Warhammer 40,000 Homebrew Wiki

This has been a Featured Article

This article, Ankor Industrial Conclave, was written by Warmaster Bayou7. Please do not edit or 'acquire' this fiction without the writer's permission.


This article, Ankor Industrial Conclave, is currently under active construction. The author, Warmaster Bayou7, apologizes for the inconvenience.


"From ash and iron we rose; from stone and flame we endure. The Ankor Industrial Conclave does not bend, it does not break, it conquerors."
—Kâhl Zhôth Craghorn of the Ironsworn Kindred

The Ankor Industrial Conclave is one of the many Leagues within Kin Society. They are based in the outer edges of the galactic core, but within the boundaries of Kin Space carving out an empire of its own. Here they constantly wage war against the Greenskins. For thousands of years, they have exploited the riches of the core and overcome the dangers of the perilous region. Over these many millennia they have battled many of the galaxy's races, while just as frequently trading or acting as mercenaries. They are known far and wide as the best siege experts of the Kin. At times they are hired out to fight in Sieges utilizing their artillery mastery to shatter their foes.

History

"The Kin of the Ankor Industrial Conclave are stubborn, unyielding, and shrouded in secrets. We may share battle lines with them today, but mark my words they are a power unto themselves, and their grudges run deeper than any hive tunnel."
—Colonel Castinus Lestetos of the Krundholl Home Guard

Nestled on the fringes of the Galactic Core, the Ankor Industrial Conclave holds dominion over a small yet fiercely fortified cluster of star systems. Sandwiched between the Ghulo Industrial Complex to the Northeast, the Ymyr Conglomerate to the Southwest, and the Greater Thurian League to the Northwest this small League has been able to hold its own against massive leagues. Though their territory is modest in scale, it is a bastion of unshakable defense and relentless industrial output. The Conclave is ceaseless in its efforts to expand, seeking out new systems to exploit and shape into productive strongholds through the unmatched ingenuity of their Brôkhyr.

In their earliest cycles following the Conclave’s founding, their Kindreds poured vast resources into the construction of vast orbital bastions, ground-based defense grids, and system-wide early warning networks. Over the centuries, this endeavor transformed their realm into an impenetrable fortress, where even the most determined invaders are broken against gunlines and orbital fire. Though militarized, the Ankor Industrial Conclave thrives on commerce as much as conquest. Trade routes criss cross their domain, patrolled by convoys of heavy haulers, escorts, and void-capable gunships. Maintaining the flow of goods and refined materials is a sacred duty, for the Conclave’s industry is both their lifeblood and their weapon.

Despite their strength, the Ankor Industrial Conclave remains the smallest of the Leagues, composed of ten Kindreds. Chief among them is the Ironsworn Kindred, founders of the Conclave and its largest political and military force. The others such as the Khaldûn, Molten Deepforge, Anvilhand, and Starhelm Kindreds have all rallied under the Ironsworn banner over time, forging a unified League whose compact size belies its potency.

Fall and Founding

The Ironsworn Kindred were once sworn to the Ymyr Conglomerate, and during that time they held stewardship over a mineral rich world known as Dark Crag. When Greenskin forces descended upon the region, the Ironsworns sent repeated requests for aid. The Conglomerate failed to answer. The abandonment of Dark Crag would sear itself into the collective memory of the Kindred. Disillusioned and enraged, High Kâhl Bâzhoan Ironsworn severed ties with the Conglomerate and led his people into the Galactic Core in search of a new beginning. It was on the volcanic world of Azgorh that they would find their future. Though rich in minerals, Azgorh was infested with feral Greenskin tribes. The Ironsworns waged a brutal war of attrition, ultimately cleansing the world and laying the foundations of their capital. They would also find in a collapsed orbital forge-spire, long abandoned, was an Ancestor Core that was part of an unknown league maybe long abandoned during the early days of the Kin.

As time would go on the Ironsworn Kindred would carve the Hold-City Irôn Peak the legendary hold, but in the dark void a distress call would be heard by the Ironsworn Kindred from a fellow Kindred the Starhelm Kindred echoed across the stars. Without hesitation, the Ironsworns answered. Upon arrival, they found the Starhelm besieged by a Greenskin pirate fleet. The battle was fierce. High Kâhl Bâzhoan himself was gravely wounded when the greenskin forces boarded his flagship, Ancestor’s Wrath. Nonetheless, the tide was turned, and the Starhelm Kindred was saved. Grateful for the intervention and sharing common cause, the Starhelm and Ironsworn Kindreds swore a mutual oath and together founded the Ankor Industrial Conclave.

