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Warhammer Dark Lands

The bleak and inhospitable Dark Lands, ravaged by active volcanoes and lava streams.

The Dark Lands are a stark and cheerless place in the Far East of the Known World beyond the boundaries of the Old World where nature has rent the ground and burst the mountains apart. Amongst the peaks volcanoes spew black smoke into the filthy sky. In the plains the stench of tar pits and oil pools hangs heavily in the air. Steaming lava from beneath the earth's crust covers the ash wastes with a blanket of bubbling magma.[1a]

DarkLands

A highly-detailed map of the Dark Lands

The Dark Lands are bordered on both sides by the Worlds Edge Mountains and the Mountains of Mourn. Almost nothing can grow in the Dark Lands. The dim light and choking air combine to ensure that the land remains devoid of vegetation, except for a few straggly black thorns.[1a]

The volcanoes and gaping pits bring up all kinds of minerals and gems from beneath the earth: gold and silver, iron and copper, diamonds and sapphires, as well as sulphur, oil and tar. It is a land rich in the materials that Dwarfs especially covet.[1a]

It is in the Dark Lands that the Chaos Dwarfs make their home and have established their foul empire centred on the city of Zharr-Naggrund.

History[]

The Dark Lands may not always have been so bleak. Maps of ancient Nehekhara displayed them in a very different physical condition during the reign of King Alcadizaar the Conqueror of Khemri in ca. -1200 IC, three hundred years before the great volcanic disaster that reshaped the region. For instance, these Nehekharan maps mention the region known as the Plain of Bones being called the "Plains of Plenty."[2a]

Notable Locations[]

Darklandsmap

Map of the Dark Lands

The Dark Lands is divided into several regions, which are summarised below.

  • Blasted Wastes - The parched lands of the Blasted Wastes are a great desert that supports very little life. The powerful winds that cross this land have long since destroyed the fragile ecosystems that once existed here. Scattered tribes of nomadic Goblins live in its valleys and hills; ambushing caravans and attacking other Greenskin tribes to survive. Sand storms and the burning sun will force many travellers to fight for the shelter of caves and access to water holes. One of the most notorious inhabitants of the Blasted Wastes was Grimgor Ironhide and his elite Black Orcs, Da Immortulz.
  • Crookback Mountain - The largest Skaven lair in the Dark Lands, Crookback Mountain is the stronghold of Clan Rictus, which is known for the large number of Stormvermin it breeds. Originally a Goblin hold, Crookback Mountain was conquered by Clan Rictus around the time of Sigmar's reign in the Empire. The Skaven mine iron and copper at Crookback Mountain and mount slaving operations against the Goblins of Mount Grey Hag and Mount Grimfang. The Skaven also mount expeditions across the surface of the Dark Lands to retrieve warpstone meteorites, but they face Orcs, Goblin Wolf Riders, and Chaos Dwarf slavers. Other Skaven clans must pay a toll to Clan Rictus to pass through Crookback Mountain, and thus move in and out of the Dark Lands.
  • Daemon's Stump - The Daemon's Stump is located south-east of the Plain of Zharr on the edge of the Mountains of Mourn. The River Ruin flows just east of its location. In the year -2130 IC, an Ogre and a Bloodthirster had a great battle in the Dark Lands, and the Bloodthirster was imprisoned in a great pillar of rock that was from then on known as the Daemon's Stump. The Daemon's Stump is referred to as a Chaos Dwarf stronghold. It is believed by scholars of the region that the Chaos Dwarf hold was built atop the Daemon's Stump sometime following the defeat of the Bloodthirster, as evidenced by the pictorial representation on maps featuring this structure.
  • Desolation of Azgorh - In an age before the race of Dwarfs had even learned of the existence of the Dark Lands, the ancient volcano Azgorh erupted in -1500 IC with such force that it blew itself apart. Never before had such devastating force been known by mortals. The ash cloud blowing south was seen as far away as the Nehekharan city-state of Khemri, and the sound of the explosion was recorded by Elven colonists in what is now Bretonnia. The colossal forces unleashed on the lands between the Ash Ridge Mountains and what would later be the Mines of Gorgoth rent the ground asunder from earthquakes and pyroclastic flows. This carved the landscape into a labyrinth of razor sharp rocks and vents of toxic steam, where no creatures or plants will live. Only the most foolhardy adventurers would seek to travel through these lands in search of precious minerals. The Desolation of Azgorh is also known for its sulphur pits.
  • Fortress of Vorag - The Fortress of Vorag was built by the Ghoul King Vorag Bloodytooth, with the aid of enslaved Chaos Dwarfs and Goblins, only for it to later fall into ruin when Vorag was destroyed.
  • Gnoblar Country - The Gnoblar Country is hilly country north of Pigbarter, relatively fecund, and once teeming with warrens of Gnoblars and Hill Goblins, until predations from Chaos Dwarf slave raids, arrowhawks, and the Pigbarter townsfolk's javelin-sport of Runtspike severely reduced the native population.
  • Howling Wastes - These bleak plains are forever plagued by a thin, devil-spawned wind that whips across the blighted landscape and pulls at one's clothes and hair like the grasping fingers of mean-spirited children. Upon the wind are carried voices, horrible voices that whenever the wind picks up rise into a wailing clamour like the protests of the damned. Since the disastrous test of the Hammer of Hashut, the Howling Wastes also serve as a test area for the Chaos Dwarf Death Rockets, due to its distance from Chaos Dwarf settlements. These desolate plains are plagued by near-constant gale force winds that shriek and scream across the blasted heath.
  • Pigbarter - Pigbarter is a trading settlement where the Spice Route meets the River Ruin, shrouded by the acrid yellow fug produced by that poisoned stream. The ground level is a ramshackle shantytown occupied by Goblins and Gnoblars, market stalls crowd the small, crooked streets where boars rut openly. Human houses are raised up on wormwood, centipede and louse-ridden stilts above, their rims and supporting beams studded with nails and sharpened glass to keep the Greenskins out. Traders use large eagle owls to protect their goods during the night, and any Goblins caught thieving are staked to the roofs of the stilt-houses as a treat for the huge birds. During the day the town is a busy marketplace, and pig-jousting is a favoured form of entertainment.
  • Plain of Bones - The Plain of Bones is an ancient Dragon graveyard in the southwest of the Dark Lands, once known as the "Plains of Plenty" to the ancient Nehekharans.
The Extent of Alcadizaar the Conqueror's Realm

