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Hello everybody for tuning in 
and thank you for another 

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episode of the Chronic Command 
podcast. 

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This is a bit of a solo effort 
from me on on behalf of one of 

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my patrons who made a request 
that I do this. 

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And this is a bit of a a 
background deep dive into the 

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Caste Dwarves, the faction I'm 
not really familiar with. 

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It's it, it eluded me during the
90s. 

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I wasn't so much interested in 
the the Caste Wars personally 

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from a aesthetical point of 
view, but now I I seem to adore 

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them. 
Now all these, all these years 

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later and there's a deep 
fascination behind the Caste 

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Dwarves. 
There's even an entire fanzine 

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dedicated to Caste Dwarves. 
There's a huge Discord group 

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dedicated to cast wolves. 
There's a there are guys 

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designing miniatures for cast 
wolves, like Brauniak, a 

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previous guest on the podcast. 
There, of course, is Faberzil, 

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who does fabulous work with 
recreating the aesthetics of 4th

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edition. 
So it seems to me that this 

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newborn attention and this 
newborn of love and fascination 

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with cast wolves is sort of 
catching. 

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And I think people are now 
appreciating those old big hat, 

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big hat sculpts of the 90s. 
And yeah, people want to see 

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those on the tabletop. 
Look at Warhammer Renaissance 

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and you know, that's a a great 
fan based rule set that Boulder 

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has created, including all the 
old factions plus some new ones.

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And Chaos Dwarves obviously 
featured there in more of a, an 

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updated version, but still 
keeping to the same aesthetics 

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in terms of models. 
And but you can include anything

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you like and, you know, new old 
figures, a mixture of 

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everything, but keeping the 
essence of this particular book 

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from 4th edition at its core. 
So yeah, it's it's great to see 

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that castles are still kicking 
around in the old world and 

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they've had some sort of modern 
iterations, which I'm not aware 

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of. 
I I just haven't kept my fault 

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finger on the pulse during 8th 
edition and what forge world did

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and and all that. 
But they're always seem to be 

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popping up every now and again, 
whether in there in the whether 

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you like the third edition 
aesthetic. 

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Like if you think of all the old
classic Ali Morrison Marauder 

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miniatures that were released 
for cast Wolves, which are 

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beautiful, which all mimic the 
Jess Goodwin Chaos Warriors, I 

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think of the time. 
So if you you've had like a cast

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war figure, it replicates that 
of the 28 mil chaos chaos 

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Warriors that I think Jazz did, 
which I didn't even know about 

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until recently. 
I think Bluey did some a series 

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of photographs on Instagram 
about that. 

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And so that was fascinating. 
So yeah, they've got a they've 

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got a deep rich history and they
just were just not like they 

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weren't available there. 
There weren't a faction and they

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were sort of disregarded after 
4th edition and sort of coming 

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back in later editions or fan 
made, fan made editions. 

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So yeah, it's it's an 
interesting ride. 

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The past wars have been on. 
And I thought it was a great 

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suggestion by by Mark to say, 
hey, let's let's go through the 

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background. 
Let's just read about them and 

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find out their place in the old 
world. 

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You know, how did it start and 
how did it evolve? 

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So I thought that's a great 
idea. 

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I'm looking at this beautiful 
book now. 

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It's in full colour and it's a 
White Dwarf presents 

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publication. 
Of course, it's a Wham, a 

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supplement for 4th edition and 
of course, 5th edition. 

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And it's, it's has a striking 
cover from Dave Gallagher and, 

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you know, lots of Reds and 
oranges and yellows and gives 

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you a great sense and feel of 
the, of the great tourists and 

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the faction itself and the 
colour scheme for the cast wars 

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really wonderful. 
Again, it's all in full colour, 

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as I said. 
And it's it's the only one of 

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that type. 
And it must have been a very 

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expensive army book to make if 
you compare it to all the other 

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ones for all the other factions.
Now I should say that the 

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Woodelf book I'm not so familiar
with. 

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I've got it here and maybe I 
should have put it against this,

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but I think wood elves are still
in black and white. 

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But this is a full color 
publication. 

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So it's it's quite unique in 
that sense. 

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I know it's very rare and and 
people are still trying to 

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acquire their copy of it by any 
means possible, whether by be 

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PDF on their tablet or finding a
physical copy. 

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So yeah, it has an interesting 
history. 

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And of course now I'm painting 
an entire army for another 

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patron and a good friend of 
mine, Gordon, over in Scotland. 

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So I'm getting the the first 
taste. 

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I'm getting the the real 
experience of actually painting 

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an army for Cast Wars, which 
I've never done before. 

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I've had some sample miniatures 
sent kindly sent to me by people

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just so that I could paint them 
up for painting videos, which 

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have haven't happened yet 
unfortunately. 

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But there is a series of videos 
that I'll be doing on this army.

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So you get to see each unit 
being painted up and released as

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a separate video in a new 
format. 