War of the Beards

As the League grew, other Kindreds joined its banner, impressed by its resolve and vision. This rise, however, did not go unnoticed. Tensions flared when Conclave expansion brought them into contested space near the Kathar-Sindrum Hegemony. Seeking peace, the Ankor sent an emissary to negotiate an alliance. Instead, a Kâhl of the Kathar-Sindrum Hegemony executed the ambassador and returned his severed head in a stasis cask. Outraged, High Kâhl Bâzhoan swore a grudge against the Kathar-Sindrum Hegemony and mobilized the League’s Oathbands. Thus began the brutal conflict known as the War of the Beards. It would start with the ambush of the Gravmoor Dockyards crippling the Conclave's ships. After the daring ambush the League would capitalize and lay siege of Thaurak's Anvil, a critical Hold world, became the centerpiece of the campaign. After years of relentless bombardment and trench warfare, the world was devastated. With determination the Conclave was able to throw back the Kathar-Sindrum Hegemony ending their momentum of invasion.

The Votannic Council of the Ankor Industrial Conclave would meet on Azgorh and discuss the war. Even though Conclave forces were grinding down the Hegemony it wasn't enough. As such the Council decided to used pirate tactics even though it did not sit well with the Council it was needed. As such raiding behind the Hegemony lines became frequent. As time would go on the Hegemony would be pushed back and the Conclave went on the attack. They would lay siege to many worlds, but the climactic battle would be over Kathar the capital world of the Kathar-Sindrum Hegemony. The Conclave fleet would grind down and destroy the Hegemony's fleet and would hold Kathar hostage. With the death of so many and their capital world Kathar under the orbital guns of the Conclave fleet they would feel humiliated, The Hegemony would send envoys requesting peace. The Conclave agreed on their terms. In exchange for the ceasefire, the Ankor demanded and received vast quantities of rare resources as reparations, deepening the enmity between the two Leagues. Though peace was achieved, the wounds remain. Among the Kathar-Sindrum Hegemony, the name Ankor Industrial Conclave is spoken with resentment and dread.

Scourge of Hollow Skies

Following the brutal War of the Beards, the Ankor Industrial Conclave had little time to recover before a far more insidious threat emerged. Mining stations in the distant Morak Reach began falling silent. Initial speculation pointed to mechanical failure or piracy until wreckage returned, etched with bio-acid and littered with half-digested Kin remains. A Tyranid splinter fleet, known to the Kin as the Bane, had entered Ankor space. Grim projections calculated a direct course toward Azgorh, prompting the Kindreds to enact a preemptive campaign of grinding attrition. Every void lane, asteroid field, and orbital approach was turned into a kill-zone in an attempt to wear down the swarm before it reached the heart of the Conclave.

Despite the Kindreds’ best efforts, the Bane descended on Azgorh. Spore-ships breached outer defenses, and the skies above the hold-world darkened with winged horrors and bioforms. But the Kin were prepared. Fortresses activated their kill-webs, artillery bastions roared, and trenchlines multiplied across the ash plains. Led by the Ironsworn Kindred and supported by siege specialists from the Anvilhand and Moltrûn Kindreds, the Kin engaged in a grinding defense. The Tyranids were drawn into prepared kill-boxes, isolated from biomass reinforcements, and slowly bled out by layers of heavy fire and fortified counteroffensives.

Though the battle cost the Conclave dearly with large sections of the Chain of the Ancestors damaged and surface industry heavily disrupted Azgorh did not fall. The swarm was shattered through pure attrition and unyielding defense. Even as feral Ork tribes in the Blasted Wastes complicated the battlefield, the Conclave never faltered. The Bane was driven back, not in a single heroic stroke, but through relentless artillery, trench warfare, and strategic precision. Now, years later, Kin still speak of the Siege of Azgorh as a testament to the League’s resilience. The Bane was repelled, but the memory lingers. And the Kindreds remain ever vigilant.

War in the Wastes

The War of the Burning Line marked the first true WAAAGH! on Azgorh since the Ironsworn Kindred waged their war on Azgorh against the orks many, many centuries ago. The Conclave has always sent extermination expeditions against the remaining greenskins, but it is a hard battle to fight against to fully rid a planet of greenskins. When feral Greenskin tribes across the Blasted Wastes unified under the monstrous Beastboss Dregmukk Gut-Eater, the resulting greenskin horde surged like wildfire across the ash plains striking with primal fury and impossible numbers. It began with the annihilation of Hammerline Convoy 77, a vital ore-train bound for Irôn Peak, its wreckage left as a smoking monument to greenskin brutality.

