmiths were broken and enslaved; most sacrificed to Hashut after 
  several days of ritual torture.  As part of the ritual, the Sorcerer-Priests and their corrupt 
  
  followers ate the burnt flesh of the prisoners.  The “Orgy of Triumph” damned the Eastern Clans. 
  Their lower canine teeth mutated into tusks, which the Chaos Dwarfs welcomed as a sign of 
  Hashut’s favour.  Those who most pleased the Chaos deity were further rewarded with cloven 
  hoofs and horns. 
   
  The Chaos Dwarfs looked over the once fertile land and noted a change in the greenskins. Orcs 
  had become the dominant force in the Dark Lands. The less aggressive Hobgoblins now lived on 
  the fringes of the Orc-dominated wasteland. However, all the greenskin tribes continued to use 
  primitive weapons of stone and wood. The Chaos Dwarfs traded metal weapons and armour to 
  the weaker tribes, strengthening them and creating allies against the rest of the Dark Lands' 
  inhabitants. 
   
  While the Chaos Dwarf backed Orcs and Hobgoblins fought their more primitive cousins for 
  domination of the Dark Lands, the Chaos Dwarf Sorcerer-Priests oversaw the construction of 
  Mingol Zharr-Naggrund in the Plain of Zharrduk. The mighty ziggurat fortress of dark iron and 
  black obsidian was built over the site where the Sorcerer-Priests defeated the Runesmiths. The 
  Temple of Hashut was placed at the pinnacle of the stronghold. 
   
   
  The Hidden War 
  The Chaos Dwarfs sank countless shafts beneath the city of Zharr-Naggrund. However, the 
  Sorcerer-Priests realised that their remaining clansmen were too few to mine effectively. The 
  Chaos Dwarfs enslaved a multitude of Orcs, Goblins, Hobgoblins, and Human steppe nomads to 
  work the mines, sacrificing the weak and injured to Hashut. The basis of Chaos Dwarf society 
  was now complete. 
   
  Eventually, the depredations of the Chaos Dwarfs forced two massive migrations. The nomadic 
  Human tribes of the Steppes were the first to move westward through the high passes of the 
  World's Edge Mountains, and into the forested lands of the northern Old World. The second - 
  and perhaps more significantly – migration consisted of the Orcs and Goblins swarming across 
  the World's Edge Mountains into the Dwarf Empire of Karaz Ankor. 
   
  The greenskin tribes of the Dark Lands had suffered dramatically from a combination of 
  disasters. In addition to Chaos Dwarf slaving, earthquakes and volcanic eruptions tore the Dark 
  Lands apart. They were equipped with armour and weapons manufactured by the Chaos Dwarf 
  smiths, or crude copies made by greenskin artisans. However, these sturdy instruments of war 
  bore no resemblance to the items that the Chaos Dwarfs forged for themselves . So the Imperial 
  Dwarfs of Karaz Ankor remained ignorant of the Chaos Dwarfs’ existence; the Chaos Dwarfs, 
  on the other hand, were already plotting the downfall of their western kin. 
   
  The  Orc and Goblin migration caused considerable damage to the realm of Karaz Ankor, but it 
  was the second wave, influenced in part by the Chaos Dwarfs from afar, that overran the 
  Imperial Dwarf settlements in the eastern World's Edge Mountains. The Imperial Dwarfs no 
  longer presented the remotest threat to their corrupt brethren. 
   
  
  In addition, the wars in the World Edge Mountains brought a new source of slaves to the mines 
  of the Chaos Dwarfs: Skaven.  The Ratmen had emerged from the depths of the mountains to 
  plague the Orcs and Goblins as they did the Imperial Dwarfs.  The greenskins were eager to 
  capitalize on this new source of trade with the Chaos Dwarfs, and many Skaven found 
  themselves led to their doom in the mines of Zharr-Naggrund. 
   
   
  Rebellion 
  With their holdings in the Mountains of Mourn and the Plain of Zharrduk secured, the Chaos 
  Dwarfs set about defiling the earth of its bounty. Huge pits were dug to store the black, sticky tar 
  that percolated up from the ground. Great slag-heaps and huge mounds of coal dotted the 
  landscape, fouling the earth and water with the poisons that seeped from them. Smoke and ash 
  from furnaces and active volcanoes filled the air with clouds of choking, toxic vapours. Within a 
  few generations, the Chaos Dwarfs so polluted their land that nothing could grow in the dim light 
  and the choking air, apart from a few straggly black thorns. 
   
  Still, the Sorcerer-Priests wanted more. Fights among the squabbling greenskin slaves - and the 
  occasional full-scale slave revolt - caused inexcusable delays to production. In their frustration, 
  the Sorcerer-Priests instituted a breeding programme to develop a race of stronger and less 
  quarrelsome Orcs. Within one hundred years, they had produced the Black Orcs: a larger, 
  stronger, and more disciplined. The Black Orcs were also more cunning and dangerous than their 
  wilder forebears – a fact that was to lead to near disaster. 
   
  Within fifty years, the Black Orcs led their Orc and Goblin brethren in a huge revolt. Even the 
  Hobgoblins, who had enjoyed a comparatively privileged position as overseers, joined in the 
  slaughter of their Chaos Dwarf masters. Battle raged throughout the mines, and boiled up into 
  the lower tier of Zharr-Naggrund itself. While thousands of greenskins were slaughtered by the 
  Sorcerer-Priests and their followers, their numbers were too many - and the Chaos Dwarfs too 
  few - for the tide of the revolt to be stemmed. Just as all seemed lost, however, the Hobgoblins 
  switched sides, hoping to regain the favour of their masters. The Chaos Dwarfs struck with 
  renewed vigour and their dark powers broke the rebellion. The altars of Hashut smoked with 
  countless sacrifices, and the surviving greenskins. 
   
   
  Restoration 
  The Chaos Dwarfs and their Hobgoblin allies set about rebuilding after the near-disaster. In time, 
  the Chaos Dwarfs started expanding their borders southward. Gorgoth became the Chaos 
  Dwarfs’ furthest outpost, proving to be particularly rich in minerals and ore. But the Sorcerer-
  Priests realised that their race was spread too thin to protect their borderlands. 
   
  For centuries, fiercely independent nomadic Hobgoblin tribes lived in the Steppes just north and 
  east of the Mountains of Mourn. Still, the Chaos Dwarfs needed allies after the rebellion so they 
  entered into an alliance. This arrangement essentially made, what would become the Hobgoblin 
  Hegemony, a buffer state from the Chaos Dwarf perspective. 
   
  
  Moreover, the Chaos Dwarfs reached treaty agreement with the neighbouring Ogre Kingdoms.  
  An annual tribute of spent and deceased slaves are passed to the large humanoids in order to 
  satisfy their varied diets as well as weapons in return for non-aggression and newly-captured 
  slaves. 
   
  With this new era of stability established, the Chaos Dwarfs continued to expand. But two fateful 
  events prevented them from achieving their dream of further conquests. A little over a thousand 
  years after Sigmar’s reign: the Black Plague that had devastated the Empire found its way into 
  the Dark Lands, spreading to the Chaos Dwarfs. It took several centuries for the Chaos Dwarf 
  population to recover – though low birth-rates prevented the population from reaching its former 
  level – when another calamity struck. 
   
  Large numbers of slaves had died in the mines beneath Zharr-Naggrund in the millennia of its 
  existence, and the Chaos Dwarfs let the corpses rot where they fell. Their indifference was nearly 
  their undoing.  On the night known "the Night of the Restless Dead" by Imperial historians, the 
  dead rose up and attacked the living across the Known World. The Chaos Dwarfs and their allies 
  were nearly overwhelmed. As in the earlier Black Orc rebellion, the Chaos Dwarfs were driven 
  back to the upper tiers of Zharr-Naggrund, with the loss of many lives. Only the intervention of 
  the Sorcerer-Priests and the coming of dawn saved the Chaos Dwarfs from obliteration. 
   
  From this experience, the bodies of slaves are either tossed into lava pits or pools of highly toxic 
  wastes. Some are even dismembered and sent to the Ogre Kingdoms as foodstuff (rancid meat 
  being considered a delicacy among the monstrosities). 
   
   
  Blood from the North 
  The next disaster to strike the Chaos Dwarfs was not a complete surprise. The waters of the 
  River Ruin began to run low, and it was no longer able to cool the huge Chaos Dwarf forges to 
  power the steam-driven engines. Troops sent to scout the headwaters did not return, and the 
  Sorcerer-Priests read disturbing portents in the entrails of sacrificed slaves. 
   
  Then the River Ruin ran blood-red, and the Sorcerer-Priests knew that Hashut’s immortal enemy, 
  Khorne the Blood-God, had sent an army against them. 
   
  As Praag fell in the west, a vast Khornate army besieged Zharr-Naggrund. Battles raged across 
  the Plain of Zharrduk as Chaos Dwarfs from other mines and factories came to the aid of the 
  obsidian ziggurat. The Chaos Dwarfs unleashed their fearsome war machines upon the Blood 
  God’s ravening horde. The slaughter continued for two years, with neither weather nor weariness 
  lessening its desperate intensity. Then, abruptly, the borders of the Chaos Wastes retreated to the 
  north, and the Khornate army weakened. In one final surge, the Chaos Dwarfs were able to break 
  the siege and obliterate their foe. Victory was once again theirs – but at a terrible price, for the 
  Chaos Dwarf race was decimated. 
   
  Meanwhile, in the northern World's Edge Mountains, another drama unfolded. The Chaos 
  Incursion engulfed the Dwarfhold of Karak Vlag; when the Chaos hordes finally retreated, there 
  was no sign of the ancient stronghold. But in the years that followed, heavily-mutated Dwarfs 
  
  were seen throughout the surrounding area. Known as the “Tainted,” these Chaos Dwarfs did not 
  follow Hashut nor was there a common thread that typified their Chaos gifts. Some followed 
  Khorne, Tzeentch, and Nurgle while others followed Chaos Undivided, and scant handfuls even 
  followed the lesser-known Renegade Gods. 
   
  The Tainted are usually encountered within a Chaos Warband of their patron deity. Others band 
  together in a type of simplified clan structure, which has more in common with Beastmen herds 
  than the Dwarf society of Karaz Ankor. The few known villages and mines of the Tainted are 
  usually found deep in the northern World's Edge Mountains. From there they mount raids on 
  Human villages in the foothills in search of food - Human or livestock. 
   
   
   Storm of Chaos 
  In recent years, the Sorcerer-Priests detected ominous signs in the entrails of sacrificial victims 
  as well as the increase in activities of the wild Human tribes of the Steppes.  These portents 
  indicated that changes were in the offing,  none of which boded well for the Chaos Dwarfs and 
  they grew too careless.  The Sorcerer-Priests felt the winds of Chaos blowing ever stronger from 
  the north and realised that the Northern Wastes would soon expand southward as it did over 200 
  years before. 
   
  The Chaos Undivided Champion Archaon sent an emissary to negotiate an exchange of hundreds 
  of slaves with promises of thousands more to the Chaos Dwarfs to purchase some of their most 
  potent war machines and crews for the war in the West.  Seeing a chance to survive the struggle 
  unscathed, the Sorcerer-Priests were willing to sacrifice a few of their number in the hope that 
  Archaon would keep his Khornate allies in check.  They also knew that no matter the outcome, 
  the victors would be in no better shape than the defeated to extract any vengeance on the Chaos 
  Dwarfs.   
   
   
  The Chaos Dwarf Empire Today 
  Although the decline of their population has lessened since the Chaos Incursion of 2302 I.C., the 
  Chaos Dwarfs are still fewer in number than at any time.  Despite the fact that they are a dying 
  race, the power of their Sorcerer-Priests and the prowess of their warriors ensure the dominance 
  of the Chaos Dwarfs throughout most of the Dark Lands.  Still, there is some speculation among 
  the few who know of their existence that they may well become extinct in the next several 
  hundred years. 
   
  The Chaos Dwarf demand for slaves remains insatiable, though they are wary of any new slave 
  rebellions.  A repeat of the revolt on the scale of the one led by the Black Orcs would surely 
  cripple, if not end, the Chaos Dwarfs and their Empire.  Though brutally suppressed, a recent 
  uprising in Uzkulak exemplifies the danger to the Chaos Dwarfs’ way of life. 
   
  Chaos Dwarf slaving bands have recently expanded their operations to include the Worlds Edge 
  Mountains and the western foothills. In many cases, the Chaos Dwarfs employ a number of 
  agents to lure the unwary into forced servitude.  Additionally, the Chaos Dwarfs have cemented 
  a trade arrangement with the Hobgobla-Khan whereby the masters of the Dark Lands would 
  
  supply the Steppe Hobgoblins with higher quality arms and armour to stave off the encroachment 
  of the Dolgan tribes and the remnants of other wild Human tribes roaming the Steppes in 
  exchange for the slaves captured from the Wheatland colonies and caravans on the Silk Road. 
   
  Knowing the Chaos Dwarf preference for Human and Dwarf slaves, the Steppe Hobgoblins 
  extracted a heavy price for the Chaos Dwarfs and use their gains to foster an active slave trade 
  with slavers in Cathay and the wilder parts of Kislev.  Strangers to any of these regions may find 
  themselves set upon by the inhabitants and traded to the Steppe Hobgoblins. 
   
   The trade arrangement between the Chaos Dwarfs and Steppe Hobgoblins has pinched the flow 
  of goods to the less reliable Orcs and Goblins of the Worlds Edge Mountains. If not for the 
  decimation of the Orc horde that followed Grimgor Ironhide into the Empire, the greenskins 
  might well turn their attention to their erstwhile trading partners. 
   
  The aftermath of Storm of Chaos may yet prove to be disastrous for the Chaos Dwarfs.  
  Although the remnants of the wild Human tribes and greenskins no longer pose a short term 
  threat, the devastation of the Wheatlands, Kislev, and northern Empire by the Chaos forces have 
  greatly reduced the slave traffic.  This not only threatens the Chaos Dwarfs’ industry, but it also 
  creates tension in the area.  The neighbouring Ogres still expect their tribute of weapons as well 
  as meat even though they may not be able to reciprocate with supplies of new slaves.  The 
  ravenous behemoths may decide that dining on the Chaos Dwarfs is a more appealing alternative 
  to starvation. 
   
   
   
  DARK LAND DWARFS 
  Betrayers of the Ancestor Gods 
   
  Player Characters in the western Empire have little chances of learning about the Chaos Dwarfs 
  of the Dark Lands.  Their chances improve marginally towards the eastern provinces of the 
  Empire and Kislev near the end of the various mountain passes.  PCs spending time in the 
  wreckage of the Farside colonies (see GW’s Something Rotten in Kislev and A Pass too 
  Farside by Tim Eccles) will have a fair chance of learning about the Masters of the Dark Lands 
  – especially if they find themselves captured by a slaving party. 
   
   
  Chaos Dwarf Society 
   
  Unlike the Old World Dwarfs, the Chaos Dwarf clan is defined by its ranking Sorcerer-Priest and 
  the level of political power that this individual achieves. Clan members are bound to one another 
  by blood and common ancestry. Each Chaos Dwarf clan is the extended family of its reigning 
  Sorcerer-Priest, who rules with an iron fist. He also has absolute rule over his part of the Dark 
  Lands Empire, with all the forges, workshops, mines, and slaves therein. Each clan's council is 
  filled with the most fervent and vicious supporters of the ruling Sorcerer-Priest. Its primary role 
  
  is to ensure that his dictates are carried out to the letter. They are seldom given the authority to 
  debate important matters. 
   
  The blood-bond makes Chaos Dwarf clans especially loyal.  Family obligations are taken very 
  seriously, even if such obligations are generations old. Any wrong done to a Chaos Dwarf is 
  considered a wrong done to the entire clan. Thus any Chaos Dwarf may be selected by the 
  Sorcerer-Priest to redeem the clan’s honour – by whatever means appropriate. 
   
  Chaos Dwarf clans are not aligned by craftguild. In Chaos Dwarf society, each clan functions as 
  a separate entity unto itself. In addition to the ruling Sorcerer-Priest, their subordinate Sorcerer-
  Priests and the subservient Council, there are a number of other layers in the hierarchy of Chaos 
  Dwarf society. The next tier of the cult hierarchy includes artisans, weaponsmiths, and military 
  leaders. Lesser status clan members are the warriors, slave masters, and various apprentices. At 
  the bottom are the slaves. 
   
  Many Chaos Dwarfs carry the name of their clan's ruling Sorcerer-Priest as part of their surname. 
  The surname changes when a new Sorcerer-Priest takes over the clan. Dwarf males remain 
  members of the clan into which they are born; only Chaos Dwarf women can leave their clan, 
  and then only when this suits the purpose of the Sorcerer-Priests. The importance of Chaos 
  Dwarf women centres on their ability to produce offspring and they may be used by the Sorcerer-
  Priest as a reward to a particularly loyal clansman, or as a means of cementing an alliance with 
  another clan’s Sorcerer-Priest. 
   
   
  *****Sidebar***** 
   
  Sidebar: Diplomatic Appeal 
  “The problem with you Imperials is that you take this concept of Chaos far too seriously.  You 
  claim that “beastmen” plague your forests, “ratmen” burrow beneath your cities, and that there 
  are Dwarfs who have succumbed to the corrupting influence from the far north.  Such 
  foolishness.  A Dwarf would be as likely to abandon their traditions and gold as they are to find 
  elegance and sophistication 
   
  “The only real threat to your lands and ours is the green-skinned horde which invades from the 
  east and lay waste to all before them.  Even our best was only able to put a dent into their 
  numbers during the gallant Errantry Wars in the Border Princes.  Thus, I put to you that the 
  threat that you must focus your effort is that of the Orcs and their lesser kin, the Goblins.” 
   
  A plea from a Bretonnian ambassador before his disappearance while touring the eastern borders 
  of the Ostermark. 
   
  ***** End Sidebar***** 
   
   
  
  Social Values 
  The Chaos Dwarfs respect age and knowledge like the Old World Dwarfs, but they do so when 
  these attributed are coupled with power and evidence of Hashut’s blessing.  The latter takes the 
  form of mutations involving horns and hoofs. 
   