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So I hope you enjoy that. 
OK, so one open up the front 

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cover of this glorious tome. 
It says a white dwarf presents 

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Whammer Cast dwarves, a 
compilation of cast dwarf 

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articles from White Dwarf 
magazine. 

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Cover art was caused by Dave 
Gallagher. 

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Black and white art by John 
Blanche and Mark Gibbons, 

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produced by Gaines Workshop and 
apparently it was this is 

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printed in 1994 and the game 
game design consultant was Brian

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Ansell. 
So there you go. 

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So when Brian Ansell was putting
his feet up on some island out 

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there somewhere and Rick was 
taking control of the studio, I 

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know he had some involvement in 
the term of design and stuff as 

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well, like the design of the 
cast wolves. 

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And if you want to see and want 
to listen to Rick and Alan, Alan

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and and Michael Perry talking 
about that, I would like you to 

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I'd like to direct you to you 
probably heard it already, but 

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film deck miniatures looks like 
the gentleman there. 

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I think his name is Tom, who 
lives in Nottingham. 

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So he's in the prime location to
do all this sort of stuff And 

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he's gone out and, and sort the,
the prep, the invitation 

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presence of these illuminaries 
from Games Workshop, like 

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Ripley, like John Blanche, like 
so many of these guys, which is 

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really interesting to see and, 
and listen to and find out more 

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information about the time at 
Games Workshop during the 90s. 

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And they do a specific video 
just on cast walks and how they 

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became to be and in terms of 
design, especially in terms of 

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miniature design, not so much 
about the rules, I don't think, 

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but I think just just a 
miniature design. 

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So that the Perry's talk about 
that at length with Brian Ansel 

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over the phone with Rick and 
giving orders here and there and

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what they should do and increase
the hat size and that kind of 

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thing. 
So fascinating conversation. 

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So I'd really urge you go and 
check that out from Film Dig 

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Miniatures and check out all the
other videos he does because 

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it's all about this era, the 
middle Hammer era leading up to 

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like Lord of the Rings and that 
kind of thing. 

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But like old hammer, middle 
hammer, and then all the way up 

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to the Lord of the Rings era. 
So yeah, lots of great stuff in 

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there. 
So let's now delve into the 

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Warhammer Cast Wars by Rick 
Priestley. 

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This month sees the release of 
the first models in a brand new 

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series of Chaos Dwarf miniatures
by Alan Perry. 

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To accompany these models, Rick 
has been delving into the 

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background of this dark race. 
Many thousands of years ago, the

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Dwarf race moved northwards from
its ancestral home somewhere in 

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the Southlands. 
They moved along the high Ridge 

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of mountains known as the World 
Edge Mountains. 

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Following the trail of mineral 
ores and precious gems, the 

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Dwarves spread amongst the 
mountains, driven onwards by 

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their last for the secrets of 
rock and metal. 

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Over a period of many hundreds 
of years, they dug shafts and 

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excavated cavernous underground 
cities. 

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They sank mines deep into the 
mountain roots and constructed 

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tunnels which carried them 
further north. 

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Eventually, sometime in the dim 
and distant past, the doors 

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reached the upland region at the
far north of the World's Edge 

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Mountains, which they called 
Zorn Oscol, or the Great Skull 

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Land. 
Here they found a vast and 

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inhospitable plateau where the 
air was thin and cold and the 

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rocks barren. 
Many turned back to South to 

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swell the growing numbers of 
dwarves in the World's Edge 

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Mountains. 
Others turned W into the cold 

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lands of Norska. 
But some of the most adventurous

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turned east and then S along the
bleak mountains of Mourne. 

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At first these widespread dwarf 
kindreds maintain contact with 

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the with each other, but the 
eastern dwarves strayed far, and

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when the time of Chaos came, the
northern regions were cut off 

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forever. 
The dwarves of the West believed

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their eastern king dead, 
destroyed by ties of chaos that 

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came from the north. 
But they were mistaken. 

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Chaos did not kill the Hardy 
dwarves. 

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Instead it worked a dreadful 
change upon them. 

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The Darklands The Chaos Dwarf 
Empire is sighted amidst the 

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mountains of Morn and the 
adjoining eastern part of the 

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Darklands. 
It is a stark and chill as place

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where nature has rent the ground
and burst the mountains apart. 

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Amongst the peaks, volcanoes 
spew black smoke into the filthy

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sky. 
In the plains. 

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The stench of tar pits and oil 
pools hangs heavily in the air, 

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streaming lava from the beneath.
The Earth's crust covers the ash

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wastes with a blanket of 
bubbling magma. 

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Almost nothing can grow in the 
Dark Lands. 

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The dim light and choking air 
combine to ensure that the land 

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remains devoid of vegetation 
except for a few straggly black 

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thorns. 
The volcanoes and gaping pits 

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bring up all kinds of minerals 
and gems from beneath the earth.