With the Wastes aflame, the horde turned its sights on Zhârrduk, the fortress-city that guarded the convoys and controlled the Wastes. What followed was a thirteen-day siege waged across a frontline now burned into Kin history. The "Burning Line", as it came to be known, was a defensive ring of trenches, ferrocrete redoubts, and ash-choked bastions where Kin gunnery met the endless tide of beast snagga boyz, frenzied Weirdboyz, and stampeding squighog boyz. The defenses of Zhârrduk were Coordinated by Kâhl Aldrâsh Chainmantle, the defenders held through grit, fire, and machine-precision. When Beastboss Dregmukk fell to Kâhl Aldrâsh Chainmantle at the Gate of the Eight Forges, the WAAAGH! broke. Over a billion greenskins were slain in what became the deadliest recorded land war on Azgorh’s surface. In its wake, the Conclave redoubled extermination campaigns across the Blasted Wastes to ensure the feral tribes would never rise again.

Siege of Iron Forge

Following the War against the Feral Greenskin tribes shortly after that the Ankor Industrial Conclave entered a brief period of expansion and industrial renaissance. Two powerful Kindreds the secretive Moltrûn Kindred and the void-mining Rockfist Kindred joined the League, bolstering its strength and expertise. This surge in might gave rise to Iron Forge, a fortress-world built for one purpose: to forge weapons and endure war. That purpose was tested when WAAAGH! Rakkgor Ironchukka descended upon the world in a tidal wave of brute force and rusted war engines. The Orks sought to claim the world’s famed foundries, but Iron Forge’s siege networks drawn from the blueprints of the Ancestor Core KHALGRUND proved nightmarishly effective. Waves of greenskin assaults were repelled with interlocking fire and seismic traps, yet attrition and a cunning Ork ambush forced the defenders to call for aid.

High Kâhl Lûktaz Steeljaw of the Ironsworn Kindred arrived with a mighty Kinhost and shifted the tide through calculated artillery doctrine and relentless kill-zone tactics. The siege culminated at the Hold-City of Azul, where Rakkgor threw his horde into a final, desperate assault. There, in the shadow of the reactor towers, Lûktaz led the counterattack, personally slaying Rakkgor and shattering the WAAAGH! Reinforcements from the Ironspine Extraction League arrived in the final hours, scouring the Ork fleet in orbit. In the victory’s aftermath, the two Leagues sealed the Pact of Iron, forging an enduring alliance in the molten halls of Iron Forge. The battle left Iron Forge scarred but standing and became a dire warning etched into the records of the Conclave’s enemies.

Cölosyk Erupts

In the aftermath of a golden age of expansion and industry, the Ankor Industrial Conclave stood as a bastion of stability within the volatile Galactic Core. Allied with the Ironspine Extraction League and fortified by disciplined Kindreds, the Conclave’s influence surged. But with the onset of the Era Indomitus, stability shattered. A series of catastrophic Warp Storms tore through the region none more devastating than the Cölosyk Maelstrom. From this storm spilled the horrors of the warp: greenskin WAAAGH'S, warbands, and worse. Outposts vanished, trade routes collapsed, and soon, key worlds like Thuûrk Hall, Svartal, and Zharr’s Belt came under direct assault. The League answered with total war, rallying Kindreds and forging defensive campaigns to hold back the onslaught of Chaos.

Each battlefield became a crucible. Thuûrk Hall was battered from orbit and bled from within, only saved when reinforcements from the Ironspine Extraction League annihilated the Chaos fleet in orbit. In the asteroid belt of Zharr, Kin fought a hellish, fragmented war, reclaiming shattered stations rock by rock. But nowhere was the fury of Chaos felt more fiercely than on Svartal, where World Eater warlord Vurgos Slaughterborn hurled his forces into miles of Kin trenchworks. The arrival of High Kâhl Drâzkarh Blackfist marked a turning point; his void superiority crushed the enemy fleet, and a final coordinated orbital bombardment drove the remnants of Chaos from Ankor space. The battles were won at staggering cost, but the line held.

With the threat vanquished, the Conclave turned to what it does best reconstruction and fortification. From the ashes of battle rose the Shield of the Ancestors, a layered web of void bastions and siege platforms built around the border that was next to the Cölosyk Maelstrom. Foundries burned anew, and prospectors set out once more this time into the war-torn galaxy itself, salvaging resources and expanding the League’s reach. While others reeled from devastation, the Kin of the Ankor Industrial Conclave endured, adapted, and fortified, building walls within storms and turning the ruin of war into fuel for the forge.