  Although Chaos Dwarfs lust for material objects, it is in the number of slaves that measures their 
  wealth.  Slaves are used as commodities in a similar manner that other races use coins.  From a 
  Chaos Dwarf point of view, the well-being of a slave is only as important as its use.  This view is 
  consistent with the little regard that Chaos Dwarfs have towards other, inferior races. After all, 
  these races are only fit for enslavement.  
   
  In a sense, the typical Chaos Dwarf is treated marginally better than a slave by their clan elders, 
  especially those considered weak or unsuited for higher service to the clan.  To survive in their 
  own society, an individual Chaos Dwarf must quickly learn to be as ruthless as their superiors.  
  They also must learn how to manoeuvre through the whims of the clan leaders.  It is not 
  uncommon for a Chaos Dwarf to become a sacrifice to Hashut is he failed to carry out the 
  commands of the ruling Sorcerer-Priest. 
   
  Chaos Dwarfs have a special contempt for the Old World Dwarfs. It is these western traitors and 
  their Ancestor Gods who abandoned the Chaos Dwarfs to their fate. The savagery of the two 
  races when they meet in combat matches that of any Old World Dwarf-Orc conflict. Still, the 
  Old World Dwarfs have value to their corrupted kin as high quality and hardworking slaves. 
   
   
  ***** Sidebar ***** 
   
  Sidebar: Mad Hatters 
  One of the more consistent questions about the Chaos Dwarfs when they were introduced in 5th 
  edition Warhammer Battle has been “why the big hats?”  With the release of Storm of Chaos, it 
  seemed that the big hats were gone.  On the other hand, it could be that the Chaos Dwarfs 
  accompanying Archaon’s forces were forbidden to wear these by their Elders. 
   
  For the sake of discussion, this portion assumes that most of the fragmentary reports on Chaos 
  Dwarfs have commented on the significance of the tall hats. 
   
  ***** 
   
  Among the few who study the matter of the Chaos Dwarfs’ headgear, there are several theories.  
  One of the more popular and simpler has it that the Chaos Dwarfs deem that the tall hats, 
  coupled with the thick beard and large tusks, makes them more threatening to their enemies.  
  Others have concluded that there must be something more behind it as the tall hats are more 
  comical than threatening. 
   
  A few adhere to the view that the large hats have a more religious aspect to them.  These scholars 
  have come to view the hats as an aspect, like the mutations and apparel, which serves Hashut’s 
  purpose of moving the Chaos Dwarf mindset and traditions away from their former brethren in 
  
  the Worlds Edge Mountains.  This is further exemplified by the more elaborate hats worn by the 
  Sorcerer-Priests, the oldest warriors and even the Bull Centaurs.  This view seems to be 
  confirmed, in part, by the incomplete Dwarf records that somehow managed to make its way out 
  of Karaz Ankor. 
   
  One outrageous theory is that the hats actually hide another mutation shared by a number of 
  Chaos Dwarfs: a conically-shaped head.  Evidence has not supported this view but its adherents 
  claim that the evidence has not yet been collected. 
   
  ***** End Sidebar ***** 
   
   
  Stages of Life 
  Chaos Dwarfs normally age at the same rate as Old World Dwarfs. The primary difference is 
  how each race marks significant events in an individual’s life. 
   
  Unlike their erstwhile western brethren, not all newborns are immediately accepted into the 
  society.  All newborn Chaos Dwarfs are placed before the altar of Hashut by the Sorcerer-Priests 
  in a ceremony called the Ordeal of Fire.  If the newborn survives the intense heat of the altar's 
  fires, it is deemed fit to live.  In addition, the fate of newborns depends strongly upon their 
  mutation.  Newborn Chaos Dwarfs are born with small tusks breaking through their gums.  Some 
  may show further signs of Hashut’s favour by small bumps of their heads denoting horns or a 
  hardening of the feet portending a change to hooves.  
   
  The relative stability of the Chaos Dwarfs’ mutations is actually a façade.  There are an 
  increasing number being born with mutations other than those culturally accepted.  Such 
  “impure” offspring are immediately killed by being placed very near, if not actually in, the Fire 
  of Hashut. 
   
  Chaos Dwarfs are considered adults and full clan members when they reach their 30th year. 
  Before then, they spend years learning their role in the clan as determined by the ruling Sorcerer-
  Priest and their craft.  Upon reaching adulthood, a Chaos Dwarf is expected to provide an 
  offering to their clan’s Sorcerer-Priest and the deity Hashut. The type of offering is traditional to 
  the race: it should involve either the sacrifice of a bodily part, such as part of a finger, or a slave. 
  Once the offer is completed, the Chaos Dwarf meets the Sorcerer-Priest to learn of his chosen 
  role and begin his rigorous training. 
   
  Over the next ten years, adult Chaos Dwarf males are watched closely by the Sorcerer-Priests for 
  any signs of magical ability. Those who exhibit some aptitude undergo the Ritual of Fiery Magic 
  (Hargorakanhk). The nature of this rite varies from individual to individual, and is determined 
  by the wisdom of the Sorcerer-Priests. As a result, it remains a mystery; all that is known is that 
  those who are unworthy in the eyes of Hashut do not return. Those who survive are initiated into 
  the mysteries of the cult, and become apprentices to their clan’s reigning Sorcerer-Priest. 
   
  Should he survive to the age of 150, a Chaos Dwarf becomes an Elder. All Elders become part of 
  the Clan Council, led by the clan's oldest, non-ruling Sorcerer-Priest. The Council is rarely 
  
  empowered to make decisions, except on matters of no interest to the ruling Sorcerer-Priest. In 
  fact, the Council’s role is to execute whatever commands they receive from their Master.   
   
  Chaos Dwarf women are treated as chattels, and are almost always the property of their clan's 
  reigning Sorcerer-Priest. Upon maturity, most maidens are wedded to someone of the Sorcerer-
  Priests’ choosing. At times, the husband-to-be is someone with whom the Sorcerer-Priest is 
  forming an alliance. On other occasions, a bride may be awarded to a loyal clansman. Most of 
  the time, however, the Chaos Dwarf maiden finds herself in the harem of the Sorcerer-Priest, 
  who may also be her father. 
   
  Like Old World Dwarfs, the average Chaos Dwarf generally lives for approximately 200 years. 
  There are few notable exceptions to this limit, mostly Sorcerer-Priests. There is no upper limit to 
  the years of life that Sorcerer-Priests can achieve before the corrupting power of their sorcery 
  turns them to stone. The great Astraoth, High Priest of Hashut, was the most powerful Sorcerer-
  Priest for a thousand years. Now in his 3200th year, however, Astragoth’s legs have petrified and 
  his hands have also started to calcify. It is only a matter of time – perhaps mere decades – before 
  the rest of him solidifies. 
   
   
  Death Rituals 
  Like his Old World counterparts, a Chaos Dwarf knows when his time is approaching. The 
  clan’s reigning Sorcerer-Priest orders an escort to lead his dying clansman to the Temple of 
  Hashut, where the Chaos Dwarf is prepared for departure.  At the appointed hour, the Sorcerer-
  Priest commends the soul of the dying kinsman to Hashut’s burning embrace.  Once the 
  ceremony is completed, the still-living Chaos Dwarf is then dropped into a river of lava hundreds 
  of feet below the surface of the land. 
   
  Chaos Dwarfs who perish in battle are usually burned on the field in a huge funeral pyre. Only 
  the bodies of Sorcerer-Priests are returned for proper burial. 
   
  The passing of any reigning Sorcerer-Priest starts a recognised process of succession which is 
  both contentious and deadly.  It is not a certainty that the oldest will succeed and inherits his 
  predecessor’s harem, apprentices, and wealth.  The succession is a struggle where the strongest 
  prevail and his rivals obliterated.  The fact that their numbers are declining makes little 
  difference to the Sorcerer-Priests’ naked ambitions. 
   
   
  *****Sidebar***** 
   
  Sidebar: Curse of Grungni 
  For the Sorcerer-Priests who do not die in battle, the price of their sorcerous power eventually 
  takes its toll. The Sorcerer-Priest knows that the decline of his power manifests itself when his 
  feet begin to turn to stone. The growing transmutation will then move up his legs to the torso. At 
  this stage, the Sorcerer-Priest depends upon his clansmen to move him about. The next stage of 
  mineralisation appears in the Sorcerer-Priest’s hands, and then his arms. The change is complete 
  when his head and shoulders become immobile, leaving only his eyes and brain untouched. The 
  
  transformation may last for a hundred years or so. The living statue of the Sorcerer-Priest is 
  placed alongside others of his kind from the past, guarding the highways radiating from Zharr-
  Naggrund with their malevolent, resentful gaze. 
   
  The few Dwarf Loremasters who have learned of this process refer to the transformation as the 
  “Curse of Grungni.”  It is generally cited as proof of the corrupting power of Sorcerous Magic.  
  The scholarly Karaz Ankor Dwarfs believe that Expatriate Dwarf wizards could easily suffer the 
  same fact if they had the ability to live as long as Chaos Dwarf sorcerer-priests. 
   
  *****End Sidebar***** 
   
   
  Anatomy 
  Like the Dwarfs of the Old World, the physique of Chaos Dwarfs is ideally suited for life in the 
  underground caverns and cave systems where they spend a considerable part of their lives. They 
  have the short, densely muscled limbs; thick, heavy bones; and compact, powerful torsos. 
   
  One of the distinguishing features of male Chaos Dwarfs is their dark, thick beard. Chaos Dwarfs 
  curl their beards into exotic styles, believed to mimic that of their patron deity, Hashut.  Such 
  styles also draw attention to one of the clearest signs of the influence of Chaos upon these foul 
  beings: their tusks. Some Chaos Dwarfs, mostly Sorcerers, also develop bull-like features such as 
  cloven hoofs and curved horns. 
   
  Like the Old World Dwarfs, Chaos Dwarf women do not have beards. They do have very long 
  hair, which they curl and braid in a manner similar to their menfolk’s beards.  Chaos Dwarf 
  women occasionally sport the same mutations as their menfolk. 
   
   
  Diet 
  The diet of Chaos Dwarfs is similar to that of the Old World Dwarfs in that it consists of meat 
  and fungi gathered from underground caverns. Given the Chaos Dwarfs’ fondness of fire, most 
  of the meat will be overcooked, sometimes to the point of incineration. 
   
  The desolation of the Dark Lands limits the amount of grain, fruits, and vegetables available to 
  the Chaos Dwarfs. The small amount they acquire comes in the form of tribute from their 
  Hobgoblin allies to the north and east. Other sources of food include the Orc and Goblin villages 
  that the Chaos Dwarfs and their allies raid in search of slaves. 
   
  The vast majority of the grain that the Chaos Dwarfs obtain is used in brewing ale and baking 
  bread. In the deeper caverns, slave farmers raise several varieties of mushrooms. These fungi are 
  primarily used as seasonings for meats and beer, but can form a staple diet in times of crisis. 
   
  Chaos Dwarfs are skilled hunters and trappers, readily exploiting the small amount of game to be 
  found in the Dark Lands. Chaos Dwarf hunting parties range far a field after any prey, and are 
  able to find meat and fur in the mountain valleys that ring their domain. Chaos Dwarfs are not 
  too particular about their quarry and have been known to hunt slaves for sport. In lean times, 
  
  slaves (including Old World Dwarfs) may be cooked and eaten. Even in times of plenty, slaves 
  are often on the menu at the major feasts of Hashut. 
   
  The term “fire water,” often applied to alcoholic drinks of dubious quality, is almost literally true 
  of Chaos Dwarf beer. Even the vile product of Orc and Goblin brewers is more drinkable. As 
  noted above, such grain as the Chaos Dwarfs can obtain is often old and rotten, and the water 
  they use for brewing is fouled by their factories and mines. However, the Chaos Dwarfs care 
  little about such niceties such as taste. To them, ale is a sustenance and a means of making their 
  polluted water supply slightly less toxic; it is not an art to be perfected. Slaves are given watered 
  beer with their meagre rations, one of the many reasons for their short life expectancy. 
   
   
  Law and Punishment 
  Each ruling Sorcerer-Priest also occupies the role of the High Priest of Hashut for his clan.  The 
  most powerful of these is the ruler of Zharr-Naggrund.  The will of each determines the 
  respective laws of his clan, and what violation brings swift and certain punishment. There is 
  absolutely no appeal. 
   
  There are very few capital crimes among Chaos Dwarfs. Treason - which covers disagreeing 
  with the ruling Sorcerer-Priest in word or deed - is the most common capital charge. Murder 
  without cause of another Chaos Dwarf is also a capital crime, but since almost any cause is 
  considered to justify the act, convictions are rare. In fact, very little violence takes place between 
  Chaos Dwarfs. Anger and frustration can be easily taken out on the many hapless slaves. Killing 
  or injuring the slave of another is considered a crime against property, and is dealt with by a 
  payment of compensation, almost always in kind. Any Chaos Dwarf accused of a capital crime 
  must appear and present his case under oath before the ruling Sorcerer-Priest. The Sorcerer-
  Priest may, at his discretion, allow witnesses for and against the accused (including any victim).  
  Judgments are usually quick, and anyone found guilty is immediately sacrificed to Hashut. 
   
  Each clan’s ruling Sorcerer-Priest also judges lesser crimes, such as theft, killing of slaves and 
  other crimes against property, oath-breaking and slander. Punishment varies with the severity of 
  the crime, ranging from fines and compensation in most cases to banishment in the most severe. 
  It is the very rare case where the Sorcerer-Priest's judgement is not accepted as this is held as a 
  sign of weakness, which is often followed by a struggle for power.  In such circumstances, a 
  violent feud erupts and blood is spilled. These blood feuds are very destructive and lead to a 
  struggle of power among the Sorcerer-Priests of the clan.  Once the new ruling Sorcerer-Priest 
  rises to replace the weak (and most likely dead) predecessor, a number of those involved in the 
  feud are sacrificed to Hashut.  Not surprisingly, this arrangement keeps feuding to a minimum. 
   
   
  Slaves 
  Chaos Dwarf society is wholly dependent upon slaves. The average life expectancy of a slave 
  ranges from six to eight years, although Dwarfs may last twice as long. The labour is hard, and 
  their treatment is harsher still.  Some slaves, mostly female, may find themselves placed in the 
  private chambers of one of the upper echelon of Chaos Dwarf society where they are forced to 
  perform a wide range of demanding tasks by their abusive masters. 
  
   
  Bands of Chaos Dwarfs constantly scour the Dark Lands, the Mountains of Mourn, and the 
  eastern World's Edge Mountains in search of slaves. Other bands trade weapons and armour to 
  Orcs and Goblins in return for slaves and food. Chaos Dwarfs also trade with their Hobgoblin 
  allies and neighbouring Ogres for slaves from among the steppe nomads and the peoples of 
  Imperial Cathay.  In addition, the Chaos Dwarfs employ members of other races, chiefly 
  Humans, to act as their agents, procuring slaves by whatever means necessary for gold. 
   
  Many slaves work, and die, in the workshops, forges, and mines of Zharr-Naggrund and 
  Gorgoth.  Others struggle in the poisoned Plain of Zharrduk. Those who survive are likely to 
  meet a yet more terrible fate on the altar of Hashut or in a vat of molten metal. It is not 
  surprising, then, that many slaves take their own lives when given the opportunity. 
   
   
  Language 
  The Chaos Dwarf language is recognisable as a Khazalid dialect, even though they speak it with 
  a harsher accent. Most speak no other language, although the Sorcerer-Priests are known to be 
  conversant in the Dark Tongue and in some of the Human tongues.  They also use the ancient 
  Dwarf runic script, inscribing their books on long, thin scrolls of beaten metal in the manner of 
  their Imperial kin. Most Chaos Dwarfs are illiterate. Only the most educated can read and write 
  the alphabetic runic script or the more common pictograph script. 
   
  For more information on Khazalid, see the WFRP1e sourcebook Dwarfs: Stone and Steel, 
  pages 100-105. 
   
   
  Relations with Chaos 
  Chaos Dwarfs have a curious view of followers of the other Chaos gods.  They at once fear their 
  destructive power and look upon them with contempt. 
   
  Chaos Dwarfs view the Tainted (described below) as little more than mindless tools of the other 
  Chaos Powers.  They are considered almost as good in the role of slaves as the Old World 
  Dwarfs, even though they aren’t quite as skilled as their former brethren 
   
   
  The servants of the Four Lords of Chaos are too troublesome to be slaves but more than 
  acceptable sacrifices to Hashut.  However, Khornates are generally sacrificed on the spot of 
  capture and their remains burnt.   
   
   
  The Dark Realms 
   
  Once they had committed themselves to the worship of Hashut, the Chaos Dwarfs needed to 
  establish a realm in which they could build an Empire. The nomadic Orcs, Hobgoblins, and 
  Goblins presented little opposition, and the Human tribes across the Mountains of Mourn were of 
  
  little consequence (the Ogres had not yet migrated in any significant number to the eastern 
  mountains). 
   
  Filled with the volcanic power of Hashut, the first and mightiest Sorcerer-Priests raised the 
  Tower of Zharr-Naggrund from the earth, using their power to shape the black obsidian and dark 
  iron. The city was divided the city among their clans, with each Sorcerer-Priest ruling with 
  absolute power over the clan of his birth. 
   
  In time, rivalries among some of the ruling Sorcerer-Priests caused their clans to frequently come 
  to blows.  Increasing pressure from such rivalries cause the weaker clans to built other 
  settlements, such as Gorgoth and Uzkulak.  
   
  Even with the boundaries of their domains established, the clans continue to probe one another to 
  uncover weakness to exploit.  Many of the ruling Sorcerer-Priests of the lesser clans also plot for 
  the day that they could march into Zharr-Naggrund as victors over the current ruling clans. 
   
  Over the millennia, the Chaos Dwarfs sunk thousands of mines into the earth around Zharr-
  Naggrund. They extracted coal and piled it high on the Plains of Zharrduk. They drilled for oil 
  and tar, which they stored in open pits throughout the land. Eventually, the toxins from these 
  sticky black lakes polluted the region, destroying most of its flora and fauna. The Chaos Dwarfs 
  also quarried so much stone that much of the Plains of Zharrduk are now a series of gigantic 
  open pits. Heavy clouds of acrid smoke mask the bleak, lifeless landscape under a perpetual 
  gloom of twilight. 
   