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Gold and silver, iron and 
copper, diamonds and sapphires, 

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as well as sulphur, oil and tar.
It is a land rich in the 

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minerals that adwarves, 
especially Corvette. 

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The Chaos Dwarf Empire It is 
impossible to say for certain 

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how or when the Dwarf Kindred of
the East became the Chaos 

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Dwarves. 
Probably it was a slow process 

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of warping and twisting, for 
dwarves are stubborn by nature 

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and more resistant to magic than
other creatures. 

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Nonetheless, they were changed. 
Their dwarf instincts became 

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perverted into a mockery of 
traditional values. 

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The huge and monstrous tower of 
Tsar Nagarund, the city of Fire 

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and Desolation, arose on the 
plain of Tsar Duk. 

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This monstrous city is fashioned
from black Obsidian and stained 

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with a red glow of 1000 diabolic
furnaces. 

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Where dwarves shun magic, the 
cows dwarves embraced it and 

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became mighty sorcerers, the 
creators of arcane machineries 

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and horrific engines. 
They built the Tower of 

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Tsarnagund in the shape of a 
mountain, rising tier upon tier 

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to its summit. 
At it's top, they build a temple

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to the evil God Hashot, the 
Father of Darkness. 

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Around their dark city, the cast
wolves sunk mines into the 

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earth, delving deep into the 
rock and filth in pursuit of the

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treasures that lie below. 
They built engines down in the 

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depths, using steam power 
generated by the heat of the 

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rocks themselves. 
They dug for coal and piled it 

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high into the black mounds. 
They drilled for oil and tar and

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dug open pits in which to store 
it, creating lakes of sticky 

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blackness over the land. 
In the mountains, they quarried 

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stone and used it to build 
roadways to connect all of their

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lands together, so that the 
plundered riches of the earth 

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might flow all the faster into 
their gargantuan city. 

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The refuse of thousands of years
of labour fills the plains of 

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Zarduk, where industry tears at 
the earth, pockmarking the 

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surface with ugly scars of 
endeavour beneath the flickering

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flames of countless forgers. 
Untold thousands of slaves, 

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creatures of many races captured
in war or traded from the Orcs 

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of the West, work at the 
Enterprise of the Chaos Dwarves,

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the Tower of Tsarnagrand. 
The Tower of Tsarnagrand lies at

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the centre of the Chaos Dwarf 
Empire and is the object of all 

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their labours and enterprise. 
Though there are numerous mines,

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workshops, foundries and 
fortresses throughout the Plain 

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of Zarduk and beyond, there is 
just one mighty city in all the 

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Empire. 
The Tower of Zar Nagrand is 

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built of Obsidian black volcanic
glass whose light reflects the 

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flames of the myriad furnaces 
that burn both day and night. 

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The entire city is built in a 
series of tall steps like a 

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ziggurat, each step hundreds of 
feet high and surmount all 

225
00:14:34,360 --> 00:14:38,200
battlements that jut upwards 
like a row of ugly fangs. 

226
00:14:40,120 --> 00:14:45,160
Each step is square, and at the 
bottom step is pierced by 4 huge

227
00:14:45,160 --> 00:14:50,000
stone gateways bound in iron. 
The gates are almost as high as 

228
00:14:50,000 --> 00:14:53,240
the walls and massive beyond any
obvious need. 

229
00:14:54,080 --> 00:14:58,520
From the east and West, gateway 
roads paved with slabs of gold 

230
00:14:58,520 --> 00:15:02,800
and brass led to the Mountains 
of Mourn and the Darklands. 

231
00:15:03,560 --> 00:15:07,480
The North and South gateways are
the river sluices through which 

232
00:15:07,480 --> 00:15:10,000
the waters of the River Ruin 
pour. 

233
00:15:10,880 --> 00:15:14,680
The cold river enters the city 
from the north and is put to 

234
00:15:14,680 --> 00:15:18,880
use, calling the huge forges of 
the Chaos Dwarf sorcerers, 

235
00:15:19,400 --> 00:15:22,320
powering the steam driven 
engines and flashing the 

236
00:15:22,320 --> 00:15:26,600
effluent of industry. 
Out of the South, where it 

237
00:15:26,600 --> 00:15:29,560
leaves the city, the river is 
stained red and yellow with 

238
00:15:29,560 --> 00:15:33,120
filth, laden with noxious 
sediments, and it's steaming 

239
00:15:33,120 --> 00:15:38,840
water is thick and poisonous. 
A foul yellow cloud hangs about 

240
00:15:38,840 --> 00:15:41,560
the river and its banks are 
choked with drifts of 

241
00:15:41,560 --> 00:15:45,040
spectacularly coloured 
pollutants. 1000 Massive 

242
00:15:45,040 --> 00:15:49,280
furnaces burn within the 
vastness of Tsar Nagarand, 

243
00:15:49,640 --> 00:15:52,600
smelting the metals that are the
lifeblood of the city. 