Expansion of the League

In the wake of the Shield of the Ancestors’ completion, the Ankor Industrial Conclave shifted from consolidation to aggressive expansion. With their borders locked behind overlapping walls of orbital platforms, plasma-webs, and voidmine belts, the League began prospecting deeper into the war-torn territories of the Dark Imperium. A new wave of Kindreds soon joined the Conclave, drawn by its stability, industry, and the promise of shared strength. The Voidstrider Kindred veteran scouts and navigators exiled from the Trans-Hyperian Alliance after failing to meet profit quotas found sanctuary among the Ankor. Specializing in deep void prospecting and astro-cartographic expeditions, they brought valuable starmaps and system logs that opened the gates to renewed expansion.

From the dying embers of the once mighty Kapellan League came the Enduring Ironbreaker Kindred. Disillusioned by their former League’s decline and seeking renewed purpose, they offered the Conclave their mastery of ore processing and tunnel warfare. Now based deep within the subterranean strongholds of Ankor space, their presence reinforced the League’s ability to hold and exploit the harshest environments with unmatched efficiency.

Then came Angrulok’s Kindred, once bold explorers and resource brokers from the waning Balor-Attal Conglomerate. As their former League fractured and its Votann drifted into ritual stagnation, the Kindred charted a new course trading maps, minerals, and, when necessary, firepower. Known for navigating the uncertain edges of the galaxy and forging trade with even the most unlikely allies, they brought with them not just weapons, but wisdom earned through voidfarer pragmatism. The Ankor Industrial Conclave welcomed them not as mercenaries, but as pathfinders an asset to frontier trade, long-range diplomacy, and expansion efforts. Though they will still hire their strength for the right price, Angrulok’s Kindred now fly the banner of the Conclave, dealing in coin, contract, and courage in equal measure.

With the league now bolstered by these three Kindreds, the Conclave surged outward. The Moldek Excavators mining guild, eager to secure new veins, sponsored an aggressive push into the Krundholl System, dispatching a massive prospect led by Kâhl Dâkhet Pyregash. There, they found a fractured system three worlds choked by Orks led by Gorbad Ironeye of Da Ironklawz, two worlds barely held by Imperial forces, and two others already reformed into lifeless tomb-worlds by the advancing Marasmus Dynasty. Kâhl Dâkhet would set up on Krundholl IX a small world rich with resources and in a perfect spot to attack the Greenskins or Necrons. Kâhl Dâkhet upon finally setting up his operations and shiping resources to Azgorh would meet with the System Govenor Jeremias Schwarzane. After much debating Kâhl Dâkhet and Lord Jeremias Schwarzane would come to an agreement that when the Greenskins and Necrons were destroyed that the Kin would be able to mine those worlds of their precious minerals. Now Kâhl Dâkhet leads his kin into warzones while still keeping a sizable force on Krundholl IX for mining operations.

When Kin hernkyn pioneers confirmed that a rising WAAAGH! bore the symbols of the Wazzok Bad-Toof the same warboss responsible for the fall of Dark Crag High Kâhl Drâzkarh Blackfist called for vengeance. He would assemble a Grudgeband, an oath-bound war host forged to settle the ancient score that led to their exodus. With the Grudgeband formed, the Grudgeband left Ankor Space, pursuing Warlord Glutkrak Rukhamma, heir to Wazzok’s blood-stained legacy, The Kin of the Conclave would track down the WAAAAGH! into the Chograxa System where greenskin forces battle the T’au Empire. The T’au would ask for aid, but in return the Kin cared nothing for the T’au conflict only in fulfilling the grudge. Until the banners of Wazzok’s brood are ash and the shame of Dark Crag is avenged, the Grudgeband will not cease.

In the ashes of lost leagues, the League carved new bastions. The shattered planet of Zakral’s Maw, annihilated during a prior Chaos incursion from the Cölosyk Warpstorm, was transformed into a fortress-mine and strategic signal hub watching ever closely for signs of expansion from the neighboring Kathar-Sindrum Hegemony. And in the Borrak Cluster, the Conclave crushed a secessionist regime on the world of Borrak’s Hollow, transforming it into yet another cog in their unrelenting war machine. This era of expansion marks the League’s transformation not merely a fortress to be assailed, but a siege born juggernaut, hammering forward into the heart of a broken galaxy.

League Notable Battles

“The galaxy forgets battles. We do not. Every scar in stone, every name in the Votann, every war-song sung over molten steel these are our monuments. And so long as we endure, none shall be forgotten.”