   
  
  Map. Dark Lands and western Steppes 
   
   
  Zharr-Naggrund 
  The capital of the Chaos Dwarf Empire rises above the Plain of Zharrduk like a mountain of 
  black obsidian and dark iron, dimly reflecting the lights of the many furnaces and forges. Zharr-
  Naggrund is built like a ziggurat, with each square-shaped step hundreds of feet high. Each step 
  is surmounted by battlements cut to resemble the Chaos Dwarfs’ lower tusks. 
   
  
  Four huge stone gateways, each barred by huge gates bound in the blackest iron, have been 
  constructed on the four sides of the bottom step.  From the East and West Gates, roads paved 
  with slabs of gold and brass lead to other parts of the Dark Lands, and to the Mountains of 
  Mourn. The River Ruin enters Zharr-Naggrund through the North Gate. Its cold waters cool the 
  huge forges, power machinery, and flush away the refuse of industry and inhabitants. When it 
  leaves through the south gate, the steaming, thick water is a poisonous mixture of acids and 
  worse. Clouds of iridescent poisonous gas hang over the river. 
   
  Countless furnaces burn within Zharr-Naggrund making the heat in the lower levels is nearly 
  unbearable. Massive crucibles pour molten metal into moulds to make parts for the machinery 
  and weapons of destruction. The roaring of furnaces and grinding of machinery fill the air day 
  and night. The air inside the massive ziggurat is foul, even though the worst of the fumes are 
  channelled to the outside through shafts cut from the obsidian. 
   
  The succeeding step of the ziggurat houses an ascending level of Chaos Dwarf society. The third 
  and fourth highest steps are the sanctuary of the Sorcerer-Priests, open only to members of their 
  harems and their most trusted servants. The lower levels house the bulk of the clan’s population. 
   
  The Hobgoblin overseers also reside in the lower levels, but closer to the workshops, forges and 
  slave pens. This ensures that the Hobgoblins can respond quickly to any trouble. It also places 
  them in the front lines in the event of a slave revolt, between the slaves and their Chaos Dwarf 
  masters. 
   
  Huge doors, guarded by massive Bull Centaurs, bar entry to the uppermost tiers. A separate 
  passageway, with heavily-guarded doors, bypasses these tiers and leads to the very top of Zharr-
  Naggrund, and the Great Temple of Hashut. The immense temple can accommodate the entire 
  Chaos Dwarf population of Zharr-Naggrund. 
   
  Astragoth is the current High Priest of Hashut and ruler of the most powerful clan Zharrdrakk in 
  Zharr-Naggrund. However, his days are numbered as creeping petrifaction has already taken 
  Astragoth’s legs, and his hands are beginning to lose their mobility. Waiting for the approaching 
  day when he becomes the new High Priest, Ghorth the Cruel has assumed a number of 
  Astragoth’s ceremonial duties. Ghorth’s formidable power has led to the instalment of one of his 
  sons as Exalted Marshal of Zharr-Naggrund. Zhatan the Black is the cruellest and most 
  bloodthirsty of the Chaos Dwarf generals. 
   
  The mines of Zharr-Naggrund honeycomb the land beneath and around the Obsidian City. 
  Though heavily polluted, the Plains of Zharrduk are rich with mineral deposits, gemstones, and 
  metal ores. Thousands of slaves labour in the the mines. 
   
  Although periodic slave revolts occur, the Chaos Dwarfs believe that the Hobgoblins are in 
  largely control of their charges. In fact, parts of the deeper mines have become bastions for 
  renegade slaves of every type. The Hobgoblins, afraid to incur the wrath of their masters, have 
  not reported the worsening situation; instead, they have done their best to seal off these sections, 
  and avoid them whenever possible. Occasional heavily-armed raiding parties venture in, with the 
  aim of recapturing some of the renegade slaves.  
  
   
   
  Gorgoth 
  The Tower of Gorgoth perches on the northern edge of the Plateau of Zorn Mizpal in the 
  southern Dark Lands. The region is a dark, gloomy place. The skies are filled with ash from the 
  numerous active volcanoes. The plateau is rich in ore and gemstones, and riddled with Chaos 
  Dwarf mines. 
   
  The second largest Chaos Dwarf settlement, Gorgoth is only a fraction of the size of Zharr-
  Naggrund. Its ruler, the Sorcerer-Priest Xeros.  He recently succeeded his older brother, who was 
  captured in a recent battle against Zharr-Naggrund and sacrificed.  Xeros is responsible for 
  ensuring a steady stream of tribute (mostly slaves) from the wild Orc and Goblin tribes of the 
  Wolf Lands (Varagazan), as well as securing the south-western frontier of the Chaos Dwarf 
  Empire. 
   
  Gorgoth is a huge factory. Enormous furnaces and numerous forges provide the only light in this 
  dismal landscape. The area is almost as heavily polluted as that around Zharr-Naggrund itself. 
  Hobgoblins are scarce in these parts, which places the burden of controlling the large slave 
  population on Xeros’ lesser kin. The Chaos Dwarfs have elevated certain favoured Humans to 
  act as overseers in exchange for a slight improvement in their own living conditions. 
   
  Gorgoth comprises of a central spire of obsidian - about 150 feet tall - surrounded by four 
  smaller towers of dark grey stone. The citadel’s Temple to Hashut is at the top of the spire, near 
  Xeros’ chambers. The entire complex is surrounded by a massive fifty-foot wall, with a single 
  gate opening to the world beyond. Bas-reliefs of Lammasus wearing the characteristic hats of the 
  Chaos Dwarfs flank the gate. This is the last sight of the outside world the most captives ever 
  see. 
   
   
  The Gates of Zharr 
  The Gates of Zharr are built on the highway (Gorgothdrin) midway between Zharr-Naggrund 
  and Gorgoth. Their structure is simply a large archway flanked by several towers of black-grey 
  basalt. The Gates mark the southern boundary of the Chaos Dwarf Empire proper. Beyond it lies 
  the frontier, where the Chaos Dwarfs’ control is continually contested by the wild Orc and 
  Goblin tribes. 
   
  Most of the Chaos Dwarfs and Hobgoblins stationed at this outpost reside in underground 
  chambers; only their superiors lodge above ground. General Dariek is the commander of the 
  outpost, and is assisted by Montaz, the sorcerous liaison to Zharr-Naggrund. Patrols of Chaos 
  Dwarfs and Hobgoblins sweep the Blasted Wastes (Thrudgrimaz) to the west and the highway to 
  the south for raiding bands of greenskins, and for any other potential slaves. 
   
  The Gates of Zharr have no mines, forges or furnaces, and as a consequence the area is less 
  polluted than any other Chaos Dwarf settlement. Still, this region of the Dark Lands is relatively 
  uninhabitable for all but the most determined and thorny plants. Periodic windstorms blow 
  clouds of dust and pollutants from the north, leaving the region desolate. Food and drink is 
  
  brought from the Chaos Dwarf capital, or obtained through trade with a few allied Orc and 
  Goblin tribes. 
   
   
  Uzkulak 
  Known as the “Place of the Skull”, Uzkulak is the northernmost of the Chaos Dwarf settlements. 
  Located far north of the Farside valleys of Kislev and the High (Belyevorota) Pass, just a few 
  dozen leagues south of the Chaos Wastes. Sorcerer-Priest Zargon has been the Lord of Uzkulak 
  for over a hundred years. In his hands lies the security of the northern gate to Zharr-Naggrund 
  and the Chaos Dwarf Empire. Uzkulak is connected to the Plains of Zharrduk and the River Ruin 
  by a Chaos Dwarf excavated tunnel system called “Skullfire Way” (Ghalzharrdrin). 
   
  Uzkulak was a small outpost until the Chaos Incursion of 2302 I.C. It was quickly overrun by the 
  followers of Khorne, and its garrison slaughtered. The Blood God’s army breached the gate to 
  the Skullfire Way, and made their way quickly to besiege Zharr-Naggrund. Years after Chaos 
  retreated northward, the Chaos Dwarfs rebuilt Uzkulak as a stronghold to guard the northern 
  approaches. 
   
  The fortress of Uzkulak is dominated by a single tower of granite, the top of which contains the 
  residence of Zargon and the Temple of Hashut. Granite walls, 25 feet high and studded with gun 
  emplacements, surround the tower. The garrison is several hundred strong; about two-thirds are 
  Hobgoblins. Uzkulak is ever vigilant against the threat that the Blood God’s minions may return. 
  Large, heavily-armed patrols of Chaos Dwarfs and Hobgoblins scout the surrounding area 
  regularly. Any individuals caught wandering the land are captured as spies and mercilessly 
  interrogated; very few survive the ministrations of the Chaos Dwarf torturers. 
   
  Through use of unknown sorcery and Hashut’s blessings, it is said that Sorcerer-Priest Zargon 
  has bred a type of Minotaur from the Great Taurus and some of the captives from the marauding 
  Steppe-dwelling human tribes.  These creatures are very much like the Minotaurs in form and 
  function with only a face like a Lammasu (see below) differentiating Zargon’s get from those 
  creatures found in the Forest of Shadows.  It is clear that Zargon plans to use his Minotaurs to 
  enhance his army’s fighting strength. 
   
  The mines around Uzkulak are few. The region, called the Great Skull Land (Zorn Uzkul) is a 
  vast, inhospitable, mineral-poor plateau where the cold air is thin and vegetation is scarce. The 
  little vegetation that still exists has been mutated by the warpdust that occasionally blows in from 
  the Wastes. 
   
  Twenty-five years ago, a slave revolt threatened to destroy the fortress and was violently put 
  down after considerable losses.  The warning was not lost upon the Chaos Dwarf masters and the 
  shortage of slaves continues to this day. 
   
   
  The Daemon’s Stump 
  Downriver from Zharr-Naggrund, the Daemon’s Stump marks the southeast boundary of the 
  Chaos Dwarf Empire. The lone tower sits atop the lonely rock outcrop from which it takes its 
  
  name. Across the polluted river lie the Mountains of Mourn, home to the hostile Orc and Goblin 
  tribes and the Ogre Kingdoms.  Foremost among the greenskins are the descendants of the Black 
  Orc slaves that escaped Zharr-Naggrund over 2,500 years ago. 
   
  Sorcerer-Priest Mhartok surveys his domain from his chambers at the tower’s pinnacle. Through 
  his leadership and sorcerous abilities, Mhartok has maintained the peace (that is to say, he has 
  not suffered any catastrophic losses) in the region for the past five hundred years. Mhartok is one 
  of the more powerful of the Sorcerer-Priests, but must remain at his post. His older twin, 
  Khomenu, is the clan elder and has demonstrated an uncanny ability to survive even though he is 
  the less powerful of the two. Only Mhartok’s deference towards his elder restrains him from 
  doing anything to hasten Khomenu’s demise. Still, his twin has acceded to Mhartok’s demand to 
  choose the clan females to populate his harem. 
   
  The citadel of Daemon’s Stump is constructed from the black iron found in the foothills of the 
  Mountains of Mourn. The Chaos Dwarfs use the same metal to forge their weapons and armour. 
  Legions of slaves toil under Hobgoblin overseers in the rugged foothills. Most of these slaves are 
  Humans, Dwarfs or Skaven and this limits any potential rebellion, as the only escape route is 
  deeper into the Orc- and Ogre-infested mountains. 
   
   
  Black Fortress/ Flayed Rock 
  The Black Fortress lies south of the Daemon's Stump on the banks of the River Ruin. Like 
  Gorgoth to the west, the Black Fortress marks the southern frontier. The obelisk across the river, 
  called the Flayed Rock, delineates the extent of Chaos Dwarf influence and serves as a warning 
  to possible intruders. The Fortress and Rock are both constructed of obsidian and basalt. 
   
  The River Ruin is marginally less polluted here than at any point since it passed through Zharr-
  Naggrund. Most of the heavier toxins have already seeped into the ground by this point. South of 
  the Flayed Rock, the River Andun emerges from the east and mingles its clean water in with the 
  polluted and sluggish River Ruin. This mixing dilutes the remaining poisons, and the lower River 
  Ruin flows more freely to the sea. 
   
  The Black Fortress is the smallest of all Chaos Dwarf settlements. Few, if any, threats to the 
  Chaos Dwarf Empire pass through this direction. This situation suits General Hussen. Sadistic 
  even by Chaos Dwarf standards, he can safely pursue his pleasures, abusing lackeys and 
  torturing everyone else.  He has even reduced the clan’s ranking Sorcerer-Priest Aruk to being 
  little more than an advisor and lackey. With little support from other settlements and no 
  Hobgoblins to manage, Hussen has taken to elevating the cruellest Humans from his slave bands 
  to act as overseers - and even as officers in his army. Hussen has found these Humans to be 
  especially driven to better their lot in life, even at the expense of the lives of their erstwhile 
  fellows. 
   
  Other than providing supplies of obsidian and basalt, the mines at Black Fortress are rather 
  marginal. The small amount of wealth they produce is just enough to keep the remote outpost 
  viable and supplied. The surrounding land is so desolate that even the Orcs and Goblins from the 
  nearby Mountains of Mourn shun it. 
  
   
   
   
  Chaos Dwarf Religion and Magic 
   
  The Sorcerer-Priests of Hashut have a strong foundation for their religious and political power. 
  There are times when the Sorcerer-Priests come together in the Great Conclave of Zharr where 
  important matters for the entire race are debated and decisions reached.  Such gatherings are 
  usually held in the Great Temple of Hashut atop Zharr-Naggrund.  Violence and death are not 
  rare occurrences at such meetings as some discussions get quite heated. 
   
   
  *****Sidebar***** 
   
  Sidebar: Dangerous Reading 
  “Outside of the Four Ruinous Powers, the Father of Flame and Darkness claims his own 
  dominion.  A once fertile land is laid waste by the industry of his own creations as he of the 
  Flame seeks to grow his own power.  Before the End of Time, the power of the Flaming 
  Darkness must decide against whom to vie for survival.” 
   
  Passage from the second book of the Daemonomicon from the Liber Malefic, The Book of Chaos 
  Foreseen, written by Marius Hollseher around 1322 I.C.   
   
  *****Sidebar Ends***** 
   
   
  The Cult of Hashut 
  The worship of Hashut is the sole religion of the Chaos Dwarfs. To the individual, religion 
  means the sacrifice of slaves, participation in festivals, and war with a purpose. The Sorcerer-
  Priests place the worship of Hashut foremost in their lives. Hashut’s gift grants the Sorcerer-
  Priests immense power and a very long life, even though its final price is immortality as a stone 
  statue lining the highways of Zharr-Naggrund. The ruling Sorcerer-Priest of each settlement is 
  the High Priest of Hashut for his clan. Until he is physically unable to do so, the High Priest 
  conducts all rituals of sacrifice to feed Hashut’s enormous hunger for souls. 
   
  Profiles for Sorcerer-Priest NPCs of the various levels of Sorcerer-Priests are described under the 
  section titled “Chaos Dwarf NPCs.” 
   
   
  Sorcerer-Priests and Magic 
  Spellcasters normally pay a heavy price in their Casting Rolls if they wear armour while casting 
  spells (WFRP2e page 144). Chaos Dwarf Sorcerer-Priests are unique in that their relatively high 
  Casting Number requirement for casting spells remains constant whether they wear armour or 
  not. This gift of Hashut is both a blessing and a curse. The spells of Hashut (described below) 
  already incorporate this relatively high cost. 
  
   
  Because their sorcerous powers derive from their pact with Hashut, Chaos Dwarf Sorcerer-
  Priests do not need to roll on various “Tzeentch’s Curse” tables (WFRP, page 143 or RoS, pages 
  179-181) whenever they roll doubles, triples, or quadruples on their casting roll.  They are still 
  penalised with an Automatic Failure whenever they roll a 1 on all the dice in their casting roll 
  (WFRP, page 142) and still gain an insanity point. 
   
   
  Hashut- Chaos God of Fire and Darkness 
  Hashut is a Lesser Chaos deity. The Bull God was once a Daemon Prince of Chaos Undivided 
  (or so some scholars believe) who failed in an attempt to thwart the will of the Four Lords of 
  Chaos. During the first Incursion, the goals of the Four were believed to have been so distracted 
  by the rebellious Hashut that they could not concentrate their forces to sweep away the Dwarfs 
  and High Elves from the world. Hashut finally fled into the vastness beneath the surface of the 
  Dark Lands. Khorne sent several Daemon Princes to battle the powerful rebel and the Bull God 
  was finally entombed behind a massive door of brass and darkened iron. With a sweep of his 
  mighty war-axe, Khorne sealed the land to imprison Hashut in his hiding place. 
   
  In the darkness and safety of the earth, Hashut’s wounds healed and his power grew. The rocks 
  beneath his hoofs liquefied into the lava that spewed from volcanoes. Hashut knew that his new-
  found power would only last for a short time unless he found worshippers to fuel him with 
  sacrifices and ritual. Hashut’s mind wandered until he found the trapped Dwarfs of the Eastern 
  Clans. Finding one with power, but a weak mind, Hashut lured the doomed Rune Lord to the 
  door and tempted him to unlock its secrets. The blast that opened the door claimed Hashut’s first 
  sacrifice. 
   
  Many died before the most desperate of the survivors approached the Father of Darkness begging 
  for a pact. In exchange for their obedience, Hashut granted the petitioning Dwarfs great power. 
  These Dwarfs became the first Sorcerer-Priests of Hashut. After destroying the Runesmiths, the 
  Sorcerer-Priests reshaped their brethren into a new Chaos-aligned race. Hashut visited mutations 
  on these Dark Land Chaos Dwarfs to mark them as his own. 
   
  Hashut is generally depicted in his bull form with flame-red fur and black hooves. He has large 
  curving horns and shoots flames out of his nostrils. At other times, Hashut takes on an 
  amorphous black form with searing red eyes. He carries no weapon; Hashut depends solely upon 
  brute strength. 
   