244
00:15:53,440 --> 00:15:56,280
The city is a huge living 
workshop full of smoke and 

245
00:15:56,280 --> 00:16:00,200
noise, illuminated by its inner 
fires and driven by machines of 

246
00:16:00,200 --> 00:16:03,720
vast size and power. 
Gigantic steam driven hammers 

247
00:16:03,720 --> 00:16:07,560
stamp out sheets of iron and 
bronze with rhythmic booms like 

248
00:16:07,560 --> 00:16:09,800
the heartbeats of a cyclopean 
God. 

249
00:16:10,360 --> 00:16:13,760
Massive cauldrons or bubbling 
metal pour out their molten 

250
00:16:13,760 --> 00:16:17,520
contents into twisted molds of 
intricate construction. 

251
00:16:18,200 --> 00:16:22,200
The roaring of furnaces, 
groaning of huge wheels and 

252
00:16:22,200 --> 00:16:25,560
grinding of arcane machineries 
fills the oily air. 

253
00:16:26,080 --> 00:16:28,440
The noise and the labours never 
cease. 

254
00:16:28,760 --> 00:16:32,440
The dark lands are shrouded in 
thick volcanic clouds and smoke 

255
00:16:32,440 --> 00:16:36,760
from the workshops of Zarduk. 
So the tower of Zar Nagarand 

256
00:16:36,840 --> 00:16:41,840
exists in a timeless twilight, 
illuminated by the Carmine fires

257
00:16:41,840 --> 00:16:46,240
of its own forges. 
The Temple of Hashut At the 

258
00:16:46,240 --> 00:16:50,560
pinnacle of the city is a Temple
of Hashut, the bull shaped God 

259
00:16:50,720 --> 00:16:54,280
of the Cows dwarves, who they 
call the Father of Darkness. 

260
00:16:55,000 --> 00:16:59,000
His temple is guarded by Bull 
Centaurs, creatures mutated from

261
00:16:59,000 --> 00:17:02,720
Cows dwarves long ago. 
They have the body of a bull, 

262
00:17:02,800 --> 00:17:07,520
but the torso of a Cows dwarf, 
with long snaggly tusks and 

263
00:17:07,520 --> 00:17:11,560
exotically curled beards. 
Inside the temple, it's 

264
00:17:11,560 --> 00:17:15,160
guardians perform bloodthirsty 
rites, thrown captives into 

265
00:17:15,160 --> 00:17:18,800
cauldrons or molten metal to the
echoing laughter of the 

266
00:17:18,800 --> 00:17:23,079
assembled caste Dwarf sorcerers.
On top of the temple stands the 

267
00:17:23,079 --> 00:17:27,520
iron statue of Hashut. 
Its hollow iron belly contains a

268
00:17:27,520 --> 00:17:32,360
furnace heated by coal so that 
the statue glows red hot and 

269
00:17:32,360 --> 00:17:35,400
anyone who touches its surface 
suffers searing wounds. 

270
00:17:36,080 --> 00:17:40,360
The God is the embodiment of the
city, its deity and its master, 

271
00:17:40,680 --> 00:17:44,360
whose powers flows through the 
caste Dwarf Sorcerers and for 

272
00:17:44,360 --> 00:17:48,640
whom thousands of slaves are 
sacrificed by fire and furnace. 

273
00:17:49,320 --> 00:17:53,640
Cast Dwarf Sorcerers The cast 
dwarf Sorcerers rule over the 

274
00:17:53,640 --> 00:17:57,680
tower of Tsar Naganundt as the 
Lords and masters of the caste 

275
00:17:57,680 --> 00:18:00,160
Dwarves and high priests of 
Hashit. 

276
00:18:01,000 --> 00:18:04,400
Their lore is deep and ancient, 
the study of machines and magic 

277
00:18:04,400 --> 00:18:07,320
combined to produce arcane 
engines of power and 

278
00:18:07,320 --> 00:18:10,840
destruction. 
It was caste Dwarf sorcerers who

279
00:18:10,840 --> 00:18:15,200
constructed the city in past 
ages, who carved its shape from 

280
00:18:15,200 --> 00:18:19,080
Obsidian and raised its dark 
towers and fashioned its massive

281
00:18:19,080 --> 00:18:21,520
gateways. 
There are few in number, 

282
00:18:21,840 --> 00:18:24,800
probably no more than a few 100 
amongst the whole Chaos Dwarf 

283
00:18:24,800 --> 00:18:27,720
race. 
In the Temple of Hashut, the 

284
00:18:27,720 --> 00:18:31,680
Chaos Dwarf Sorcerers meet in a 
great conclave of evil to make 

285
00:18:31,680 --> 00:18:35,880
their plans of domination. 
There is no leader nor formal 

286
00:18:35,880 --> 00:18:39,920
hierarchy amongst them, but the 
strongest voice belongs to the 

287
00:18:39,920 --> 00:18:43,680
oldest and most powerful, for 
cast Dwarves respect age and 

288
00:18:43,680 --> 00:18:46,120
knowledge, just as there are 
other dwarves. 