- Lord Grimnyr Belêgar Ûrann of the Molten Deepforge Kindred

The Fall of Dark Crag (005-010.M34) - When High Kâhl Bâzhoan Ironsworn received initial sensor pings of an incoming greenskin warfront, he responded with methodical urgency. He did not panic. He did not boast. He did what the Kindred did best he prepared. Dark Crag, a resource-rich world in the Core’s fractured belt, was fortified with kilometers of siege lines, auto-firing macro-turrets, and deep-bore defense tunnels, all crafted by Ironsworn brôkhyr. It had held for centuries against warp-spill and raider tides. It would hold again. or so he believed. The first waves of WAAAGH! Wazzok Bad-Toof broke against the outer defense grid like green surf against steel cliffs. Macro-cannons fired without pause, grinding through ork battlewagons, kill-rigs, and squig-mounted hordes. The Ironsworn artillery performed flawlessly; thousands of greenskins died in the rocky fields. Then Wazzok played his hand.

One of his captured voidcraft stripped down, overcharged, and rammed full of explosives was hurled from orbit into the control spire of the planetary defense grid. The resulting explosion tore apart the primary cogitator station, shutting down 73% of the surface weapons grid in a single moment. Even then, the Ironsworns regrouped. Bâzhoan issued a direct request to any other Kindred of the Ymyr Conglomerate for reinforcement, citing ancestral oaths and shared defense pacts. The reply never came. Bâzhoan sent another. Then another. As greenskin forces began overtaking mining cities and processing towers, there was no reply. No Kindred aid came. The silence would one day burn brighter than the fires of the war itself. Three cities fell. Then five. Only one remained: the Hold of Karrok’s Oath, nestled within a mountain-ringed refinery district. There, the Ironsworns dug in, reinforced the trenches, and swore to hold until the last Kin drew breath, or the last shell fired.

For three long months, they endured the siege. The skies were blackened from Deffkoptas to all kinds of Bommers, the ground shook beneath Gorkanauts and Morkanauts, and every tunnel echoed with klaxon sirens. Bâzhoan, ever the strategist, tried to lure Wazzok into a direct confrontation, but the Warboss refused, opting instead for brute attrition and cunning. When the final wave came, it was not just firepower it was infiltration. Ork Kommandoz breached from beneath, detonating the inner bunkers while Wazzok’s titanic war engines tore down the outer gates. With the hold collapsing around them, Bâzhoan convened the Votannic Council one final time. The vote was passed: Dark Crag would be abandoned. As the last shuttles lifted off under anti-air fire, the surviving Ironsworn warriors formed a living shield wall around the landing zones. One by one, they fell. But the kindred were preserved. The retreat from Dark Crag marked more than the loss of a world. It marked the severing of trust with the Ymyr Conglomerate. Bâzhoan, his armor scorched and cracked, took the surviving Kindred into exile.

Battle of Azgorh (025.M34) - After many years of wandering the stars, the Ironsworn Kindred roamed the fractured systems of the Galactic Core with no allies, no holdings, and one burning mission: find a new home or die in the void. Their exodus was not aimless. The surviving Ironsworn Kindred charted toward an unclaimed, storm-wracked world orbiting a dim red star. What they found was a world of fire and stone. As the fleet approached, sensor readings revealed a planet scarred by volcanic ruptures, dotted with ash-choked canyons, and veined with rich ores and geothermal pressure. It was a world ripe for forging, but not unoccupied. Tribes of feral Greenskins infested the surface mounted on squig-beasts with armor fashioned from melted slag and bone. They had no empire. No leaders. Only warbands and fungus-choked strongholds. But they were everywhere. High Kâhl Bâzhoan Ironsworn looked upon this world and saw not a danger, but a crucible. The Ironsworns deployed via orbital siege landers, hammering into the crust with shock-grav hulls and trench-gouging burn-thrusters. They established temporary strongholds atop mineral veins, and within days, artillery began carving no-go zones through ork-infested ridges.

For months, the Ironsworns waged war across ash valleys and molten fields fighting under blackened skies, amidst geysers of fire and smoke. The greenskins came in waves, riding metal-plated squigs, hurling oil drums and slag bombs, but the Kin held every inch of ground with measured fire and precise vengeance. The largest of the ork tribes had carved their hold into the side of a massive volcanic caldera known now as Mount Varragul. It was their war-fort, and temple all in one. Skâlf declared it a symbol until that mountain burned, the world was not theirs. The Ironsworns deployed three full Graviton batteries, backed by gravitic mortars and macro-crawlers, and began a month-long bombardment of the mountain’s outer fortifications. Greenskin warbosses responded by launching counterraids across the caldera, but the Kin held firm, turning every charge into a massacre of fire and steel.