  Symbols 
  Hashut’s main symbol is a skull with its top removed and lightning bolts firing from it. At times 
  these skulls may include the braided beards of the Chaos Dwarf males. The skull symbol adorns 
  the tops of the Sorcerer-Priest’s banner poles, and serves as the device of their shields as well. 
  Sorcerer-Priests of Hashut and apprentices generally wear flame-red tunics and ornate black 
  armour. They also wear the tall, stylised hats typical of their race, though more elaborate. 
   
  Area of Worship 
  Hashut is worshipped by the Chaos Dwarfs throughout the Dark Lands. 
  
   
  Temperament  
  Hashut is a demanding god and does not suffer failure easily.  He despises the weak and sickly. 
   
  Strictures 
  All Apprentices and Sorcerer-Priests of Hashut must abide by the following strictures: 
  • Labour towards the enslavement of all other races 
  • Exterminate all threats to Hashut and the Chaos Dwarf race 
  • Obliterate all servants of Khorne 
  • Extract all the riches of the earth to extend the power and influence of the 
  Chaos Dwarf race. 
   
  Holy Sites 
  The largest temple to Hashut is located at the top of the Zharr-Naggrund ziggurat. The immense 
  temple is the scene of festivities and sacrifices to the Father of Darkness. At its eastern end is a 
  smaller ziggurat upon which stands the enormous statue of Hashut in his bull form. Fuelled by 
  coal and the bodies of slaves, a furnace within causes the statue to grow red hot. A gilded, ogre-
  sized altar stands before the statue, with two sunken vats of molten metal flanking it. The temple 
  walls depict battle scenes where the victorious Chaos Dwarfs march their captives to the mines. 
   
  Sacrificial slaves are usually dropped into one of the vats of molten metal. A few, mostly mighty 
  warriors vanquished in battle, are held on the altar as they are ripped from sternum to waist and 
  their hearts removed before their eyes. The presiding Sorcerer-Priest then “honours” the fallen 
  foe by eating the still-beating heart. The carcass is dropped into a chute behind the statue of 
  Hashut, which falls away to a river of lava thousands of feet below the surface. 
   
  Smaller temples can be found at the top of all the major Chaos Dwarf settlements in the Dark 
  Lands. All are adjacent to dwellings of the resident Sorcerer-Priest. They are similar to the major 
  temple, but on a smaller scale.  
   
  Sub-Cults 
  There are no sub-cults dedicated to Hashut. 
   
  Church Skills and Talents 
  There are no additional skills or talents required other than those listed for the Sorcerer-Priest 
  Apprentice. 
   
  Prominent Figures 
  Though he is losing his body to petrifaction, Astraoth is the High Priest of Hashut and the most 
  powerful Sorcerer-Priest in the Dark Lands.  He rarely leaves the confines of Zharr-Naggrund, 
  but still evokes fear in his minions.  In truth, the recent activity from the Chaos Wastes has 
  exacerbated Astraoth’s condition and his would-be successors are preparing themselves for a 
  bloody civil war to determine which one would ascend to the position of High Priest. 
   
  
  Holy Days 
  Both Hekesdrazh (Hexensnacht) and Skraksdrazh (Geheimnisnacht) are holy days to Hashut. 
  These days are marked with feasts, combat to the death between pit-fighting slaves, and many 
  sacrifices. 
   
   
  Lore of Hashut 
   
  Magic Flame 
  Casting Number: 6 
  Casting Time: Half Action 
  Ingredient: Piece of Charcoal or wood chip (+1) 
  Description: Similar to the Hedgewizard Petty Spell of the same name (WFRP2e, page 147).  
  The Sorcerer-Priest brings forth a red-coloured flame in his open palm.  The spell remains active 
  until either the Sorcerer-Priest closes his hand or casts another spell.  The flame can be used to 
  light torches or set thatch aflame, but is too small to cause damage in combat. 
   
   
  Enveloping Darkness 
  Casting Number: 8 
  Casting Time: Full Action 
  Ingredients: Pinch of ash (+1) 
  Description: The Sorcerer-Priest can cover an area centred within 50 yards in complete and utter 
  darkness.  All light sources – even magical ones with a lesser casting number – within this 10 
  yard radius area (up to a height of 20 feet) are extinguished for 1D10 minutes.  These light 
  sources cannot function for the duration of the spell. 
   
   
  Magma Pool 
  Casting Number: 10 
  Casting Time: Full Action 
  Ingredients: Piece of obsidian (+1) 
  Description: The Sorcerer-Priest melts into molten lava and flows into the ground. He can travel 
  in this manner for a maximum of 50 yards before oozing to the surface. There he reforms and 
  solidifies. All his possessions are similarly transmuted, and reappear with him. 
   
   
  Bands of Ebony 
  Casting Number: 12 
  Casting Time: Full Action 
  Ingredients: A vial of black sludge from the River Ruin (+2) 
  Description: Through use of this spell, the Sorcerer-Priest causes black tentacles to erupt from 
  the ground beneath any victims within 50 yards to try and bind them.  The number of victims 
  that can be so ensnared is one per Mag characteristic of the Sorcerer-Priest.  The effects of the 
  
  spell lasts 1D10+4 minutes and its intent is to capture and enslave capable adversaries.   The 
  tentacles have the following characteristics: 
   
  Main Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  60% 
  - 
  74% 
  54% 
  76% 
  - 
  - 
  - 
  Secondary Profile 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  2 
  20 
  7 
  5 
  7 
  - 
  - 
  - 
   
   
  Fist of Fire 
  Casting Number: 14 
  Casting Time: Full Action 
  Ingredients: A piece of flint (+1) 
  Description:  This spell wraps the Sorcerer-Priest’s hands with glowing bands of magical fire 
  that snake out and envelope all opponents within 2 yards. A successful WS+10% test indicates 
  that the opponent has been hit with a SB equal to the caster’s SB+3. Flammable creatures suffer 
  an additional 1D10 wounds. Toughness and armour reduce damage as normal and creatures that 
  are subject to fear or terror of fire must make the appropriate psychological test.  The spell lasts 
  for 1D10 rounds 
   
   
  Flaming Hide 
  Casting Number: 14 
  Casting Time: Full Action 
  Ingredients: Fistful of charcoal (+1) 
  Description: The Sorcerer-Priest may cast this spell on themselves or any individual within a 10 
  yard range. The skin of the affected character begins to glow red-hot and flickers with sparks for 
  1D10+3 rounds. The flaming hide provides the character with 2 Armour Points all over 
  (although these do not add to any existing armour points; only the greater value of this or the 
  character’s normal armour at each location should be used). Anyone attacking the character with 
  the Flaming Hide suffers one automatic SB4 hit for each successful attack using a fist weapon, 
  bite or claw. Flammable creatures suffer an additional D10 wounds. Toughness and armour 
  reduce damage as normal and creatures that are subject to fear or terror of fire must make the 
  appropriate psychological test. 
   
   
  Flames of Azgorh 
  Casting Number: 16 
  Casting Time: Full Action 
  Ingredients: Sulphurous rock (+1) 
  Description:  This spell enables the Sorcerer-Priest to breathe out whirling tendrils of sorcerous 
  flame. The flame lashes out at any opponent within a 15-yard long cone which begins at the 
  Sorcerer-Priest and spreads to a width of 5 feet. Characters enveloped by the lashing flames take 
  
  one SB4 hit and any flammable item is set aflame (see WFRP2e, page 136). Non-magical 
  armour does not reduce the number of W a character receives from this spell. A victim of the 
  Flames of Azgorh may attempt a dodge to avoid its full effects by making an Ag test. A 
  successful test results in the victim receiving only half the indicated damage from the attack. 
  Flammable creatures suffer an additional D10 wounds. Toughness and armour reduce damage as 
  normal and creatures that are subject to fear or terror of fire must make the appropriate 
  psychological test. 
   
   
  Shards of Obsidian 
  Casting Number: 20 
  Casting Time: Half Action 
  Ingredient: Sliver of obsidian (+1) 
  Description:  The Sorcerer-Priest shoots shards of obsidian up to 50 yards, embedding in the first 
  character or group in its path causing 1D10+2 hits at SB3.  Shards of air is a magic missile 
  attack. 
   
   
  Ash Cloud 
  Casting Number: 22 
  Casting Time: Full Action 
  Ingredients: Fistful of volcanic ash (+1) 
  Description:  The Sorcerer-Priest summons up a cloud of hot volcanic ash within a 50 yard 
  range, which appears around an intended victim or group of victims within a 5 yard radius). The 
  ash cloud stings the eyes of the victim(s) and causes coughing and spluttering. Affected victims 
  suffer a modifier of –20% to their WS, BS, and Ag characteristics. In addition, their M and A are 
  halved (rounding fractions up) for1D10 rounds. This spell is only effective against living targets, 
  and has no effect on Undead or Daemons. 
   
   
  Doomroar 
  Casting Number: 22 
  Casting Time: Full Action 
  Ingredients: A bull’s horn (+1) 
  Description:  The Sorcerer-Priest’s eyes blaze with power and his head transforms, taking on the 
  aspect of the Bull-God, Hashut. Massive twisted horns sprout from his temples and large flared 
  nostrils belch forth smoke and fire. The transformed Sorcerer-Priest lifts his bull-head and 
  bellows forth a deafening roar. Those Chaos Dwarfs and allies hearing the roar are filled with 
  courage, while enemies suffer a feeling of doom and dread. All enemies within 50 yards of the 
  Sorcerer-Priest must take a fear test immediately. If they fail they flee from the Sorcerer-Priest. 
  Chaos Dwarfs and other allies within range gain a +10% modifier to their WS for the next 1D5 
  rounds. 
   
   
  Lava Storm 
  Casting Number: 24 
  
  Casting Time: Full Action 
  Ingredients: Dust of a 50GC valued fire opal (+2) 
  Description:  This spell enables the Sorcerer-Priest to fill the air in an area centred within 30 
  yards  with balls of molten lava. The Lava Storm instantly causes 2D5 hits at SB3 to any targets 
  within the 5-yard radius area. Flammable creatures suffer an extra D10 Wounds. Toughness may 
  reduce the wounds inflicted, but armour - including magical armour - does not. A victim of a 
  lava storm may attempt a dodge to avoid its full effects by making an Ag test. A successful test 
  results in the victim receiving only half damage from the attack.  Creatures that are subject to 
  fear or terror of fire must make the appropriate psychological test. 
   
   
  Shadow Bull of Hashut 
  Casting Number: 24 
  Casting Time: Full Action 
  Ingredients: Vial of tar (+1) 
  Description:  The air around the Sorcerer-Priest grows hot, and a shadowy form begins to 
  coalesce into a bull-shape next to him. With a deafening roar, the Shadow Bull charges forward, 
  smashing everything in its way for 1D10+3 rounds.  If “killed” or the spell ends, the Shadow 
  Bull simply dissipates. The Bull is not controlled by the summoner. 
   
  Main Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  50% 
  - 
  44% 
  44% 
  40% 
  89% 
  89% 
  - 
  Secondary Profile 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  2 
  30 
  4 
  4 
  7 
  - 
  - 
  - 
   
  Skills: Perception 
   
  Talents: Daemonic Aura, Frightening, Keen Senses, Natural Weapons, Night Vision, Will of 
  Iron 
   
  Armour: None 
   
  Armour Points: Head 0, Body 0, Arms 0, Legs 0 
   
  Weapons: Horns, Hooves 
   
  Slaughter Margin: Hard 
   
   
  Eruption 
  Casting Number: 30 
  Casting Time: Two full actions 
  Ingredients: Fistful of pumice rock (+1) 
  
  Description:  The Sorcerer-Priest chants words of power and smashes his staff on the ground. 
  There is a low rumbling for a moment, and then, at a point of his choosing, the ground erupts, 
  spewing forth molten lava and clouds of hot ash. Any characters within 10 yards of the eruption 
  must successfully pass an Ag test to leap aside and receive 1D5 hits at SB5. Any character 
  failing the test receives 1D5 hits at SB10 from the molten lava. Anything stationary (for 
  example, buildings) caught within the area of eruption receives 6 SB10 hits. 
   
   
  Sorcerer-Priest’s Curse 
  Casting Number: 30 
  Casting Time: Two full actions 
  Ingredients: A fist-size chunk of quartz (+2) 
  Description:  The Sorcerer-Priest motions towards an intended victim or group within 20 yards, 
  and afflicts his targets with the curse of the Chaos Dwarf Sorcerer-Priests. Victims slowly turn to 
  stone, from the feet upwards. To perform any action, the victim must first make a successful S 
  test at the start of every round. If he succeeds, he can move that round with the following 
  restrictions: WS, BS, Ag all –20%; M and A halved (round fractions up). If the test is failed, the 
  victim may do nothing, as the encumbering bulk of his stony form proves too difficult to move 
  (the victim is considered prone). The effect of this spell lasts 3D10+3 rounds, after which the 
  stone reverts to normal flesh.  Victims of this spell receive 2 Insanity Points. 
   
   
  *****Sidebar***** 
   
  Sidebar: Appearances Can Be Telling 
  Players Characters will usually encounter Chaos Dwarfs far from the latter’s normal haunts.  
  Whether a warband or slaving party, Chaos Dwarfs will usually be armoured in red-coloured 
  scale mail and armed with shield and hand weapon or double-handed weapons.  Some may even 
  carry blunderbusses, especially when travelling in open country. 
   
  Hunting parties of Chaos Dwarfs may also be stumbled upon in the eastern reaches of the Worlds 
  Edge Mountains or the Steppes along the Mountains of Mourn.  These Dwarfs are usually attired 
  in padded leather of a greyish-brown colour to better stalk their prey.  They are equipped with a 
  hand weapon, crossbow, and a number of traps.  Chaos Dwarf hunters forego their tall hats when 
  on the hunt, perhaps the only instance when a Dark Land Chaos Dwarf can be seen without their 
  characteristic attire.  In some cases, one or two Bull Centaurs may accompany a hunting party. 
   
  Should characters be able to penetrate the defences of the Chaos Dwarf settlements, they would 
  find some changes.  Chaos Dwarf males, not wholly trusting one another, usually wear padded 
  leather tunics with metallic braces on their forearms.  Such braces are very decorative, but 
  functional.  They also are armed with hand weapons. 
   
  In contrast, Sorcerer-Priests know that attacks on their person from their clansmen are rare 
  occurrences.  Their only enemies with whom they need to concern themselves are other clans, 
  especially rival Sorcerer-Priests, and the occasional slave riot.  Normally accompanied by armed 
  bodyguards, Sorcerer-Priests wear red robes and their personal device sewn in yellow on the 
  
  black trimmings.  Sorcerer-Priests are generally armed with a ceremonial (and very sharp) 
  dagger made of obsidian when they are in their domain. 
   
  *****Sidebar Ends***** 
   
   
   
  TAINTED DWARFS 
  Twisted and Corrupted by Chaos 
   
  Chance encounters with the Tainted will likely occur in the regions of the Worlds Edge 
  Mountains and surrounding foothills from Ostermark northward.  Bands of the mutated Dwarfs 
  have been reported in the Forest of Shadows, despite the denial of many of the local authorities.  
  PCs can learn about the danger of travelling in these parts from the native population, though 
  many of these peasants known little more than the rumours spread by superstitious folk. 
   
   
  *****Sidebar***** 
   
  Sidebar: View from a Settler in the Wheatlands 
   
  “What?  Yes, I’ve heard stories that Dwarfs in the Old World are a civilised folk, but I don’t 
  believe any one of them.  The ones we have hereabouts deserve to be killed.  They’re from the 
  mountains to the west and south and come in the dead of night to steal away livestock as well as 
  men, women, and children.  The only difference between the two is that the southern Dwarfs 
  wear large hats and the western ones steal any metal they can find in addition to any victims.  So, 
  don’t tell me that we hung the wrong one: any of the cursed race will do.  Bloody worse than 
  Dolgans, if you ask me.” 
   
  *****Sidebar Ends***** 
   
   
  Tainted Dwarf Society 
   
  What little is known about the Tainted reveals them to be unlike any other Dwarf society. Age 
  and wealth bestow no obvious status among their number. In fact, many Tainted do not reach the 
  age of other Dwarfs. Those who lose their vitality and weaken are usually eliminated – an 
  inevitable consequence of the brutality of their existence.  Moreover, the Tainted notion of clan 
  has a much narrower definition than found among the Old World Dwarfs.  Tainted clans have 
  closer familial relationships as they are not extended beyond the offspring of what would be 
  considered their grandsire. 
   
  At the top of Tainted society is the strongest and most physically imposing mutated Dwarfs. The 
  reputations of the various Chiefs are based on their respective success in leading their clan 
  against one another, as well as against those they consider to be their prey - which includes all 
  
  creatures and races not subjected to that clan’s particular views on Chaos. Beneath these Chiefs 
  are the warriors, the smiths who arm them, and the occasional brewer (since some habits die 
  hard). The Tainted smiths are solely dedicated to crafting exceptionally sharp, powerful weapons 
  and very durable armour. No other craft is known to exist in their society. 
   
  Generally, the Tainted are dedicated to Chaos Undivided, Khorne, Nurgle, or Tzeentch. A few 
  Tainted leave their clans to follow one or more of the Renegade Gods. 
   
  The Tainted who follow a specific Chaos deity frequently live among the tribes and/or warbands 
  of that Power.  These Tainted tend to be the more savage and less Dwarf-like than the ones that 
  follow Chaos Undivided.  There are no Tainted who follow Slaanesh; perhaps this has to do with 
  the speculated link between the Elves and Slaanesh – or it may be that the Slaaneshi precept of 
  unbridled indulgence, decadence, and depravity is foreign to any Dwarf, no matter how corrupt. 
   
  The majority of the Tainted follow Chaos Undivided, fighting for or against any of the Chaos 
  Powers according to circumstance. These Clans usually live in their own settlements and 
  maintain trading arrangements with the followers of the Four Lords of Chaos.  Perhaps as a 
  result of this, the Tainted have become the main source of weapons and armour for Beastmen, 
  Mutants, Minotaurs, and Chaos Warriors. In exchange, the Tainted receive food (often in the 
  form of captives), and also trade for metal and other materials captured in raids.  Tainted 
  followers of Chaos Undivided range from unorganised savage packs of killers to relatively 
  structured groups of psychopaths battered into a tribal entity.  These latter communities of 
  Tainted are able to build and maintain the various war machines that are used by the various 
  Chaos warbands, including their own. 
   