The extent of King Alcadizaar the Conqueror's Realm ca. -1200 IC reached even the Dark Lands[2a]

  • Plain of Zharr - Also called the Plain of Zharrduk, the Plain of Zharr is the great, mineral-rich meteor crater that is the main population centre of the Chaos Dwarfs and the heart of their empire in the Dark Lands. It houses their capital city, Zharr-Naggrund, and also most of their industrial projects. The Plain of Zharr is choked with pits of molten tar, rivers of burning oil, massive stockpiles of coal and other effluence of industry, pock-marked with countless pits and mines and home to many thousands of workshops and factories. Nothing is able to grow there, but despite this the Chaos Dwarfs remain in their ruined homeland because of its near-inexhaustible mineral wealth. Only one watercourse passes through the Plain of Zharr, the polluted River Ruin which enters from the mountains to the north and leaves choked with filth and industrial waste.
  • River Ruin - The great waterway of the Dark Lands, the River Ruin is fed by the streams and rivers of the Mountains of Mourn. In the north, it is connected to the Sea of Chaos by a great underground canal carved from the Falls of Doom to Uzkulak; in the south it empties through the Scalded Delta to the Sea of Dread. As the river passes the Chaos Dwarf capital city of Zharr Naggrund, it is polluted with all manner of toxic and industrial wastes, effluence, scrap metals and the bodies of slaves. These pollutants have long since killed off any life that could exist in the river itself, and very few creatures will now live along the river banks. At very few places can the river be safely crossed, so this makes it an ideal natural defence against all the denizens who populate the Mountains of Mourn and the lands beyond. The great caravans from the Far East will usually use the Ivory Ford or the docks at Pigbarter to cross the river.
  • Scalded Delta - The delta of the River Ruin as it pours into the Sea of Dread is known as the Scalded Delta. The swamp that results smells strongly of sulphur and the waters are heated near boiling -- possibly a result of the volcanic activity of the region, or possibly due to some industrial pollution from the Chaos Dwarf settlements to the north.
  • The Sentinels - The Sentinels is a pair of gigantic standing stones and a trading post, just west of the River Ruin, along the Ivory Road. The Sentinels is the last place before crossing the River Ruin that traders can buy rhinoxen and provisions before reaching the Ogre Kingdoms. The trading post has been hollowed out from the smaller standing stones and rocks that surround the base of The Sentinels. Horses, mules, and rhinoxen are kept in rough paddocks, tied to the stones by great iron rings. The services of Ogre mercenaries and Gnoblars can also be bought here.
  • Tower of Gorgoth - Deep within the remains of the long-extinct volcano Azgorh, the Dawi Zharr found there to be vast seams of precious minerals. Untold numbers of Chaos Dwarf slaves have been brought here over the centuries and the mines have been developed into an extensive network of tunnels, as well as a number of hellish furnaces. As the seams get deeper, they require increasing numbers of slaves to dig and numerous slave trading clans have set up permanent residence within the Tower of Gorgoth itself. Of the original Chaos Dwarf mining colonies, the greatest was the Tower of Gorgoth, a black, poisoned dagger sunk deep into the infertile earth of the south. Although its resources are now almost depleted, Gorgoth still operates as a slave labour camp, the largest of its kind, where many of those captured by the Chaos Dwarfs can expect to end their days.
  • Uzkulak - Uzkulak, the "Place of the Skull," is the northernmost stronghold in the Chaos Dwarf empire, which sits at the opening of the tunnel beneath Zorn Uzkul that connects the River Ruin to the Sea of Chaos. As a port to the north, Uzkulak is a central location for the gathering of the Chaos Dwarf fleet when they ply the seas in search of new slaves. Its proximity to the High Pass and the Road of Skulls also makes it a convenient stronghold for forces raiding into Kislev.
Warhammer Tamurkhan Dark Lands