When the walls cracked, Bâzhoan's personal hearthguard breached the core hold and personally executed the last warboss atop the slag-crusted altar. With the warbands broken and the mountain in Kin hands, the planet was declared cleansed by blood and steel. The planet was named Azgorh. Bâzhoan gave orders for the construction of their new fortress: Irôn Peak, carved not atop the world, but within it. The Battle of Azgorh was not merely the claiming of a world. It was the re-founding of the Ironsworn Kindred not as refugees, but as the heart of a new League. It was even more so when a Hernkyn yaegir group would find a collapsed orbital forge-spire, long abandoned, there inside they found an Ancestor Core that was alone since the early days of the kin rumored to be even farther back than that. The Ancestor Core was moved to Irôn Peak atop a massive ziggurat-like structure. Every foundry built on Azgorh bears a rune taken from the war. The Ankor Industrial Conclave would rise from that ashfield. And it would never forget what was taken or how it was won.

Battle of the Void (065.M34) - Out of the dust and silence came a greenskin pirate flotilla, cobbled together from shattered cruiser hulls, rust-bound carrier hulks, and asteroid-bored ramslugs. WAAAGH! Krunchgut’s boyz had come to harvest loot and the Starhelm fleet was outgunned, outnumbered, and alone. Their ships fell back into the debris fields of their own mining stations, buying time with raw ore haulers and sacrificial burns, as they sent out a desperate signal The Ironsworn Kindred’s fleet mobilized a strike force, led by the venerable warship Ancestor’s Wrath, flanked by Nebula-class Starships and Comet-class Scout Ships. They burned hard into the void not for gain, but for duty. The Starhelm fleet had fallen back to the Karn Drift, a field of shattered ice rocks and broken mining scaffolds. There, they made their stand with failing shields and scorched weapons. Ork boarding craft tore through their outer layers. Void mines and slag charges created firestorms in silence. Then the Ironsworns arrived.

Macro-lances speared into ork cruisers. Broadside cannons painted the dark with fire. One by one, the greenskin vessels were reduced to drifting wreckage. The Grot-Rippa, Stompa Moon, and Blitza-Burner were shattered by coordinated plasma salvoes from Ancestor’s Wrath. Bâzhoan personally led a boarding party onto the ork command ship Loota Scrapa, purging it room by room with bolter and flame. The final greenskin died with its face burned into a bulkhead runeplate. In the silence that followed, the Ironsworn and Starhelm fleets drifted together, hulls still glowing, air recyclers still screaming, as the surviving Starhelm warriors linked vox-lines. There was no treaty. No pageantry. Only shared silence. And a single shared drink, offered from a cracked flask aboard the wrecked Starhelm’s Honor. A council was formed, marked by oath-signed charters, guild-standard contracts, and a mutual Votannic oath forged in the heat of the void. Thus was born the Ankor Industrial Conclave, a League not of tradition, but of survival and shared strength.

The War of the Beards (078-101.M34) - The War of the Beards was a sprawling conflict between the Ankor Industrial Conclave and the Kathar-Sindrum Hegemony, remembered for its fierce spaceborne battles and stubborn heroes on both sides. It raged across multiple star systems as fleets clashed in the void and boarding parties fought deck-by-deck amid the stars. The Ambush at Gravmoor Redoubt Dockyards In the war’s opening gambit, the Kathar-Sindrum Hegemony launched a sudden attack on the Conclave’s shipyards at Gravmoor Redoubt. Gravmoor Redoubt was a remote asteroid-dockyard where the Conclave refitted its trade fleets, never expecting an assault so deep in peacetime. Voidmaster Âktol Oathfoot of the Forgewake Kindred and one of Kathar-Sindrum’s most cunning voidwar specialists led a strike force that arrived under the cover of the system’s dense shadow fields. Without warning, Hegemony warships burst from the darkness and rained fire on the moored vessels and gantries. Caught by surprise, dozens of Conclave frigates and haulers were destroyed at anchor in the opening minutes. Boarding torpedoes punched into the hulls of half-finished cruisers as Hegemony Hearthkyn swarmed the station corridors. The dockworkers and a handful of hearthkyn squads mounted a desperate defense. Voidmaster Vîya Dûlmar the Conclave’s veteran void specialist happened to be inspecting the yards during the attack. A battle-hardened leader known for her cool head in crisis, Dûlmar quickly rallied a pocket of defenders. Amid flickering emergency lights and hissing life support, they fought corridor by corridor to buy time. She ordered a few surviving escort ships to scramble and counterattack. In one gritty scene, Brôkhyr in exo-frames engaged Hegemony intruders in zero gravity, using Bolt Cannons and SP Conversion Beamers. Despite their bravery, the ambush was devastating. Fire raged across the dockyard complex, and wreckage tumbled in orbit like dying embers. Voidmaster Dûlmar herself was gravely wounded by shrapnel when a blast door blew out, but she refused to leave until the last Conclave transport fled to safety. By the time Hegemony forces withdrew, Gravmoor Redoubt’s facilities lay in ruins. This ruthless ambush crippled a chunk of the Conclave’s fleet early on, announcing that the war had begun in fire and blood.