  Recent encounters indicate that the number of Tainted is growing and their range is expanding. 
  They have been seen as far south as the fallen Dwarfhold of Karak Ungol, and as far west as the 
  Forest of Shadows. 
   
   
  Stages of Life 
  The Tainted do not seem to mark time at all. Once young Tainted are strong enough to wield a 
  weapon and do manual labour, they must rely on their own devices to find a master from whom 
  to learn a trade. Their lifespan varies greatly, with most living less than a century. Only the 
  toughest and most vicious live longer than this, and for such individuals, there seem to be few 
  who die of natural causes, irrespective of their age. A number of these more resilient individuals 
  follow the path of the Chaos Warrior. 
   
   
  Anatomy 
  The Tainted Dwarfs of the northern World's Edge Mountains usually maintain the same general 
  body structure as the Dwarfs from whom they are descended, but they display a wide range of 
  mutations, with no discernible pattern. In most cases, the Tainted retain the long beards of their 
  former kin, although the cultural significance of the beard is seemingly lost on them. 
   
   
  
  Diet 
  Tainted Dwarf brewers use whatever grain they can find - either wild or from raiding isolated 
  farmsteads - and other ingredients can only be guessed at. Few Old World scholars will not 
  discount the possibility of the use of “animal matter” (loosely defined as body parts and, perhaps, 
  waste). Tainted Dwarfs occasionally trade armour and weapons for food, but hunting and raiding 
  provides the bulk of their diet. They mostly eat meat, and care little about its source. Tainted 
  Dwarfs range far in search of food, and many a farmstead has been found uninhabited after 
  sightings of Tainted Dwarfs in the vicinity. 
   
   
  Reproduction 
  The reproduction of the Tainted remains a mystery. It’s virtually impossible for anyone (apart, 
  presumably, from another Tainted Dwarf) to determine the sex of some of these mutated Dwarfs. 
  Still, these creatures of Chaos are able to multiply in some fashion, although young Tainted have 
  only been seen in the rarest of circumstances. 
   
  There are also rumours that a small number of Old World Dwarfs – most likely of Expatriate 
  origin – begin to develop mutations sometime during their life.  Those that do not meet their end 
  before they lose themselves to Chaos will usually make the dangerous journey to the lands of the 
  Tainted.  Most die along the way whether by accident, zealous Witch-Hunter, or hungry 
  Beastman.  The few that make it must fight their way into acceptance.  These battles are 
  generally fatal to one of the combatants.  Should the newly Tainted prove victorious, then they 
  take the place of the vanquished as a member of the clan.  Whoever loses becomes the next meal. 
   
   
  Language 
  The Tainted mostly speak the Dark Tongue. Those few who know how to write tend to use the 
  more rudimentary pictographic Dwarf runes.  Very few individuals retain any knowledge of 
  Khazalid and some of these might likely know Reikspiel or the Dwarfen dialect of Old Worlder. 
   
   
  *****Sidebar***** 
   
  Sidebar: Lessons for an Apprentice 
   
  “Come here, lad, and take a look at these etchings on the wall,” Loremaster Gramak said as he 
  pointed them out to his young charge. 
   
  “Master, do you think it wise that we have left our escort in this Ancestor-forsaken place?” 
   
  “Thrent, my apprentice, you needn’t worry.  Olan and Berek should be back momentarily from 
  their patrol.  We need some time to determine what information we should bring back to Karak 
  Kadrin from this old outpost on Peak Pass. Now, what do you see?” 
   
  
  “It looks to be in the tongue of the thrice-cursed goblins.  Something about the Masters of the 
  Flaming Darkness.  The rest is typical greenskin nonsense about so-and-so’s mother…  Wait, 
  there seems to be a sketch of sorts.” 
   
  “What do you make of it?” 
   
  “Looks to be a Dwarf, but something is wrong with the appearance.  More like a shortened 
  version of a minotaur, I should think.” 
   
  “Take a closer look, Thrent.  What else do you see?” 
   
  “Bull’s head and a thick, unbraided beard.  There’s also something that looks like a tail…” 
   
  “So, it isn’t a Tusker, but a Tainted.” 
   
  “What, Master Gramak?” 
   
  “It’s time, my apprentice, to learn about two of the darker aspects of our race.  One is an ancient 
  evil whose malevolence and ill deeds exceed their diminishing numbers, while the other is a 
  newer, but fouler, presence whose numbers are ever increasing.  We know far more of these 
  twisted creatures than our allies in Sigmar’s Empire, and we do not share our information 
  capriciously.  Both dark races are a blight on our honour and, as such, ours alone to destroy.  It is 
  our doom.” 
   
  *****End Sidebar***** 
   
   
  Lands of the Tainted 
   
  Small settlements of the Tainted are scattered across the far northern ranges of the World's Edge 
  Mountains. These “villages” tend to be a few shacks located near the mouth of the various cave 
  openings that dot the region, housing the mostly adult male population. These “settled” Tainted 
  only leave their villages to forage for food and metal scraps. Foraging parties may chance upon 
  travellers from the Old World, whom they will attack without hesitation. 
   
  Industry and craft are limited. As followers of Chaos Undivided, the Tainted communities are the 
  chief manufacturers of the weapons and armour used by the majority of the servants of Chaos, 
  but apart from this their knowledge of manufacture or engineering is limited. The most powerful 
  warrior of the village is considered its leader. Challenges are savage and, at times, fought to the 
  death. 
   
  The Tainted dislike intruders from other places, including other Tainted bands. Some of these 
  intruders include the warbands who follow other Chaos powers. Generally, these Chaos 
  warbands come to trade for weapons and armour, and the transactions are completed relatively 
  peacefully. At other times, however, Chaos warbands, especially those following Khorne, 
  
  rampage through the area. These battles are without quarter, and usually end with one side in full 
  retreat or completely slaughtered. 
   
   
  Tainted Dwarf Religion and Magic 
   
  In contrast to the Dark Land Dwarfs, there are neither Priests nor Sorcerers among the Tainted 
  population. Their skills are limited to the crafts of brewing (since fighting creates a mighty thirst) 
  and war: warriors, armourers, or weaponsmiths. Only in rare circumstances will either Nurgle or 
  Tzeentch grant sorcerous power to any of the Tainted who worship them, usually to those who 
  become Champions of their respective Patron. 
   
  Religion in Tainted society is very primitive. Captives are often sacrificed to appease whichever 
  form of Chaos that particular group of Tainted follow (Chaos Undivided, Khorne, Tzeentch, or 
  Nurgle) – and also to provide sustenance. Tainted who follow Chaos Undivided worship in a 
  manner similar to Ancestor worship as the “Great Blackness” (which is one reason why Tainted 
  have been referred to as “Black Dwarfs”) or “Grandfather Void”.  Such worship is loosely based 
  on that described in Dwarfs: Stone and Steel, page 77.  Those Tainted Dwarfs who worship one 
  of the Great Powers follow whatever debased practices typical of that deity’s followers.. 
   
   
  Chaos and Tainted Dwarf NPCs 
   
  The section is intended to provide GMs with standard profiles for the various Chaos and Tainted 
  Dwarf NPCs that they want to use in their campaigns. 
   
  Chaos Dwarf characters generally have dark coloured eyes and hair.  Their mutations – the lower 
  tusks and occasional horns and hoofs – are fairly stable for reasons described in earlier sections.   
  Chaos Dwarfs will generally be encountered in small groups some distance away from their 
  Empire.  Adventurous GMs might want to create a campaign scenario where the PCs must 
  infiltrate a Chaos Dwarf stronghold and rescue an enslaved individual of some importance. 
   
  In contrast, Tainted Dwarfs are built like Old World Dwarfs with the same range of hair colour.  
  The one constant is that all have red eyes, which mark their allegiance to Chaos, and one or more 
  mutations. 
   
   
  Mutations 
  The mutations of the Tainted vary greatly from one individual to the next. Even those assumed to 
  e blood-related do not necessarily share any common mutations (see Warpstone website for a 
  mutations table). 
   
   
  NPC profiles 
   
  
  Artisan 
  (WFRP2e, page 62)  Like Old World Dwarfs, many Chaos Dwarfs become highly skilled 
  craftsmen, mostly as armourers and weaponsmiths. The artisans have their own version of the 
  Secret Language – Guild Tongue skill. 
   
  Some Tainted Dwarfs make it pass the apprentice stage without further mutations.  Those that do 
  become highly skilled armourers and weaponsmiths. 
   
  Main Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  41% 
  31% 
  41% 
  51% 
  41% 
  41% 
  41% 
  41% 
  Secondary Profile 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  1 
  15 
  4 
  5 
  3 
  - 
  - 
  - 
   
  Skills: Common Knowledge (Chaos or Tainted Dwarf), Drive, Evaluate, Haggle, Perception, 
  Secret Language (Guild Tongue), Speak Language (Khazalid or Dark Tongue), Speak Language 
  ([Chaos Dwarf] Goblin Tongue or Grumbarth; [Tainted Dwarf] Kislevian or Reikspiel ), Trade 
  (Smith and any three) 
   
  Talents: Artistic, Dwarfcraft, Grudge-born Fury, Night Vision, Resistance to Magic, Stout-
  hearted, Sturdy 
   
  Trappings: Trade Tools (according to trade) 
   
   
  Berserker 
  (WFRP2e, page 46)  The only thing that distinguishes these Tainted from the other 
  psychopathic killers is that have the mutation Blood Rage, which manifests almost at the 
  instance they see Blood drawn in combat.  This mutation is in addition to any others that the 
  Berserker may have. 
   
  Main Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  58% 
  31% 
  43% 
  51% 
  21% 
  29% 
  43% 
  20% 
  Secondary Profile 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  1 
  15 
  4 
  5 
  3 
  - 
  - 
  - 
   
  Skills: Common Knowledge (Tainted Dwarf), Consume Alcohol, Intimidate, Speak Language 
  (Dark Tongue) 
   
  Talents: Frenzy, Grudge-born Fury, Menacing, Night Vision, Quick Draw, Resistance to Magic, 
  Specialist Weapon Group (Two-Handed), Stout-hearted, Sturdy 
   
  
  Trappings: Mail Armour (3AP body), Great Weapon 
   
   
  Bodyguard 
  (WFRP2e, page 33)  Chaos Dwarf leaders use bodyguards for the additional protection they 
  provide and the status they represent. Bodyguards, in turn, benefit from the opportunity to prove 
  their worth. Those who do so may be rewarded with a promotion to unit commander, the 
  prestigious role of a Slaver, or torturer of slaves and captives. Chaos Dwarf bodyguards wear 
  mail shirts when they serve their masters. 
   
  Like Chaos Dwarfs, Tainted leaders use bodyguards for the additional protection they provide 
  and the status they represent. 
   
  Main Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  52% 
  31% 
  36% 
  46% 
  26% 
  31% 
  31% 
  21% 
  Secondary Profile 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  2 
  15 
  3 
  4 
  3 
  - 
  - 
  - 
   
  Skills: Common Knowledge (Chaos or Tainted Dwarf), Dodge Blow, Heal, Intimidate, 
  Perception, Speak Language (Khazalid or Dark Tongue), Trade (Smith) 
   
  Talents: Disarm or Quick Draw, Dwarfcraft, Grudge-born Fury, Night Vision, Resistance to 
  Magic, Specialist Weapon Group (Parrying, Throwing), Stout-hearted, Street Fighting, Strike to 
  Stun, Sturdy, Very Strong or Very Resilient 
   
  Trappings: Buckler, a pair of Throwing Axes (SB-2, R 8/-), Mail Shirt (3AP body) 
   
   
  Captain 
  (WFRP2e, page 63)  This career title is a misnomer for Chaos Dwarfs. For all intents and 
  purposes, these are commanders of the various armies under the overall command of the Elder 
  Sorcerer-Priest.  Favoured commanders are allowed to ride the Taurus (see the Bestiary section 
  below for descriptions) in battle. 
   
  Among the Tainted, this career is simply called Warlord and may be the leader of a particular 
  band.  
   
  Main Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  71% 
  51% 
  54% 
  64% 
  41% 
  46% 
  46% 
  46% 
  Secondary Profile 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  3 
  19 
  4 
  6 
  3 
  - 
  - 
  - 
  
   
  Skills: Academic Knowledge (Strategy/Tactics), Command, Common Knowledge (Chaos or 
  Tainted Dwarf), Common Knowledge (Hobgoblin Hegemony), Common Knowledge (Empire, 
  Karak Ankor, or Kislev), [Chaos Dwarf] Common Knowledge (Ogre Kingdoms), Dodge Blow, 
  Gossip, [Chaos Dwarf] Perception, Read/Write (Khazalid), Secret Language-Battle, Speak 
  Language (Khazalid or Dark Tongue), Speak Language ([Chaos Dwarf] Goblin Tongue or 
  Grumbarth; [Tainted Dwarf] Khazalid, Kislevian, or Reikspiel), Trade (Smith) 
   
  Talents: Disarm or Quick Draw, Dwarfcraft, Grudge-born Fury, Lightning Parry, Night Vision, 
  Resistance to Magic, Specialist Weapon Group (Flail), Specialist Weapon Group (Two-Handed), 
  Stout-hearted, Sturdy 
   
  Trappings: Flail or Great Weapon or Hand Weapon and Shield, Full Mail Armour (3AP all 
  over), unit of troops. 
   
   
  Champion 
  (WFRP2e, page 64)  Few Chaos and Tainted Dwarf warriors are exceptional in their fighting 
  prowess that they become known to other soldiers as great warriors.  These individuals do not 
  have the ability to command troops, but their proficiency allows them the first to wade into 
  combat. 
   
  Main Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  86*% 
  71% 
  56% 
  66% 
  51% 
  31% 
  51% 
  21% 
  Secondary Profile 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  3 
  20 
  5 
  6 
  3 
  - 
  - 
  - 
   
  Skills: Common Knowledge (Chaos or Tainted Dwarf), Dodge Blow, Evaluate, Intimidate, 
  Perception, Speak Language (Khazalid or Dark Tongue), Trade (Smith) 
   
  Talents: Dwarfcraft, Fleet Footed or Lightning Reflexes, Grudge-born Fury, Lightning Parry, 
  Master Gunner, Mighty Shot, Night Vision, Quick Draw, Rapid Reload, Resistance to Magic, 
  Specialist Weapon Group (Flail), Specialist Weapon Group (Gunpowder), Specialist Weapon 
  Group (Two-Handed), Stout-hearted, Sturdy, Warrior Born* 
   
  Trappings: Flail or Great Weapon or Hand Weapon and Shield, Firearm (SB 4, R 24/48, Reload 
  2 Full) or Crossbow (SB 4, R 30/60, Reload Full) with ammunition, Full Mail Armour (3AP all 
  over) 
   
   
  Engineer 
  (WFRP2e, page 67)  Like their erstwhile western cousins, a small number of the Chaos and 
  Tainted Dwarfs follow the path of Engineer.  Many of these work on the various war machines 
  of their respective races as well as the gunpowder weapons used. 
  
   
  Main Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  51% 
  46% 
  36% 
  46% 
  37% 
  54% 
  41% 
  21% 
  Secondary Profile 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  1 
  16 
  3 
  4 
  3 
  - 
  - 
  - 
   
  Skills: Academic Knowledge (Engineering), Academic Knowledge (Science), Common 
  Knowledge (Chaos or Tainted Dwarf), Drive, Perception, Read/Write, Speak Language 
  (Khazalid or Dark Tongue) , Trade (Gunsmith), Trade (Smith) 
   
  Talents: Dwarfcraft, Grudge-born Fury, Master Gunner, Night Vision, Resistance to Magic, 
  Specialist Weapon Group (Gunpowder), Stout-hearted, Sturdy 
   
  Trappings: Hand Weapon, Firearm (SB 4, R 24/48, Reload 2 Full) with ammunition, Leather 
  Jack (1AP Body/Arms), Engineers’ Kit, 6 Spikes 
   
   
  Hunter  
  (WFRP2e, page 41)  Chaos Dwarf hunters range far afield, since their region was depleted of 
  game long ago. Their role in providing meat for their people is very limited. Thus, the few 
  chosen to be hunters are actually being tested for future advancement as scouts and slavers.  
  Chaos Dwarf hunters use Crossbows and have their own versions of the Secret Signs - Ranger 
  skill. These signs are based more on their own dialect of Khazalid and its pictographic runes, and 
  will be incomprehensible to anyone who does not speak or read Khazalid. 
   
  Tainted hunters provide a large portion of their tribe’s food supply.  Game is still fairly plentiful 
  in the northern Worlds Edge Mountains, including goats, sheep, deer, and the rarer Chaos 
  creatures such as griffins, hippogriffs, and manticores.  Hunting parties are known to descend 
  into the lowlands during lean times. 
   
  Main Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  41% 
  48% 
  31% 
  46% 
  31% 
  36% 
  31% 
  21% 
  Secondary Profile 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  1 
  15 
  3 
  4 
  3 
  - 
  - 
  - 
   
  Skills: Common Knowledge (Chaos or Tainted Dwarf), Concealment, Follow Trail, Outdoor 
  Survival, Perception, Search, Secret Language- Ranger Tongue (Chaos or Tainted Dwarf 
  versions), Secret Signs- Ranger (Chaos or Tainted Dwarf versions), Silent Move or Set Trap, 
  Speak Language (Khazalid or Dark Tongue), Trade (Smith) 
   
  
  Talents: Dwarfcraft, Grudge-born Fury, Hardy, Lightning Reflexes or Very Resilient, Marksman 
  or Rover, Night Vision, Rapid Reload, Resistance to Magic, Stout-hearted, Sturdy 
   
  Trappings: Hand Weapon, Crossbow (SB 4, R 30/40, Reload Full) with ammunition, 2 Animal 
  Traps, Antitoxin Kit 
   
   
  Interrogator 
  (WFRP2e, page 73)  Chaos Dwarf interrogators are highly skilled at extracting information 
  from spies, captive enemies, and rebellious slaves - and in causing a lingering, painful death. 
  Like slavers, interrogators are highly esteemed by their people and indispensable to Sorcerer-
  Priests. Some interrogators even travel with slavers and their escorts to ensure that information 
  can be extracted from the most uncooperative of prisoners. 
   