A map of the Dark Lands once used to trace the route west into the Empire by the Warriors of Chaos and Chaos Dwarf army of the Champion of Nurgle Tamurkhan.

  • Wolf Lands - Amidst the barren lands and wind-carved rocks south of the Barren Wastes are the Wolf Lands, populated by the vicious breeds of wolf that give this area its name. The constant struggle for survival has long since killed off the weaker breeds of creatures, and only the strongest and fiercest remain. The hunting packs of wolves stalk the lands around Crookback Mountain and Mount Grey Hag in search of prey, and are a continual source of danger to any who travel unprotected in these lands.
  • Zharr-Naggrund - Zharr-Naggrund, also known as the "Tower of Zharr-Naggrund" and "Mingol Zharr-Naggrund," is the capital city of the Chaos Dwarfs and lies in the heart of their empire, in the centre of the Plain of Zharr. Its name means "Place of Fire and Desolation" in the language of Dwarfs. The city is built of obsidian in levels to form a great ziggurat; legends have it the ziggurat was not built, but magically carved from a single black mountain thousands of years ago by the most powerful Chaos Dwarf Sorcerers. The lowest ranks of Chaos Dwarf society are found towards the bottom of the ziggurat, while atop the massive stepped structure lies the Temple of Hashut. Across this gargantuan industrial city, the Chaos Dwarfs work unceasingly. Huge workshops with mechanical forge hammers work night and day beating out a cacophony of noise that can be heard from many miles away. From all across the city towering chimneys rise to pierce the sky, spilling out their black smoke and covering the lands in a perpetual choking darkness. Hundreds of ziggurats built from black obsidian stretch out as far as the eye can see, each illuminated ominously by flaming torches. The four gates of the city, one on each side of the ziggurat, are immense beyond any practical need, bound with iron and stretching up to the battlements on the steps of the vast pyramid, which bristle with arcane engines of destruction and pierce the tortured sky like fangs. Traveling towards the centre of the city and the Temple of Hashut the Chaos Dwarfs have built two roads paved with slabs of gold and brass, aligned east and west to the points of a compass. Each passes over several bridges, under which the Chaos Dwarfs use a network of roads and steam wagons to live and work. From the northern gateway the River Ruin passes through, cooling forges throughout the city and carrying other industrial waste out the southern gateway. The road to Zharr-Naggrund is lined with strange statues, which are actually Chaos Dwarf Sorcerers whose bodies have turned to stone after a lifetime of using their dark brand of magic.
  • Zorn Uzkul - Zorn Uzkul, the "Great Skull Land," is a vast plateau lying to the north of the Plain of Zharr. It is said to be extremely inhospitable, consisting only of barren rock as far as the eye can see and possessed of thin, cold air. It was the sight of this desolate land that caused most of the migrating Dwarfs to turn south and retreat from the region, leaving their more adventurous kin to explore and later become the ancestors of the present-day Chaos Dwarfs. In recent history, it was briefly home to the Greenskin horde of the Warlord Grimgor Ironhide, who crossed the Worlds Edge Mountains in search of a greater challenge. While there he and his warriors fought against the Kurgan tribe known as the Yusak and became a target for Chaos Marauder warbands of all descriptions who sought to prove themselves against the "Green Daemon." It wasn't until the thirteenth Everchosen Archaon's assault on the Empire that Grimgor left these lands, returning to the Old World. Zorn Uzkul is named for the bones of great beasts that come to the desolate region to die. These bones carpet the plateau, forming towering mounds of ivory.

Canon Conflict[]

According to the timelines provided within the 5th Edition Dwarf armybook, in -1500 IC, Mount Azgorh and the Ashridge Mountains erupted so fiercely that the sound of the explosion was heard all the way to Bretonnia. These eruptions, along with multiple other geological disasters, more than likely made the Dark Lands the harsh and desolate region they are today. However, these eruptions occurred three centuries before the map once held by King Alcadizzar, which means that either the map was an old one or the dating of the disaster is off by several centuries.

Sources[]

  • 1: Warhammer Armies: Chaos Dwarfs (5th Edition)
  • 2: Warhammer Armies: Tomb Kings (6th Edition)
    • 2a: pg. 10
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