289
00:18:47,440 --> 00:18:51,160
Each cast Dwarf Sorcerer 
controls part of the city in its

290
00:18:51,160 --> 00:18:55,880
workshops, and forges slaves and
warriors as part of his personal

291
00:18:55,880 --> 00:18:58,040
dominion. 
Cast Dwarves are resistant to 

292
00:18:58,040 --> 00:19:02,400
magic, as are all dwarves after 
a fashion, but they are not 

293
00:19:02,400 --> 00:19:05,720
immune to its effects. 
As cast Dwarf Sorcerers use 

294
00:19:05,720 --> 00:19:10,280
magic, it gradually seeps into 
their bodies, evoking changes in

295
00:19:10,280 --> 00:19:12,760
them which are both unique and 
horrific. 

296
00:19:13,720 --> 00:19:17,200
After many centuries of labour, 
a Chaos Dwarf, a sorcerer, 

297
00:19:17,200 --> 00:19:21,480
begins to change. 
The pace of change is slow, but 

298
00:19:21,480 --> 00:19:23,960
once it begins, his fate is 
sealed. 

299
00:19:24,280 --> 00:19:27,360
Starting with his feet, the 
Chaos Dwarf Sorcerer slowly 

300
00:19:27,360 --> 00:19:29,680
begins to turn to immobile 
stone. 

301
00:19:30,360 --> 00:19:34,640
At first, his legs turn grey and
solid so that he is unable to 

302
00:19:34,640 --> 00:19:38,920
move, and his followers are 
obliged to carry him around, or 

303
00:19:38,920 --> 00:19:42,720
else he has them construct a 
mechanical engine to move him 

304
00:19:42,720 --> 00:19:46,320
about. 
Then his lower body and torso 

305
00:19:46,320 --> 00:19:49,560
turned to stone, making him 
extraordinarily tough. 

306
00:19:50,560 --> 00:19:54,480
Once his arms become stone, he's
entirely dependent upon his 

307
00:19:54,480 --> 00:19:59,080
followers to perform his magic, 
as all he can do is speak and 

308
00:19:59,080 --> 00:20:03,120
watch their progress. 
After a while, his entire body 

309
00:20:03,120 --> 00:20:05,880
turns to stone and he becomes a 
statue. 

310
00:20:06,640 --> 00:20:09,960
The statues of Caste dwarf 
sorcerers are lined up among the

311
00:20:09,960 --> 00:20:15,160
roadways around the Tower of 
Tsarnagarund, forming rank upon 

312
00:20:15,160 --> 00:20:19,400
rank of grey stones, watching 
over this approach to the city. 

313
00:20:20,400 --> 00:20:24,280
Caste dwarf warriors. 
There are relatively few caste 

314
00:20:24,280 --> 00:20:27,040
dwarves. 
The vast numbers of slaves who 

315
00:20:27,040 --> 00:20:30,360
toil on the Tower of 
Tsarnagarund and in the plain of

316
00:20:30,360 --> 00:20:33,880
Zadok outnumber them many times 
over. 

317
00:20:34,920 --> 00:20:37,560
All the caste dwarves belong to 
one of the caste dwarf 

318
00:20:37,560 --> 00:20:40,960
sorcerers. 
They are his subjects and also 

319
00:20:40,960 --> 00:20:44,520
his kingsmen. 
Bound by the ties of blood 

320
00:20:44,520 --> 00:20:49,600
loyalty, which all caste dwarves
deem unbreakable, bands of caste

321
00:20:49,600 --> 00:20:52,800
dwarves scour the Darklands, 
searching for captives to bring 

322
00:20:52,800 --> 00:20:56,680
to Tsarnagarund, to work in the 
mines and forges, or to 

323
00:20:56,680 --> 00:20:59,240
sacrifice to the temple of 
Hashat. 

324
00:21:00,000 --> 00:21:03,280
The acquisition of slaves is 
very important to caste dwarves 

325
00:21:03,600 --> 00:21:06,480
because they are totally 
dependent upon captives to keep 

326
00:21:06,480 --> 00:21:10,400
their city and industries going.
Bands or cast wars will travel 

327
00:21:10,400 --> 00:21:14,280
many hundreds of miles to raid 
ork or goblin strongholds, and 

328
00:21:14,280 --> 00:21:17,760
the mountains will mourn. 
And when they conquer a tribe, 

329
00:21:17,960 --> 00:21:20,880
they take as many prisoners back
to the city as they can. 