  Main Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  56% 
  31% 
  51% 
  51% 
  31% 
  41% 
  51% 
  36% 
  Secondary Profile 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  1 
  16 
  5 
  5 
  3 
  - 
  - 
  - 
   
  Skills: Charm, Common Knowledge (Chaos Dwarf), Heal, Intimidate, Perception, Speak 
  Language (Khazalid), Torture, Trade (Smith) 
   
  Talents: Dwarfcraft, Grudge-born Fury, Menacing, Night Vision, Resistance to Magic, Specialist 
  Weapon Group (Entangling), Specialist Weapon Group (Flail), Stout-hearted, Sturdy 
   
  Trappings: 5 Knives, Flail, Whip, 3 sets of manacles 
   
   
  Jailer  
  (WFRP2e, page 42)  Chaos Dwarf jailers are generally those who are given responsibility to 
  keep slaves in line until they can be turned over to the overseers in the mining operations.  Chaos 
  Dwarf jailers tend to be more sadistic than their Human counterparts in the Empire, if that can be 
  imagined. 
   
  Main Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  41% 
  31% 
  31% 
  41% 
  21% 
  31% 
  31% 
  21% 
  Secondary Profile 
  A 
  W 
  SB 
  TB 
  M` 
  Mag 
  IP 
  FP 
  1 
  12 
  3 
  4 
  3 
  - 
  - 
  - 
   
  Skills: Command, Common Knowledge (Chaos Dwarf), Consume Alcohol, Dodge Blow, Heal, 
  Intimidate, Perception, Search, Speak Language (Khazalid), Trade (Smith) 
  
   
  Talents: Dwarfcraft, Grudge-born Fury, Night Vision, Resistance to Disease, Resistance to 
  Magic, Resistance to Poison, Specialist Weapon Group (Entangling), Stout-hearted, Sturdy, 
  Wrestling 
   
  Trappings:  Club, Whip, Jug of Chaos Dwarf ale, Manacles 
   
   
  Merchant 
  (WFRP2e, page 77)  Few Chaos Dwarfs demonstrate the ability (and patience) to barter with the 
  friendly tribes of Orcs and Goblins, as well as Hobgoblins and Ogres, for slaves and supplies. 
  Some traders can be found accompanying slavers and their bands, while others have their own 
  escort of soldiers. 
   
  Main Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  51% 
  41% 
  36% 
  46% 
  31% 
  56% 
  51% 
  41% 
  Secondary Profile 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  1 
  16 
  3 
  4 
  3 
  - 
  - 
  - 
   
  Skills: Charm, Common Knowledge (Chaos Dwarf), Common Knowledge (Goblin or Ogre), 
  Common Knowledge (Hobgoblin), Drive, Evaluate, Gossip, Haggle, Read/Write, Secret 
  Language (Guild Tongue), Speak Language (any two: Goblin Tongue, Grumbarth or Kislevian), 
  Speak Language (Khazalid), Trade (Merchant), Trade (Smith) 
   
  Talents: Dealmaker, Dwarfcraft, Grudge-born Fury, Night Vision, Resistance to Magic, Stout-
  hearted, Sturdy, Super Numerate 
   
  Trappings: Trade Goods 
   
   
  Scout 
  (WFRP2e, page 83)  Chaos and Tainted Dwarf scouts are few in number and are only used to 
  reconnoitre areas where they may choose to set an ambush or some other trap, observe enemy 
  movement, or search for prospective slaves. Like Old World Dwarfs, Chaos and Tainted Dwarf 
  scouts travel on foot and do not use mounts. They also share the same Secret Language and 
  Secret Signs as the hunters of their kind, from whose ranks most scouts are recruited. 
   
  Main Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  61% 
  51% 
  41% 
  51% 
  36% 
  51% 
  46% 
  21% 
  Secondary Profile 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  2 
  18 
  4 
  5 
  3 
  - 
  - 
  - 
  
   
  Skills: Common Knowledge (Chaos or Tainted Dwarf), Common Knowledge (any two: [Chaos 
  Dwarf]  Dwarfs, Goblins, Hobgoblins, or Ogres; [Tainted Dwarf] Dwarfs, Empire, or Kislev), 
  Concealment, Dodge Blow, Follow Trail, Navigation, Perception, Secret Language- Ranger 
  Tongue (Chaos or Tainted Dwarf versions), Secret Signs- Ranger (Chaos or Tainted Dwarf 
  versions), Silent Move, Speak Language (Khazalid or Dark Tongue), Speak Language (any two: 
  [Chaos Dwarf]  Goblin Tongue or Grumbarth; [Tainted Dwarf] Khazalid, Kislevian, or 
  Reikspiel), Trade (Smith) 
   
  Talents: Dwarfcraft, Grudge-born Fury, Mighty Shot or Sure Shot, Night Vision, Orientation, 
  Rapid Reload, Resistance to Magic, Stout-hearted, Sturdy 
   
  Trappings: Hand Weapon, Crossbow (SB 4, R 30/40, Reload Full) with ammunition, Mail Shirt 
  (1AP body), 10 yards of rope. 
   
   
  Slaver 
  Chaos Dwarf slavers are just as heavily armed and armoured as foot soldiers. Unlike their 
  Human counterparts, Chaos Dwarf slavers are held in high esteem by their people. This is due to 
  the fact that the entire fabric of their society would collapse without a steady stream of fresh 
  slaves. The most renowned and tenacious slavers travel far from the Dark Lands to secure higher 
  quality slaves, such as Old World Dwarfs and Humans. The less skilled settle for the more 
  numerous, but less desirable, greenskins. On some occasions, Skaven are taken from the western 
  Dark Lands or the World's Edge Mountains.  Slavers are also known to employ corrupt Humans 
  as agents. 
   
  Main Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  56% 
  46% 
  41% 
  46% 
  36% 
  36% 
  46% 
  31% 
  Secondary Profile 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  1 
  16 
  4 
  4 
  3 
  - 
  - 
  - 
   
  Skills: Charm, Common Knowledge (Chaos Dwarf), Common Knowledge (any two: Dwarfs, 
  Empire, Goblins, Hobgoblins, Kislev or Ogres), Drive, Evaluate, Gossip, Perception, Read/Write 
  Speak Language (Khazalid), Speak Language (any two: Dark Tongue, Goblin Tongue, 
  Grumbarth, Kislevian, or Reikspiel), Trade (Slavery), Trade (Smith) 
   
  Talents: Coolheaded or Savvy, Dealmaker, Dwarfcraft, Grudge-born Fury, Night Vision, 
  Resistance to Magic, Specialist Weapon Group (Entangling), Stout-hearted, Strike to Stun, 
  Sturdy 
   
  Trappings: Hand weapon, Mail Shirt (3AP body), 3 pairs of manacles, 10 yards or rope, whip 
   
   
  
  Soldier  
  (WFRP2e, page 54)  Soldiers make up a large number of the Chaos Dwarf and Tainted 
  populations.  
   
  Main Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  51% 
  41% 
  31% 
  41% 
  31% 
  31% 
  36% 
  21% 
  Secondary Profile 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  2 
  14 
  3 
  4 
  3 
  - 
  - 
  - 
   
  Skills: Common Knowledge (Chaos or Tainted Dwarf), Dodge Blow, Drive, Heal, Intimidate, 
  Perception, Speak Language (Khazalid or Dark Tongue), Trade (Smith) 
   
  Talents: Disarm or Quick Draw, Dwarfcraft, Grudge-born Fury, Night Vision, Resistance to 
  Magic, Sharpshooter or Strike Mighty Blow, Specialist Weapon Group (Gunpowder or Two-
  Handed), Stout-hearted, Strike to Injure or Rapid Reload. Strike to Stun or Mighty Shot, Sturdy 
   
  Trappings: Great Weapon or Hand Weapon and Shield, Firearm (SB 4, R 24/48, Reload 2 Full) 
  or Crossbow (SB 4, R 30/60, Reload Full) or Bow (SB 3, R 24/48, Reload Half) with 
  ammunition,, Mail Shirt (3AP body) 
   
   
  Sorcerer-Priest 
  Magical aptitude is very rare among Chaos Dwarfs, and the few who have this talent must 
  endure the gruelling hardships that accompany years of apprenticeship. A relatively small 
  number of apprentices successfully conclude their initiation into Hashut’s priesthood. Many 
  apprentices simply perish in their first years of service; others meet their end as a sacrifice to the 
  Father of Darkness. 
   
  Sorcerer-Priests who accomplish a higher level of achievement have a greater chance of being 
  marked as a favourite of Hashut. When a Sorcerer-Priest successfully completes their 
  apprenticeship, he has a 25% chance of receiving a gift from Hashut. This chance increases to 
  50% when a Sorcerer-Priest becomes a Master and to 75% when becoming an Elder. The first 
  gift has an equal chance of being a set of bull horns, or cloven hooves for feet. The second gift is 
  whichever of the two hasn’t already been granted. Assuming the Sorcerer-Priest is so “blessed,” 
  the third gift is always a bull’s head (though the Chaos Dwarf’s beard remains intact). 
   
  Sorcerer-Priest Apprentice 
  Main Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  46% 
  36% 
  31% 
  46% 
  25% 
  44% 
  60% 
  31% 
  Secondary Profile 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  1 
  14 
  3 
  4 
  3 
  1 
  - 
  - 
  
   
  Skills: Academic Knowledge (Magick), Channelling, Common Knowledge (Chaos Dwarf), 
  Heal, Magical Sense, Perception, Read/Write (Khazalid), Search, Speak Arcane Language 
  (Magick), Speak Language (Khazalid) 
   
  Talents: Aethyric Attunement or Fast Hands, Divine Lore (Hashut), Grudge-born Fury, 
  Lightning Reflexes or Warrior Born, Night Vision, Public Speaking, Stout-hearted, Sturdy 
   
  Trappings: Hand Weapon, Religious Symbol, Robes 
   
   
  Sorcerer-Priest 
  Main Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  51% 
  41% 
  35% 
  51% 
  31% 
  54% 
  60% 
  36% 
  Secondary Profile 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  1 
  16 
  3 
  5 
  3 
  2 
  - 
  - 
   
  Skills: Academic Knowledge (Astronomy or History), Academic Knowledge (Magick), 
  Channelling, Command, Common Knowledge (Chaos Dwarf), Common Knowledge (Hobgoblin 
  Hegemony or Ogre Kingdoms), Heal, Intimidate, Magical Sense, Perception, Read/Write 
  (Khazalid), Search, Speak Arcane Language (Magick), Speak Language (Goblin Tongue or 
  Grumbarth), Speak Language (Khazalid) 
   
  Talents: Aethyric Attunement, Divine Lore (Hashut), Fast Hands, Grudge-born Fury, Lightning 
  Reflexes or Warrior Born, Meditation or Mighty Missile, Night Vision, Public Speaking, Stout-
  hearted, Sturdy 
   
  Trappings: Hand Weapon, Religious Symbol, Robes 
   
   
  Master Sorcerer-Priest 
  Main Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  56% 
  46% 
  41% 
  51% 
  36% 
  64% 
  70% 
  41% 
  Secondary Profile 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  2 
  17 
  4 
  5 
  3 
  3 
  - 
  - 
   
  Skills: Academic Knowledge (Astronomy), Academic Knowledge (History), Academic 
  Knowledge (Magick), Academic Knowledge (Runes or Strategy/Tactics), Channelling, 
  Command, Common Knowledge (Chaos Dwarf), Common Knowledge (Hobgoblin Hegemony), 
  Common Knowledge (Karak Ankor, Kislev or Ogre Kingdoms), Heal, Intimidate, Magical 
  Sense, Perception, Read/Write (Khazalid), Search, Speak Arcane Language (Magick), Speak 
  
  Language (Goblin Tongue), Speak Language (Grumbarth or Kislevian), Speak Language 
  (Khazalid) 
   
  Talents: Aethyric Attunement, Divine Lore (Hashut), Fast Hands, Grudge-born Fury, Lightning 
  Reflexes or Warrior Born, Master Orator, Meditation, Mighty Missile, Night Vision, Schemer, 
  Seasoned Traveller, Stout-hearted, Strike to Injure or Strike to Stun, Sturdy 
   
  Trappings: Hand Weapon, Rod of Office, Religious Symbol, Robes, 2 Magic Items.  
   
   
  Elder Sorcerer-Priest 
  Main Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  61% 
  51% 
  46% 
  56% 
  41% 
  69% 
  75% 
  46% 
  Secondary Profile 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  2 
  18 
  4 
  5 
  3 
  4 
  - 
  - 
   
  Skills: Academic Knowledge (Astronomy), Academic Knowledge (History), Academic 
  Knowledge (Magick), Academic Knowledge (Runes), Academic Knowledge (Strategy/Tactics), 
  Channelling, Command, Common Knowledge (Chaos Dwarf), Common Knowledge (Hobgoblin 
  Hegemony), Common Knowledge (Empire, Karak Ankor, or Kislev), Common Knowledge 
  (Ogre Kingdoms), Heal, Intimidate, Magical Sense, Perception, Read/Write (Khazalid), Search, 
  Speak Arcane Language (Magick), Speak Language (Goblin Tongue), Speak Language 
  (Grumbarth), Speak Language (Khazalid), Speak Language (Kislevian or Reikspiel) 
   
  Talents: Aethyric Attunement, Divine Lore (Hashut), Fast Hands, Grudge-born Fury, Hardy, 
  Lightning Reflexes, Master Orator, Meditation, Mighty Missile, Night Vision, Schemer, 
  Seasoned Traveller, Stout-hearted, Strike to Injure or Strike to Stun, Sturdy, Warrior Born 
   
  Trappings for all Sorcerer-Priests careers: Flame-red tunic, full ornate black mail armour (3AP 
  all over), tall stylised hat, hand weapon, bag of spell components, staff, back banner pole with 
  symbol of Hashut 
   
  Trappings: Hand Weapon, Sceptre of Office, Religious Symbol, Robes, 3 Magic Items, 
  Religious Relic. 
   
   
  Tradesman  
  (WFRP2e, page 57)  The Chaos Dwarfs are superb artisans, especially with armour and 
  weaponcraft. Their traditions are oral, much like the Old World Dwarfs, and they have an 
  extensive apprenticeship. Their masters are the only ones who can determine whether 
  apprentices have demonstrated the proper level of skill and craftsmanship required to be elevated 
  to the rank of Artisan proper. Any who fail to progress at a reasonable rate are consigned to 
  becoming overseers in the slave pit. 
   
  
  The Tainted Dwarfs only work with armour and weaponcraft, both of which they excel. Their 
  traditions are also very much like the Old World Dwarfs. 
   
  Main Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  41% 
  31% 
  36% 
  46% 
  31% 
  36% 
  41% 
  21% 
  Secondary Profile 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  1 
  14 
  3 
  4 
  3 
  - 
  - 
  - 
   
  Skills: Common Knowledge (Chaos or Tainted Dwarf), Drive, Haggle, Perception, Read/Write, 
  Secret Language (Guild Tongue), Speak Language (Khazalid or Dark Tongue), Trade (Smith, 
  and any two) 
   
  Talents: Dealmaker or Savvy, Dwarfcraft, Grudge-born Fury, Night Vision, Resistance to Magic, 
  Stout-hearted, Sturdy 
   
  Trappings: Leather Jerkin (1AP Body) 
   
   
  Veteran 
  (WFRP2e, page 86)  Many of the Chaos and Tainted Dwarf soldiers eventually reach the apex 
  of their existence by becoming veterans.  This means that they continue to fight until death 
  overtakes them. 
   
  Main Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  63% 
  53% 
  41% 
  51% 
  36% 
  31% 
  46% 
  21% 
  Secondary Profile 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  2 
  18 
  4 
  5 
  3 
  - 
  - 
  - 
   
  Skills: Common Knowledge (Chaos or Tainted Dwarf), Consume Alcohol, Dodge Blow, Gossip, 
  Intimidate, Perception, Secret Language (Battle Tongue), Speak Language (Khazalid or Dark 
  Tongue), Trade (Smith) 
   
  Talents: Dwarfcraft, Grudge-born Fury, Mighty Shot or Strike Mighty Blow, Night Vision, 
  Rapid Reload or Strike to Injure, Resistance to Magic, Specialist Weapon Group (Gunpowder), 
  Specialist Weapon Group (Two-Handed), Stout-hearted, Sturdy, Very Resilient or Very Strong 
   
  Trappings: Great Weapon or Hand Weapon and Shield, Firearm (SB 4, R 24/48, Reload 2 Full) 
  or Crossbow (SB 4, R 30/60, Reload Full) or Bow (SB 3, R 24/48, Reload Half) with 
  ammunition, Full Mail Armour (3AP all over) 
   
   
  
  Watchmen  
  (WFRP2e, page 59)  Chaos Dwarf watchmen have two basic functions. Some maintain a degree 
  of order, discipline, and security in the areas where the slave population labour much as one 
  would expect from a Watchman in human societies. Others patrol the roads of the Chaos Dwarf 
  Empire as do (unmounted) Imperial Roadwardens looking for any signs of trouble (such as 
  escaped slaves or hostile greenskins). Chaos Dwarf watchmen are armed like soldiers.  
   
  Main Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  51% 
  36% 
  36% 
  41% 
  26% 
  41% 
  31% 
  26% 
  Secondary Profile 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  1 
  14 
  3 
  4 
  3 
  - 
  - 
  - 
   
  Skills: Common Knowledge (Chaos Dwarf), Dodge Blow, Follow Trail, Intimidate, Perception, 
  Search, Speak Language (Khazalid), Trade (Smith) 
   
  Talents: Coolheaded or Savvy, Disarm or Street Fighting, Dwarfcraft, Grudge-born Fury, Night 
  Vision, Resistance to Magic, Stout-hearted, Strike Mighty Blow, Strike to Stun, Sturdy 
   
  Trappings: Mail Shirt (3AP body), Hand Weapon, Club 
   
   
  *****Sidebar***** 
   
  Sidebar: Slaver advance career 
  One of the curious omissions in the rulebook for WFRP2e is the Slaver career from first edition.  
  No official explanation has been provided for this seemingly oversight.  On the face of it, the 
  omission seems rather odd given that Warhammer is a violent and dark world and slavery is one 
  of the more persistent of the dark aspects of the human existence reaching from the far past into 
  current day. Along with gory violence and Slaaneshi debaucheries, slavery and slavers fit in the 
  Warhammer milieu. 
   