With the element of surprise on their side, Kathar-Sindrum forces pressed the offensive. Their next target was Thaurak's Anvil, a heavily fortified trade colony-turned-bastion on a mineral-rich moon. Thaurak's Anvil guarded a vital warp lane into Conclave territory, its fortress-ring and defense cannons considered nearly impregnable. Kâhl Torvek Stonehelm commanded the Conclave forces there. As the Kathar-Sindrum Hegemony armada encircled the moon, Stonehelm vowed that the Anvil would not fall while he still lived. For three punishing months, the Siege of Thaurak's Anvil ground on. Voidmaster Âktol Oathfoot, fresh from the Gravmoor Redoubt victory, blockaded the system with a fleet of battleships and cruisers. Relentless orbital bombardments turned the moon’s nights into hellish daylight. Craters pocked the surface as defense shields flared and died under the onslaught. Hegemony drop-ships rained down legions of Hegemony Hearthkyn led by High Kâhl Kôttak Ironhammer of Kindred Twenty Three, a brutal tactician infamous for his siegecraft. They assaulted the outer perimeter, capturing minor outposts around the primary redoubt. Inside the mountain bunkers of Thaurak's Anvil, however, Torvek Stonehelm and his stout defenders held firm. Conclave hearthkyn and armed Brôkhyr Thunderkyn fought shoulder-to-shoulder in the tunnels, repelling wave after wave of invaders in gritty close-quarters combat. Food and ammunition ran low, and the defenders’ beards grew ash-grey with dust and exhaustion, yet still Stonehelm refused to yield. In one dramatic sortie, Stonehelm led a counterattack out of a half-collapsed corridor, catching the besiegers by surprise and reclaiming a damaged shield generator, an act that kept the fortress’s last energy shield flickering for a few more crucial days.

Above, the space around Thaurak's Anvil was a graveyard of ships. The Conclave’s few remaining orbital defense frigates dueled with Hegemony cruisers in a furious stalemate. Voidmaster Âktol Oathfoot flagship Blood of Kronus bombarded the moon from high orbit, determined to crack the fortress. Yet salvation for the Conclave was approaching: Voidmaster Vîya Dûlmar, recovering from her wounds, had rallied a relief fleet from remaining Conclave ships. In the siege’s third month, Dûlmar’s oathband arrived from warp at the edge of the system. In a bold pincer maneuver, her fleet fell upon the blockade. The Battle Above Thaurak's Anvil saw the sky ignited with lance fire and torpedoes as Dûlmar engaged Oathfoot in a pitched fleet engagement. Outnumbered, the Conclave ships fought with ferocity born of desperation. Dûlmar’s flagship Stone of Ankor dueled the Blood of Kronus one-on-one, trading blistering broadsides. On the ground below, the besieged defenders cheered as burning hulks of Hegemony ships rained down through the atmosphere like vengeful comets.

Caught between the resurging Conclave fleet and the indomitable fortress below, the Kathar-Sindrum Hegemony forces began to falter. Voidmaster Âktol Oathfoot was wounded when his bridge took a direct hit, ultimately ordered a withdrawal to avoid losing his entire armada. Hegemony ground troops scrambling to regroup were overrun by a sudden sally from Stonehelm’s garrison, their retreat turning into rout. The siege was broken. Thaurak's Anvil still stood battered and half-ruined, but unbowed. The heroic defense by Kâhl Stonehelm and the relief by Voidmaster Vîya Dûlmar marked a turning point in the war. The Kathar-Sindrum Hegemony’s lightning advance was halted at Thaurak's Anvil, and the Conclave gained a much needed morale boost. The shattered battlements of the Anvil, scarred by countless impacts, became a lasting symbol of the Conclave’s resilience during the war’s darkest days. After the victory at Thaurak's Anvil, the Ankor Industrial Conclave seized the initiative. Seeking to disrupt the Hegemony’s foothold in the sector, High Kâhl Mhâkran Orkslayer of the Anvilhand Kindred planned a strike on Skorveth Station, a former Conclave mining outpost now turned into a Hegemony forward base. Skorveth was an eerie, towering asteroid spire outfitted with makeshift docks and a refueling depot. It served as a lynchpin of the Hegemony supply chain in the region. Determined to repay the enemy for the ambush at the Gravmoor Redoubt and to remove this dagger at their throat, the Conclave mustered a surprise assault. Under cover of a dense asteroid field, a hand-picked Conclave strike group emerged close to Skorveth before enemy sensors could react. Leading the attack was Kâhl Kâhyrm Redmane, a daring Conclave frigate commander famed for her aggressive tactics and bright crimson hair. Redmane’s flotilla fell upon the Hegemony picket ships guarding Skorveth in a ferocious volley of point-blank fire. The opening salvo gutted two hegemony frigates within minutes.