330
00:21:21,960 --> 00:21:25,120
The more captives they take, the
more successful the expedition 

331
00:21:25,120 --> 00:21:29,680
is judged to have been. 
All wars or conquest are fought 

332
00:21:29,680 --> 00:21:33,480
with the aim of taking slaves. 
The Chaos Dwarves are not 

333
00:21:33,480 --> 00:21:37,000
interested in expanding their 
territories further, for the 

334
00:21:37,000 --> 00:21:40,720
mountains are Mourn and the 
Plain of Zadok contain all the 

335
00:21:40,720 --> 00:21:45,640
wealth that they require. 
Sometimes whole armies of Chaos 

336
00:21:45,640 --> 00:21:49,440
Dwarves March against their 
Orchen goblin tribes, subduing 

337
00:21:49,440 --> 00:21:53,160
one tribe after another before 
returning to the tower of Tsar 

338
00:21:53,160 --> 00:21:58,000
Nagarand laden with slaves. 
The Castors also raid to the 

339
00:21:58,000 --> 00:22:01,720
north, attacking the fierce 
Norse riding human tribes of the

340
00:22:01,720 --> 00:22:06,000
North and Highlands, but these 
are distant conquests for them, 

341
00:22:06,520 --> 00:22:09,280
and the horse tribes often flee 
rather than fight. 

342
00:22:10,520 --> 00:22:13,800
The furthest W the Castors 
armies have reached to date is 

343
00:22:13,800 --> 00:22:18,120
the verdant valleys of Far Side,
the province of Kislev, which 

344
00:22:18,120 --> 00:22:21,880
lies in the eastern foothills of
the World's Edge Mountains. 

345
00:22:22,680 --> 00:22:25,440
Smaller bands of caste dwarves 
have penetrated as far as the 

346
00:22:25,440 --> 00:22:29,640
lands around Death Pass, where 
they have encountered the many 

347
00:22:29,640 --> 00:22:32,280
tribes of goblins that live in 
the western part of the 

348
00:22:32,280 --> 00:22:35,520
Darklands. 
The caste dwarf trade slays the 

349
00:22:35,520 --> 00:22:40,520
goblin tribes, choosing to use 
the goblins as intermediaries 

350
00:22:40,520 --> 00:22:43,040
rather than advance further into
the Old World. 

351
00:22:44,280 --> 00:22:47,480
In this way, captives, dwarves 
and men from the Old World have 

352
00:22:47,480 --> 00:22:51,000
been taken prisoner, first by 
the goblins and then sold to the

353
00:22:51,000 --> 00:22:55,440
caste dwarves, only to end their
days in the pits of Zadok were 

354
00:22:55,440 --> 00:22:59,920
upon the burning altars of 
Hashat Black Orks. 

355
00:23:01,080 --> 00:23:04,320
Many years ago, the cast dwarf 
sorcerers tried to breed their 

356
00:23:04,320 --> 00:23:08,040
own Ork race, a race of slaves 
that could work in the most 

357
00:23:08,040 --> 00:23:12,240
hostile parts of their realm. 
They already had thousands of 

358
00:23:12,240 --> 00:23:16,600
Ork and goblin slaves, but the 
cast dwarves found them unruly 

359
00:23:16,600 --> 00:23:19,240
and inefficient because they 
would often fight amongst 

360
00:23:19,240 --> 00:23:22,920
themselves. 
Using evil magic and careful 

361
00:23:22,920 --> 00:23:26,200
selection, the caste dwarves 
created a new type of Ork, 

362
00:23:26,840 --> 00:23:31,640
stronger than any ordinary Ork, 
but more loyal and not given 

363
00:23:31,640 --> 00:23:35,240
into squabbling. 
This was how the race of Black 

364
00:23:35,240 --> 00:23:39,680
Orks came into being. 
The experiment worked at first, 

365
00:23:39,800 --> 00:23:42,440
but the caste dwarves soon 
realized that although their 

366
00:23:42,440 --> 00:23:46,240
creations were much tougher, 
they were far too independent 

367
00:23:46,240 --> 00:23:50,200
minded to make good slaves. 
Ordinary Orks and Goblins were 

368
00:23:50,200 --> 00:23:54,200
constantly riven by disputes and
so never had time to plot 

369
00:23:54,200 --> 00:23:57,640
against their masters. 
Black Orks on the other hand 

370
00:23:57,760 --> 00:24:01,760
were too well organized, often 
starting rebellions and leading 

371
00:24:01,760 --> 00:24:04,120
the other orks and goblins into 
armed revolt. 

372
00:24:05,320 --> 00:24:08,480
After several near disasters 
when Black Hawk LED armies 

373
00:24:08,480 --> 00:24:12,120
ravaged parts of the Tower of 
Tsar Nagarund and KASTA, wolves 

374
00:24:12,120 --> 00:24:14,360
decided to drive them from their
city forever. 