  ***** 
   
  Although outlawed in many parts of the Old World, slavery of one sort or another exists in every 
  inhabited land.  It is the lot for many thousands of people, whether it is under the pretext of 
  indentured servitude, forced labour or agricultural bondage. 
   
  Slavers are the unscrupulous individuals who engage in the merciless slave trade, whether they 
  do so for the wealthy Emirs of Araby, the wealthy landowners of Tilea and Estalia, the money-
  grubbing merchants of the Empire and Wasteland, murderous Chaos cultists, or the inhuman 
  races (such as Chaos Dwarfs, Dark Elves, and Skaven).  They may be involved in the actual 
  enslavement of the too young or too poor, in trafficking the unfortunate merchandise from one 
  location to another, or the sale of the slaves. 
   
  
  Main Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  +15% 
  +15% 
  +10% 
  +5% 
  +15% 
  +5% 
  +15% 
  +10% 
  Secondary Profile 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  - 
  +4 
  - 
  - 
  - 
  - 
  - 
  - 
   
  Skills: Charm, Common Knowledge (any three), Drive, Evaluate, Gossip, Perception, 
  Read/Write, Ride, Speak Language (any two), Trade (Slavery) 
   
  Talents: Coolheaded or Savvy, Dealmaker, Specialist Weapon Group (Entangling) , Streetwise 
  or Suave, Strike to Stun  
   
  Trappings: Hand Weapon, Horse and Cart, Horse with saddle and harness, 3 pairs of manacles, 
  10 yards or rope, whip 
   
  *****End Sidebar***** 
   
   
  ***** Sidebar ***** 
   
  Sidebar: Thymbrin Snakebeard 
  The existence of Chaos and Tainted Dwarfs is generally viewed as a myth by the general 
  populace of the Old World. To the Dwarfs of Karaz Ankor and neighbouring Humans in the 
  eastern Empire and Kislev, however, these foul races are all too real. There are a few individuals 
  among these races who are known by name and evil reputation. 
   
  Before the Great War against Chaos, there was a rather unorthodox Dwarf Engineer from Karak 
  Vlag named Thymbrin Goldenbeard.  He had considerable talent, but was uncharacteristically 
  impatient for a Dwarf.  Thymbrin pushed his Guildmaster to the limits of the old Dwarf’s 
  tolerance and was exiled from the Dwarfhold in the early Spring of 2301 I.C. No one was sure 
  where the Engineer went, but the point became moot when the Chaos Wastes erupted from the 
  north and enveloped the northern World's Edge Mountains, including Karak Vlag. 
   
  Heavily mutated Dwarfs were first seen in the mountains near north-eastern Kislev fifty years 
  later. They raided the outlying farms near Praag, destroying the buildings and carrying off the 
  inhabitants, including any corpses. The raids increased as the years passed, and gradually more 
  Tainted Dwarfs were encountered. As time progressed, rumours filtered back of an extremely 
  talented weaponsmith named Thymbrin Snakebeard living among these mutants. 
   
  Thymbrin Snakebeard is credited with designing and manufacturing some of the most 
  devastating war machines in the Chaos army arsenal, particularly for the armies of Khorne. 
  Thymbrin is also responsible for breeding the powerful Boar Centaur, and is recognised with the 
  creation of the Tainted Dwarf Mortar and Bazooka. 
   
  
  Thymbrin may be encountered with a band of raiding Tainted Dwarfs in Kislev or the north-
  eastern Empire. He will generally bring one of his innovative weapons with him – or possibly 
  some other untested, yet outrageous, contraption (imaginative GMs may develop some weird 
  contrivance with a fair chance of failure). The Tainted Dwarf inventor may also travel with 
  Khornate warbands, along with others of his kind. Thymbrin's apprentices may be sent out with 
  warbands to capture Humans, Elves, or Halflings for one of his breeding programs. 
   
  Thymbrin is a very unusual and powerful Tainted NPC. For those GMs who wish to use him in 
  their campaign, either as a major villain or cameo, Thymbrin’s stats are as follows: 
   
  Thymbrin Snakebeard 
  Artisan (Weaponsmith), ex-Tradesman, ex-Engineer 
   
  Height: 5 ft 1 in 
  Weight: 165 lbs. 
  Hair: White 
  Eyes: Red 
  Age: 330 years (estimated) 
  Alignment: Chaos (Chaos Undivided with some Khornate tendencies) 
   
  Main Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  75%* 
  46% 
  46% 
  54% 
  48% 
  57% 
  48% 
  31% 
  Secondary Profile 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  2* 
  17 
  4 
  5 
  3 
  - 
  - 
  - 
   
  Skills: Academic Knowledge (Engineering), Academic Knowledge (Science), Common 
  Knowledge (Tainted Dwarf), Drive, Evaluate, Haggle, Perception, Read/Write, Secret Language 
  (Guild Tongue), Speak Language (Dark Tongue), Speak Language (Goblin Tongue, Khazalid,  
  Kislevian, Reikspiel ), Trade (Armourer), Trade (Carpenter), Trade (Gem Cutter), Trade 
  (Gunsmith), Trade (Miner), Trade (Smith), Trade (Weaponsmith), 
   
  Talents: Artistic, Dwarfcraft, Grudge-born Fury, Master Gunner, Night Vision, Resistance to 
  Magic, Specialist Weapon Group (Gunpowder), Specialist Weapon Group (Two-Handed), Stout-
  hearted, Sturdy 
   
  Trappings: Axe, Two-Handed Axe, Firearm (SB 4, R 24/48, Reload 2 Full) with ammunition, 
  Trade Tools, Engineers’ Kit, 6 Spikes 
   
  Chaos Attributes: Serpent in place of beard (A +1*, bite attack, 50% of bites are venomous), 
  Irrational Hatred (Dwarfs, including Dark Land Chaos Dwarfs), Weapon Master (WS +20%*) 
   
  ***** End Sidebar ***** 
   
   
  
  BESTIARY 
   
  With the influence of Chaos permeating the land upon which they live, Chaos and Tainted 
  Dwarfs associate with certain creatures warped by Chaos. Those listed below are the more 
  commonly known beasts. 
   
   
  Boar Centaurs 
  Boar Centaurs are more recent creations. Some say that they are the gift of some Chaos god to 
  the Tainted, although oftentimes it is the gifted Tainted Dwarf, Thymbrin Snakebeard, who is 
  credited with breeding them into existence. In any event, Boar Centaurs function mostly as 
  beasts of burden for the Tainted Dwarfs. They are also the “engine” that powers a number of the 
  Tainted War Machines, notably the Juggernaut, Tenderiser, and Whirlwind. 
   
  Boar Centaurs can also be used as fast moving troops.  In this role, they are usually armed with 
  an axe and wear full body armour, including barding.  In combat, Boar Centaurs get a stomp 
  attack in addition to their weapon attack. 
   
  Though they prefer grunts, growls, and snares, the ill-tempered Boar Centaurs are able to speak 
  the Dark Tongue and a few can even manage some words in Khazalid. 
   
  Boar Centaurs are smaller creatures with the upper torso of a Tainted Dwarf and the tusks and 
  body of a boar. Their hair, beard, and fur tend to range from medium brown to black (unless they 
  have a specific mutation that determines otherwise). Like Tainted Dwarfs, Boar Centaurs have 
  red eyes. 
   
  Main Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  45% 
  31% 
  41% 
  45% 
  30% 
  30% 
  36% 
  21% 
  Secondary Profile 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  2 
  16 
  4 
  4 
  8 
  - 
  - 
  - 
   
  Skills: Common Knowledge (Chaos Dwarf), Follow Trail, Intimidate +10%, Perception, Speak 
  Language (Dark Tongue) 
   
  Talents: Keen Senses, Natural Weapons, Night Vision, Specialist Weapon Group (Two-
  Handed), Stout-Hearted, Strike to Injure, Sturdy, Wrestling 
   
  Special Rules: 
  • Armoured Torso: Bull Centaurs usually wear armour on the head, arms, and torso. 
  • Thick Skin: The thick hides of Boar Centaurs reduces the value of any Critical Hits they 
  suffer by 1. 
  • Tusks: The tusks of a charging Boar Centaur attacks as if they have an Impact Quality. 
   
  
  Armour: Sleeved Mail Shirt, Helmet 
   
  Armour Points: Head 3, Body 3, Arms 3, Legs 0 
   
  Weapons: Great Weapon, Hand Weapon 
   
  Slaughter Margin: Challenging 
   
  Bull Centaurs 
  Bull Centaurs were created by Hashut thousands of years in the past from some of the Dark Land 
  Dwarfs he had corrupted. They are used mainly to guard the great statue of Hashut in the temple 
  atop Zharr-Naggrund, as well as the temple entrance. Bull Centaurs are completely dedicated to 
  the Father of Darkness, which makes them ideal for Sorcerer-Priests to entrust with complex and 
  dangerous tasks. 
   
  Bull Centaurs are also rather arrogant as they see themselves as just a notch below the Sorcerer-
  Priests in terms of Hashut’s favour.  This causes some problems when dealing with the non-
  priestly elite of the Chaos Dwarf clans, whether in their “normal” setting of the Temple or in the 
  field.  Though few in number, Bull Centaurs fight alongside the Chaos Dwarf army whenever the 
  need arises. Units of Bull Centaurs are led by the most powerful and intelligent of their own 
  number, which could create some interesting problems for normal commanders.  Some of the 
  Bull Centaur leaders have actually led their units to actions contradictory to their orders. 
   
  When guarding the Temple precincts, Bull Centaurs are armed with double-handed axes.  When 
  preparing for war, these creatures don scale mail over their upper torso. (1AP torso.)  In combat, 
  Bull Centaurs get a stomp attack in addition to their weapon attack. 
   
  Bull centaurs speak the Chaos Dwarf dialect of Khazalid and a few may even know a smattering 
  of other languages, usually the Goblin tongue.  They are certainly not dumb beasts, though they 
  may play that part initially when encountering non-Chaos Dwarf characters. 
   
  Physique: Bull Centaurs are large creatures with the upper torso and head of a Chaos Dwarf and 
  the body of a bull. They wear the tall hats of the Chaos Dwarfs and braid their beards in the same 
  style. Their bull-body is covered with flame-red fur, and their cloven hooves are black. 
   
  Main Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  45% 
  31% 
  41% 
  45% 
  30% 
  30% 
  36% 
  21% 
  Secondary Profile 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  2 
  16 
  4 
  4 
  8 
  - 
  - 
  - 
   
  Skills: Common Knowledge (Chaos Dwarf), Intimidate +10%, Perception, Speak Language 
  (Khazalid) 
   
  
  Talents: Night Vision, Specialist Weapon Group (Two-Handed), Stout-Hearted, Strike to Injure, 
  Sturdy, Wrestling 
   
  Special Rules: 
  • Armoured Torso: Bull Centaurs usually wear armour on the head, arms, and torso. 
   
  Armour: Sleeved Mail Shirt, Helmet 
   
  Armour Points: Head 3, Body 3, Arms 3, Legs 0 
   
  Weapons: Great Weapon, Hand Weapon 
   
  Slaughter Margin: Challenging 
   
   
  Great Taurus 
  Sometimes called the Red Bull of Hashut, the Great Taurus is a terrifying creature of Chaos. Its 
  whole body is wreathed in fire and smoke. Sparks fly from its hooves. The creature also breathes 
  fire in great snorting bursts as dark smoke blows from its mouth. It is believed that Great Taurus 
  were once Dark Land Dwarfs who were shaped by Hashut into his bull likeness. They are stabled 
  in large pens beneath the Temple of Hashut, where they are fed on specially selected slaves. In 
  general, they only emerge from Zharr-Naggrund when the most powerful Chaos Dwarfs mount 
  them for battle. 
   
  Occasionally, Chaos Dwarfs let the Great Taurus out of Zharr-Naggrund to seek out prey. Led by 
  the more intelligent Lammasus, they hunt any non-Chaos Dwarf creature in the Dark Lands. The 
  only threat to these creatures of Chaos comes from Dragons and other large carnivores, such as 
  Griffons and Manticores. 
   
  The Great Taurus is a huge monster with the body of a massive bull and dragon-like wings. Its 
  hide glows red hot and flickers with sparks. Huge horns adorn the Great Taurus’ head and its 
  mouth is filled with sharp, pointed teeth. 
   
  Main Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  57% 
  - 
  63% 
  63% 
  70% 
  14% 
  66% 
  - 
  Secondary Profile 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  4 
  40 
  6 
  6 
  6 (9) 
  - 
  - 
  - 
   
  Skills: Perception +10% 
   
  Talents: Flier, Frightening, Natural Weapons, Night Vision, Strike Mighty Blow, Will of Iron 
   
  Special Rules: 
  
  • Breathe Fire: A Great Taurus can breathe fire as a full action.  The fire breath is cone 
  shaped: 24 yards long and 8 yards at its widest point. All targets within the area 
  automatically receive 1D5 hits at SB 7 (flammable targets take additional D5 Wounds for 
  each hit). Victims of the fire breath may take an Ag test to halve the damage. 
   
  Armour: Fiery Hide (1AP all over) 
   
  Armour Points: Head 1, Body 1, Arms 1, Legs 1 
   
  Weapons: Hooves, Horns, Teeth, Wings 
   
  Slaughter Margin: Very Hard 
   
   
  Lammasu 
  The Lammasu is believed to be a rare mutation of the Great Taurus. Its Chaos Dwarf ancestry is 
  evident in its tusked head, thickly curled beard and considerable intelligence. The Lammasu is a 
  magical creature that draws the power of Chaos about itself. When it exhales, the Lammasu 
  covers itself with whirling clouds of dark sorcery. Only the most powerful Sorcerer-Priests can 
  ride the Lammasu in battle.  
   
  The Lammasu has the body of a gigantic bull, powerful dragon-like wings, and a mace-tipped 
  tail. It also has clawed front feet and curved horns. In addition, the Lammasu has the distorted 
  face of a Chaos Dwarf, with a huge gaping mouth and large lower tusks. The typical coloration 
  of a Lammasu ranges from sooty dark grey to black, and its beard and crest of hair vary from 
  bright orange to flame red.  
   
  Main Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  57% 
  - 
  63% 
  73% 
  60% 
  29% 
  66% 
  - 
  Secondary Profile 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  3 
  40 
  6 
  7 
  6 (9) 
  - 
  - 
  - 
   
  Skills: Perception +10% 
   
  Talents: Flier, Frightening, Natural Weapons, Night Vision, Strike Mighty Blow, Will of Iron 
   
  Special Rules: 
  • Whirling clouds: The whirling tendrils of black sorcery that surrounds the Lammasu give 
  it and its rider a 50% chance that the effects of any spell cast against it are nullified. 
  Additionally, the threads of black sorcery foul the powers of any magic weapons used 
  against it and its rider. Thus, the attacker receives a WS modifier of –20% when using 
  such a weapon. Normal and divine weapons are not affected. 
   
  Armour: None 
  
   
  Armour Points: Head 0, Body 0, Arms 0, Legs 0 
   
  Weapons: Claws, Mace-Tailed Tail, Teeth, Wings 
   
  Slaughter Margin: Very Hard 
   
   
  *****Sidebar***** 
   
  Sidebar: Suggestion for GMs using Chaos Dwarf Beasts 
  With the exception of the Great Taurus, the beasts mentioned in the Bestiary section are fairly 
  intelligent and use this attribute to their advantage. 
   
  A number of the beasts have learned that many of the two-legged creatures – including the 
  followers of the Chaos Powers – react to the Centaurs as if they are no more intelligent than 
  other four legged beasts.  Only too late in the encounter will the two-legged creature learn of 
  their mistakes.  In contrast, the reaction of characters to a Lammasu would be much the same as 
  they would react to a Griffon or other flying monstrosity. 
   
  GMs should try to play these creatures as if they combine animal cunning with Humanlike 
  intelligence.  Simple ruses that two-legged characters use against wolves, griffons, and the like 
  simply would not work against these creatures.  In a number of cases, these beast may feint less 
  intelligence in order to draw their prey even nearer. 
   
  Another thing to keep in mind is that the Centaurs are rarely too far away from their respective 
  type of Chaos Dwarf, whether the Tuskers or Tainted.  Thus, encounters with these creatures, 
  especially solitary ones, should be a rarity. 
   
  *****End Sidebar***** 
   
   
   
  ADVENTURE HOOKS 
   
   
  No Way Out 
  The Player Characters are hired to escort several wagons of provisions and other trade goods 
  over the Worlds Edge Mountains from Praag to one of the Wheatland colonies.  The season is 
  late summer and the merchant financing the trip, Nikolai Chekov, is eager to get things moving 
  quickly.  Nikolai is anxious that the caravan makes it through High (Belyevorota) Pass before the 
  early winter arrives in the mountains.  The PCs are paid rather handsomely (100 Imperial 
  Crowns each now and a similar amount upon their return) to see this task through. 
   
  
  Depending upon the size of the party, there will be a few more armed men hired to provide 
  escort so that the total is twelve.  There are also several tradesmen in the caravan, one of which is 
  bringing his family as he hopes to establish a trading posts in one of the new Farside colonies.  
  The family of Yuri Trovsky includes a young, pretty daughter of about 15 years (and eligible for 
  marriage) among his six children.  Irina knows the effect she has on the opposite sex and will 
  flirt with the two male Player Characters with the highest Fel.  The reason for this obvious GM 
  device will soon become clear… 
   
  Before they set off on their journey, the PCs may want to ask about Nikolai’s status as a 
  merchant.  If they expend enough effort, they will learn that Nikolai has a reputation as a 
  habitual procrastinator.  His trading missions are generally the last to be organised and often set 
  out late.  As such, his caravans tend to experience more misfortune than those of other 
  merchants.  Nikolai tries to compensate by hiring more able-bodied guards (usually three per 
  wagon) to escort the traders than his competition. 
   