375
00:24:15,120 --> 00:24:18,800
Many Black Orks escaped into the
Mountains of Mourn where their 

376
00:24:18,800 --> 00:24:22,840
descendants remained to this 
day, while others undertook 

377
00:24:22,840 --> 00:24:25,880
their long journey to the West 
and eventually reached the Old 

378
00:24:25,880 --> 00:24:28,840
World. 
The cast Dwarves destroyed many 

379
00:24:28,840 --> 00:24:32,800
Black Orks, but they left some 
tribes free to roam the 

380
00:24:32,800 --> 00:24:37,080
mountains so they could recruit 
them as troops into their 

381
00:24:37,080 --> 00:24:40,200
armies. 
Hobgoblins. 

382
00:24:41,720 --> 00:24:44,040
During the height of the largest
and most savage Black Hawk 

383
00:24:44,040 --> 00:24:47,040
rebellion, the cast wolves were 
almost overcome. 

384
00:24:47,920 --> 00:24:51,320
Vastly outnumbered by their 
former slaves, they were driven 

385
00:24:51,320 --> 00:24:55,040
upwards through the layers of 
their city, fighting for each 

386
00:24:55,040 --> 00:24:59,080
level, ascending ever closer to 
the the Temple of Hashed itself.

387
00:25:00,120 --> 00:25:03,960
At the final hour the city was 
saved by the treachery of the 

388
00:25:03,960 --> 00:25:07,120
Cob Goblins, who, having 
rebelled along with the Black 

389
00:25:07,120 --> 00:25:10,480
Orks, switched their allegiance 
once more and turned the tide 

390
00:25:10,480 --> 00:25:15,040
against the Ork rebels. 
In doing so, the Hobgoblins earn

391
00:25:15,040 --> 00:25:18,480
the enmity of the other green 
skinned races who deeply 

392
00:25:18,480 --> 00:25:22,520
distrust them. 
To this day the hobgoblins enjoy

393
00:25:22,520 --> 00:25:25,560
the favour of the Cast Wolves 
and care little what other 

394
00:25:25,560 --> 00:25:29,040
greenskins think of them. 
Unlike the Cast Wolves, other 

395
00:25:29,040 --> 00:25:33,880
slaves, they're not made to work
in the pits and workshops, but 

396
00:25:33,880 --> 00:25:37,000
are used as warriors. 
They're a sneaky, evil minded 

397
00:25:37,000 --> 00:25:40,760
race who remain as dishonest and
cowardly in the service of the 

398
00:25:40,760 --> 00:25:44,520
Cow's dwarves as they were when 
fighting for the Black Hawks. 

399
00:25:46,320 --> 00:25:49,280
Other greenskins despise them 
and would certainly kill them 

400
00:25:49,280 --> 00:25:53,160
were it not for the power they 
enjoy amongst the cow's dwarves.

401
00:25:54,840 --> 00:25:56,880
Hobgoblins are distinctive in 
appearance. 

402
00:25:57,280 --> 00:26:00,720
They look much like goblins, but
they are taller, though nowhere 

403
00:26:00,720 --> 00:26:04,240
near as burly as Orks. 
In fact, their whole appearance 

404
00:26:04,560 --> 00:26:08,840
is thin and sneaky, with narrow 
eyes and sneering mouths full of

405
00:26:08,840 --> 00:26:11,920
pointy teeth. 
They ride giant wolves and often

406
00:26:11,920 --> 00:26:14,320
carry bows to shoot the enemy 
from a distance. 

407
00:26:14,960 --> 00:26:18,160
The Cast Wolves utilize many Hop
Goblins in their armies, but 

408
00:26:18,160 --> 00:26:21,360
don't really trust them. 
The Cast Wolves know that the 

409
00:26:21,360 --> 00:26:25,360
Hop Goblins are despised by 
other green skins and need the 

410
00:26:25,360 --> 00:26:27,880
protection of other green skins 
to survive. 

411
00:26:33,760 --> 00:26:38,160
Well that brings us to the end 
of the background and relative 

412
00:26:38,160 --> 00:26:41,480
information behind the cast was 
the origin story and everything 

413
00:26:41,480 --> 00:26:42,920
like that. 
So I hope you enjoyed it. 

414
00:26:43,240 --> 00:26:47,960
I enjoyed through reading 
through it and I had fun sort of

415
00:26:47,960 --> 00:26:51,440
tripping over my own words and 
nothing to do with the 

416
00:26:51,560 --> 00:26:54,840
fictitious names and literature 
in this book. 

417
00:26:54,840 --> 00:26:58,880
It's just the actual the English
language that I had trouble 

418
00:26:58,880 --> 00:27:01,160
pronouncing a few words 
initially. 

419
00:27:01,160 --> 00:27:04,600
So you can hear the bloopers at 
the end of this segment, but be 

420
00:27:04,600 --> 00:27:10,240
warned, there is a swearing 
Australian in frustration there.

421
00:27:10,240 --> 00:27:13,520
So you probably want don't want 
that to be heard by your little 

422
00:27:13,520 --> 00:27:16,320
younglings and snotlings running
around. 

423
00:27:16,360 --> 00:27:19,120
So but look, guys, look, I 
enjoyed reading that. 