  In actuality, Nikolai’s procrastination is a façade.  He is a willing agent of the Dark Land Chaos 
  Dwarfs and times his trading missions so that there would be less traffic on the pass and the 
  chance of inclement weather provides cover for any trading mission that turns up missing.  To 
  further his ploy, Nikolai provides information to his slaving masters of one out of every five 
  missions or so.  Unfortunately for the PCs, this caravan is that one. 
   
  Among the other guards is one of Nikolai’s own agents, Pyotr Malkovich, whose main task is to 
  leave signs along the trail to alert the Chaos Dwarf slaving party to the presence of the caravan.  
  This man should have an above average Fel and openly flirt with Irina as if attempting to woo 
  her.  This not only provides the male PCs some competition, but, more importantly, serves to 
  make the guards treachery all the more heinous. 
   
  The Chaos Dwarfs will attack one night sometime after the caravan passes the summit of High 
  Pass.  When all looks bleak, a warband of Khornate Tainted should appear to complicate matters.  
  Like any good Khornates, this warband will focus their attacks on the followers of Hashut, 
  particularly any Sorcerer-Priests.  Any wizards or clerics among the PCs might well try to get 
  their comrades to try to flee with the remnants of the trading party.  It won’t be long before the 
  Khornates realise their presence. 
   
  The PCs should have two conflicting priorities: to try to flee from these savages or try to 
  eliminate whichever one succeeds in obliterating the other.  Forming a temporary alliance with 
  one side of mutated Dwarfs over the other is a bad idea.  Neither kind of Dwarf can be trusted to 
  honour their end of any deal. 
   
  Vicious GMs might even have Irina captured by one type of Chaos Dwarf or the other.  Neither 
  option is any better than the other.  The Tainted might either sacrifice the young woman to the 
  Blood God or just eat her, while the Dark Landers might well consign her to be a slave in their 
  ruling Sorcerer-Priest’s harem.  In the latter case, the GM could steer the PCs into the lands of 
  the Chaos Dwarfs in order to effect a rescue. 
   
   
  
  Blowing in the Wind 
  Ostlander Baron Wolf von Borkum is not a man who easily forgets any abuse to his hospitality.  
  What made matters worse for the villain is that he also stole one of the Baron’s horses – an over-
  aged mare with a brighter future as a draft horse no less – and fled deeper within the Forest of 
  Shadows. 
   
  The Baron commissions the Player Characters to run the offensive man down and bring him 
  back to face the Baron’s justice.  He describes the man as about average height and weight with a 
  closely cropped beard in the style of an Imperial student of philosophy, though the man was 
  clearly not as learned as he pretended to be.  The man went by the name of Gareth Schwätzer and 
  had a rather condescending look about him.  
   
  At first, the trail of the is rather easy to follow as the fleeing man made no attempt to conceal his 
  tracks.  Sometime after, other footprints from within the forbidding woods joined with that of 
  Schwätzer.  A character with the Follow Trail skill must pass an Int test to determine that the 
  news tracks look to be Dwarfen (about 12 of them) with a large, even-toed hoofed creature 
  accompanying them.  At this stage, the PCs will likely consider the newer tracks as if they were 
  either a coincidence (at best) or allies of the horse-thief (worse case). 
   
  The other footprints belong to a Tainted warband in the company of a Boar Centaur.  They have 
  spotted the ill-luck criminal and decided to follow the prey as they thought that Schwätzer and 
  the horse would make fine additions to their menu.   The GM should not let the players know 
  anything more about the nature of the warband until the adventure unfolds a bit more.  At some 
  point, the warband separates from the trail Schwätzer has taken in two stages.  The first breaks 
  off to the right, while the second breaks off further down the trail on the left. 
   
  Some time should pass before the forest erupts with activity.  In the distance, the PCs should see 
  a number of birds suddenly taking to the sky and hear the crashing through vegetation.  These are 
  followed soon after by a Human cry and the screaming of a horse.  Other, undistinguishable 
  noises should follow, then end abruptly.  The forest then becomes silent.  In combination, these 
  events should be all the PCs need to know something is amiss. 
   
  The PCs have two choices before them: continue forward to learn of the fate of Herr Schwätzer 
  or retreat certain the bothersome man has met a cruel end.  No matter which choice the PCs 
  chose, one of the Tainted has caught their scent. 
   
  Should the PCs try to complete their mission, they will eventually come to a meadow where the 
  bloody skin of Herr Schwätzer has been stretched across two saplings to dry in the wind.  A sign 
  drawn in blood on the skin’s “back” provides a PC with the appropriate knowledge (Daemon 
  Lore) to determine what patron the killers follow.  Bloody remains of both man and horse are 
  scattered throughout the clearing.  It should be evident to the PCs that a good portion of the 
  victims were eaten, though the amount depends upon how cautious the PCs were in their 
  approach.  Anyone with the Follow Trail skill has an opportunity to see that the killers had 
  scattered. 
   
  
  In fact, the random departure of the Tainted was planned.  Each will make their way to a point on 
  the other side of the PCs where they will set an ambush.  The Players will have to exercise great 
  care with some ingenuity and luck to avoid becoming victims to the ambush. 
   
  PCs who decide to clear out without learning the fate of Herr Schwätzer may find themselves in 
  a predicament should they not leave quickly.  The Tainted “fellow” who caught their scent will 
  lead some of the warband in an attempt to set up an ambush ahead of the PCs’ retreat.  The rest 
  of the warband will follow the Players’ track with the intent of trapping the PCs between the 
  forces. 
   
  No matter how the Players resolve the situation, they will find themselves in a lot of trouble with 
  Baron von Borkum unless they bring back proof of either Herr Schwätzer’s death or one of the 
  bodies of the Tainted.  Without such evidence, the Baron may just conclude that the PCs did not 
  act in good faith and are attempting to swindle money from him.  Wounds will be considered 
  self-inflicted as a means to collaborate a false tale. 
   
   
  The Great Escape 
  This adventure hook will take a bit of development and set-up on the part of the GM to properly 
  work.  The attempt here is to create a type of Necromunda style adventure in Zharr Naggrund. 
   
  No matter how this is accomplished, the PCs have been captured by the Chaos Dwarfs and 
  transported to the mines of the ziggurat.  Given the resourcefulness and skills of the PCs, their 
  trip from wherever they were captured has been spent in a drugged stupor.  Chaos Dwarfs 
  Slavers use such techniques on slaves considered to be potentially troublesome.  This approach 
  also serves to minimise any fatality to the Chaos Dwarfs themselves. 
   
  As mentioned above, sizable portions of the mines of Zharr Naggrund are hardly as controlled as 
  the Hobgoblin overseers make them out to be to their masters.  Members of the various slave 
  races have carved out there own fiefdoms in the dark recesses where the Hogoblins fear to tread.  
  So long as the Chaos Dwarfs are oblivious to the situation, the Hobgoblins have allowed (with 
  some elements of fear) the situation to continue – and fester. 
   
  As newcomers, the PCs will be considered threats to the established “order.”  Each “gang” of 
  slaves will do their best to isolate, humble, and break the will of the Players.  The only way for 
  the PCs to survive long enough to escape is to supplant one of the gang leaders and take over 
  their domain.  This adventure hooks calls for a style of play that includes backstabbing, lying, 
  murder, and retribution.  Basically, the type of adventure made for PCs who like to disrupt the 
  proper order of things. 
   
  Even if the Players are the types to thrill to the challenge of destroying others to better their own 
  lot, any success at becoming a leader in a gang of slaves should be considered an end to itself.  
  Life for those at top of the slave pecking order is hardly one of ease and comfort. 
   
  Life in the mines is one of famine and near famine.  The Hobgoblins are likely to leave enough 
  grub-infested bread (a major source of protein) and stale, sometimes putrid, water to stave off 
  
  any serious rioting.  Thus, if one has the strength to seize more than their fair share from their 
  enemies and followers, they don’t really benefit in any meaningful way.  Of course, fresh meat is 
  always available in the form of a weaker, and perhaps sickly, slave. 
   
  In any event, the GM should depict life in the bowels of the ziggurat as one of hardship, 
  deprivation, disease, toxic poisoning, and constant danger of becoming a meal for those stronger 
  than oneself.  The PCs should be made to feel that the only option to their continued health and 
  future is to escape their predicament. 
   
  One way to achieve such an end is to create such chaos (pun intended) that the Hobgoblin 
  overseers are overwhelmed by the enormity of the task.  Since direct rioting by one’s “gangs” 
  could lead to serious reprisals and a diminishing of much needed strength, cunning PCs should 
  focus their efforts to compel other “gangs” to war against each other.  Of course, leaders in the 
  other slave races might be considering the same strategy, though through other devious tactics. 
   
  If successful in their endeavour, the timing of the PCs’ escape should be made in the small 
  window of opportunity when the anarchy is at its height and well before the Chaos Dwarfs can 
  intervene with their devastating weapons.  Once free of the confines of Zharr Naggrund, the PCs 
  will face the danger of crossing the toxic wasteland with (most likely) no provisions of fresh 
  food and water.  GMs should make the PCs’ lives miserable while they transverse the dangerous 
  lands. 
   
  To make matters worse is that the Chaos Dwarfs will quickly dispatch hunter bands to capture 
  the PCs.  In time, bands of Orcs and other greenskins might join in the chase.  There are bounties 
  for returned slaves, if not a need for fresh meat.  Attempt to reach safety – either in the 
  Wheatlands to the north or the Worlds Edge Mountains to the west – is fraught with great danger 
  to life and limb. 
   
  
   
  Appendix Mutations 
   
  The mutations of the Tainted vary greatly from one individual to the next. Even those assumed to 
  e blood-related do not necessarily share any common mutations (see Warpstone website for a 
  mutations table). 
   
  To determine the number of mutations for an individual Tainted Dwarf, roll a D10. If the result 
  is a 1 through 5, then the Tainted character has one mutation. If the result is a 6 through 8, then 
  they have two mutations. A result of 9 or 10 means that the Tainted has three mutations. Then 
  roll the appropriate number of times on the mutation table below. 
   
   
  Mutation Table 
   
  D100 
  Mutation (Characteristic Effects) 
  01 
  Abnormally Thin (S –10%) 
  02 
  Additional Eye 
  03 
  Agility (Ag +20%) 
  04-14 
  Bestial Face [roll a D100]: 
   
  01-03 Ant (A +1, bite attack) 
   
  04-06 Ape 
   
  07-10 Bat (A +1, bite attack; night vision) 
   
  11-15 Bear 
   
  16-20 Boar (A +1, gore attack) 
   
  21-23 Bull (A +1, gore attack) 
   
  24-26 Deer (A +1, gore attack) 
   
  27-28 Dragon (A +1, bite attack; may Breathe Fire in place of bite attack, as 
  described in WFRP p. 236, although the range is reduced to 12 yards, 
  the Strength to 4 and the number of wounds caused to 1D6.) 
   
  29-31 Eagle (A +1, bite attack; excellent vision) 
   
  32-61 Goat (A +1, gore attack) 
   
  62-64 Rabbit 
   
  65-67 Rat (A +1, bite attack; night vision) 
   
  68-72 Raven (A +1, bite attack; excellent vision) 
   
  73-77 Snake (A +1, poisonous bite) 
   
  78-80 Spider (A +1, bite attack as Giant Spider) 
   
  81-85 Weasel (A +1, bite attack) 
   
  86-92 Wild Cat (A +1, bite attack; night vision) 
   
  93-00 Wolf (A +1, bite attack; acute hearing) 
  15-16 
  Beweaponed Extremities (1-3 blades, 4-6 maces; S +10%, Ag –10%) 
  17 
  Big Ears (acute hearing) 
  18-19 
  Bird's Feet (T +10%, A +2 for claw attacks if coupled with wings) 
  20 
  Black Skin (+20% to concealment when at night or in dark surroundings) 
  21 
  Blood Rage (frenzy) 
  
   
   
   
  D100 
  Mutation (Characteristic Effects) 
  22 
  Blood Substitution [roll a D10]: 
   
  1-4 
  Leeches or Maggots (T +10%; if wounded, opponent must make an I 
  test to avoid stream of maggots or leeches. If failed suffer SB2 hit) 
   
  5-6 
  Acid (T +15%; if wounded, powerful acid sprays out of wound. 
  Opponent takes SB3 hit) 
   
  7-8 
  Protoplasm (T +15%; translucent slime oozes from wounds If mutant 
  killed, slime coalesces into an amoeba) 
   
  9 
  Molten Metal (T +20%; if wounded, molten metal jets from wounds and 
  opponents take SB3 hit. Any flammable substances are also ignited. 
  When killed, mutant explodes causing one SB4 hit on anyone within 
  10 yards) 
   
  10 
  Electricity (T +15%; if wounded by metal weapon, electricity in 
  bloodstream causes one SB3 hit on opponent. This increases to a SB6 
  hit if opponent is wearing metal armour.) 
  23-24 
  Bulging Eyes 
  25 
  Carapace (3AP body) 
  26-28 
  Claws 
  29-30 
  Cloven Hoofs 
  31 
  Cowardice (subject to fear if outnumbered) 
  32 
  Crest 
  33 
  Crown of Eyes* 
  34 
  Eyestalks* (10% of all head hits will sever an eyestalk) 
  35 
  Fangs (A +1, bite attack) 
  36 
  Fast (M +3) 
  37 
  Feathered Hide 
  38 
  Featureless Face* 
  39 
  Flaming Skull Face* 
  40-41 
  Foul Odour (opponent's WS –10%) 
  42 
  Furry 
  43 
  Headless* 
  44 
  Hopper (M reduced to 2) 
  45 
  Horns (A +1, gore attack) 
  46 
  Hypnotic Gaze (Opponent rooted to spot unless WP test is passed) 
  47 
  Iron Hard Skin (5AP all over) 
   
   
  
   
  D100 
  Mutation (Characteristic Effects) 
  48 
  Irrational Fear [roll D10 to determine the number of things to fear] 
   
  1-6 
  1 
   
  7-9 
  2 
   
  10 
  3 
   
   
  [roll D10 to determine extent of the mutant’s fear] 
   
  1-7 
  fear 
   
  8-10 
  terror 
   
   
  [roll D100 to determine object of the mutant’s fear] 
   
  01-30 GM’s choice 
   
  31-37 Humans 
   
  38-45 Elves 
   
  46-52 Dwarfs (normal) 
   
  53-57 Anything larger than itself 
   
  58-68 Wizards 
   
  69-70 Goblins 
   
  71-72 Orcs 
   
  73-74 Ogres 
   
  75-76 Trolls 
   
  77-78 Chaos Warriors (if they belong to a warband of a particular patron 
  Chaos deity, then they would fear those of other Chaos deities 
  instead) 
   
  79-80 Skaven 
   
  81-82 Beastmen 
   
  83-84 Winged Creatures 
   
  85-94 Items/creatures of a particular colour (GM’s choice) 
   
  95-96 Loud Noises 
   
  97-98 Reptiles 
   
  99-00 Insects 
  49-50 
  Irrational Hatred [roll D10 to determine the number of things to hate] 
   
  1-6 
  1 
   
  7-9 
  2 
   
  10 
  3 
   
   
  [to determine object of the mutant’s hatred roll D100 and use the table above] 
  51 
  Long Legs (M +1) 
  52 
  Long Neck (any critical hit to the head has a 25% chance of severing the neck) 
  53 
  Long Spines (Opponents in hand-to-hand combat must make an Ag test/round or take 
  automatic SB1 hit) 
  54 
  Magic Immune (automatically pass any WP test against spells cast against it. Magic 
  weapons are treated as non-magical against it) 
  55-56 
  Magic Resistant (WP +20%) 
   
   
  
   
  D100 
  Mutation (Characteristic Effects) 
  57 
  Mane of Hair 
  58 
  Manic Fighter (never breaks from combat) 
  59 
  Marksman (BS +20%) 
  60-61 
  Moronic (Int –20%, subject to stupidity**) 
  62-63 
  Multiple Arms (A +1 per arm, T +10% for every two arms) 
  64 
  No Neck 
  65 
  One Eye (BS x ½) 
  66 
  Pin Head (Int –20%, subject to stupidity**) 
  67 
  Pointed Head (Int –10%) 
  68-69 
  Prehensile Tail (A +1) 
  70 
  Razor Sharp Claws (A +1, S +20%) 
  71 
  Rearranged Face* 
  72 
  Resilient (retake failed T test once) 
  73 
  Rotting Flesh* 
  74-75 
  Scaly Skin (T +10%) 
  76 
  Scorpion Tail (A +1, poisonous attack) 
  77 
  Short Legs (M x ½) 
  78 
  Skull Face* 
  79 
  Spits Acid (up to 10 yards, BS to hit, SB3 hit) 
  80 
  Strong (S +30%) 
  81-82 
  Suckers on Hands and Feet (scale sheer surface) 
  83-84 
  Tentacles*  
  85 
  Transparent Skin* 
  86-90 
  Unusual skin (or fur) colour 
  91-92 
  Warclub Tail (A +1, S +10% for tail attack) 
  93-94 
  Warty Skin (T +10%) 
  95 
  Weapon Master (WS +20%) 
  96-98 
  Wings* (1-5 small, 6-8 medium, 9-10 large; if large or medium, fly as Swooper) 
  99-00 
  GM creates their own 
   
  * denotes mutations which cause fear. If three or more of these mutations are present, the 
  creature causes terror. 
  ** requires character to successful pass an Int test whenever engaged in an activity in order to 
  remain focus on that activity.  Failure means that the character has lost all interest in the activity 
  it has engaged in and would be inclined (if not defending itself) to either sit with a dazed look in 
  its eyes or wander off muttering to itself. 
   
   
  
SOURCE: textdata/thevault/Warhammer/Fantasy Roleplay/4e (C7)/Cato Contribution/Warhammer Fantasy Roleplay/2nd Edition/Homebrew & Fan Material/Madalfred/Chaos Dwarfs Expansion.pdf