424
00:27:19,120 --> 00:27:22,240
I hope you get you guys did too.
If you'd like to hear more of 

425
00:27:22,240 --> 00:27:28,120
these kind of deep dives in the 
in the factions of Warhammer, 

426
00:27:28,520 --> 00:27:29,880
please let me know, Please reach
out. 

427
00:27:29,880 --> 00:27:33,080
Please get in touch with me on 
Discord or send me an e-mail at 

428
00:27:33,080 --> 00:27:36,120
the crown of 
commandpodcast@gmail.com. 

429
00:27:37,200 --> 00:27:38,680
Get in touch me on Patreon about
it. 

430
00:27:38,800 --> 00:27:41,560
You know, that's fine. 
You know, whatever you guys want

431
00:27:41,560 --> 00:27:45,120
to do, whatever your wishes are,
I will try to fulfil them as 

432
00:27:45,120 --> 00:27:48,480
best I can, especially for my 
patrons who support me each 

433
00:27:48,480 --> 00:27:52,200
month. 
I think going through all the 

434
00:27:52,200 --> 00:27:57,000
different kinds of artillery 
pieces and unique items for the 

435
00:27:57,440 --> 00:28:00,720
cast Wars will leave for the 
model reviews the miniatures 

436
00:28:00,720 --> 00:28:03,360
when I get to paint them and 
then put them in those painting 

437
00:28:03,360 --> 00:28:05,000
videos. 
And then you can see the actual 

438
00:28:05,000 --> 00:28:10,200
mechanics of the actual war 
machine or character, whichever 

439
00:28:10,200 --> 00:28:12,920
it might be. 
Maybe some spells and that kind 

440
00:28:12,920 --> 00:28:15,640
of thing as well. 
And putting together really nice

441
00:28:15,640 --> 00:28:20,080
faction focus on the cast warps 
as they are quite a unique and 

442
00:28:20,080 --> 00:28:23,280
special bunch, aren't they? 
With their top hats and large 

443
00:28:23,280 --> 00:28:26,720
hats at that. 
And so, and maybe we can look at

444
00:28:26,720 --> 00:28:31,560
the characters or something or 
special units in the Bastry or 

445
00:28:31,680 --> 00:28:36,080
their army list there. 
And if that's the case, please 

446
00:28:36,080 --> 00:28:37,400
let me know, please send me an 
e-mail. 

447
00:28:37,400 --> 00:28:42,160
Please get in touch and, and, 
and during this time when we 

448
00:28:42,160 --> 00:28:45,640
don't have any interviews, if 
you have any questions you would

449
00:28:45,640 --> 00:28:47,880
like to ask me about the 
podcast, about the YouTube 

450
00:28:47,880 --> 00:28:51,680
channel, about myself, about 
what's coming up, anything you 

451
00:28:51,680 --> 00:28:55,160
like again, contact me at the 
crown of 

452
00:28:55,160 --> 00:29:01,280
commandpodcast@gmail.com. 
And I'm more than happy to get 

453
00:29:01,280 --> 00:29:03,240
your questions answered on the 
show. 

454
00:29:03,600 --> 00:29:06,520
Maybe a bit of AQ and a between 
myself and the audience would be

455
00:29:06,520 --> 00:29:09,640
really nice. 
If that, if that would interest 

456
00:29:09,640 --> 00:29:13,600
you, please let me know and 
please get in contact. 

457
00:29:13,680 --> 00:29:16,520
So I look forward to those. 
In the meantime, guys, enjoy 

458
00:29:16,520 --> 00:29:18,640
your hobby this week. 
Hope you get some painting time 

459
00:29:18,640 --> 00:29:22,600
in, hope you get to flip open 
some of those army books you 

460
00:29:22,600 --> 00:29:25,320
have there and sort of start 
planning your next army. 

461
00:29:26,120 --> 00:29:28,960
And I look forward to seeing 
your progress either on the 

462
00:29:28,960 --> 00:29:33,160
Crown Command group, on 
Facebook, Discord, or on 

463
00:29:33,160 --> 00:29:35,400
Patreon. 
So until then, guys, take care 

464
00:29:35,400 --> 00:29:37,600
of yourselves and I'll speak to 
you soon. 

465
00:29:39,760 --> 00:29:42,040
Here they found a vast and in 
his. 

466
00:29:43,720 --> 00:29:46,360
Here they found a vast in 
inhospitable. 

467
00:29:46,880 --> 00:29:48,640
Here they found a Vast and in 
his. 

468
00:29:48,960 --> 00:29:51,240
In his, in hospitable. 
Here they found a vast and 

469
00:29:51,240 --> 00:29:54,400
inhospitable. 
Choosing to use the goblins as 

470
00:29:54,440 --> 00:29:57,760
intermediary. 
As intermediaries. 

471
00:29:58,400 --> 00:30:01,880
Fuck it, intermediary. 
Fuck me dead.