Voidmaster Âktol Oathfoot, still recovering from his injuries, had left Kâhl Drûkh Conglahr in charge of Skorveth’s defense. Conglahr scrambled his remaining ships and station guns to return fire, and the void around the asteroid erupted into a chaotic brawl. In this fleet engagement, ships weaved through tumbling rocks as missiles and rail-cannon shells tore through the darkness. One Hegemony destroyer rammed a Conclave cruiser amid the clutter of boulders, crippling both in a suicidal last stand. Once Redmane’s flotilla punched a hole in the defenses, the second phase of the Conclave plan began. High Kâhl Mhâkran Orkslayer, being restless, led a boarding assault to capture Skorveth Station itself. Now a battle-scarred legend among the Conclave, Orkslayer took a cadre of veteran einhyr hearthguard in assault shuttles that darted between flak bursts and landed directly on the station’s hull.

They breached the station with cutting charges, forcing their way inside in a furious boarding action. Hallways that once echoed with the clang of miners’ tools now ran slick with oil and blood as firefights broke out in the dim emergency-lit corridors. Kathar-Sindrum Hegemony troops, cornered in their own stronghold, fought fiercely but were gradually pushed back toward the command center. In the station’s core, The High Kâhl confronted Kâhl Drûkh Conglahr and his warriors. A gritty melee erupted in the command deck, lit by sparking wires and emergency strobes. Orkslayer, wielding a darkstar axe, dueled Conglahr in close quarters. The Hegemony Kâhl was a skilled warrior and nearly struck Orkslayer down, slashing across his breastplate, but the old High Kâhl’s determination did not waver. With a bellowing war cry, Orkslayer delivered a crushing blow that felled Conglahr and sent the remaining Hegemony warriors into disarray. As Conclave hearthkyn secured the command center, Kâhl Kâhyrm Redmane’s ships finished off the last resisting enemy vessels outside. Victorious, the Conclave strike team rigged Skorveth’s main reactor to detonate. Orkslayer chose to scuttle the station, both to deny its use to the enemy and as a final message. The boarding parties evacuated just in time as a massive explosion ripped Skorveth apart, the spire-asteroid shattering in a brilliant flash visible across the sector. The Battle of Skorveth Station was a decisive Conclave triumph. It cost the Kathar-Sindrum Hegemony one of their strategic bases and avenged the earlier losses. However, victory came at a price: in the final moments of the evacuation, High Kâhl Mhâkran Orkslayer was gravely wounded when he stayed behind to ensure all his men escaped. He barely survived the blast radius, pulled from the wreckage of his shuttle’s crash-landing with critical injuries. Orkslayer’s bold leadership and near-sacrifice at Skorveth became the stuff of legend. With this battle, the war’s momentum shifted, and the Kathar-Sindrum Hegemony was now on the defensive, reeling from the loss of a vital outpost and many of their veteran crews.

Cornered and desperate after their supply lines were decimated by the Conclave raiders, the Kathar-Sindrum Hegemony made a final stand near their Hold World. The climactic engagement of the war took place in the skies above Kathar, the fortified capital planet of the Hegemony. With resources dwindling and no path to retreat, High Kâhl Hêtynn Kronus the ruler of Kathar and High Kâhl of the Kindred of Kathar would gather every remaining warship for one last, all-out battle. The Ankor Industrial Conclave, sensing the chance to end the conflict, mustered their own grand fleet. Newly made High Kâhl Gurgoth Stonemonger of the Ironsworn Kindred, unbowed after twenty-three years of hard fighting, led the Conclave armada from the bridge of his flagship. Though scarred and rebuilt many times, his vessels were determined to finish the fight. The Battle of Kathar was among the largest fleet engagements in Conclave history.

As the Conclave fleet dropped out of warp at the edge of the Kathar system, they were met by a wall of Hegemony ships in tight formation. At Stonemonger's command, the Conclave warships advanced in careful phalanx. Thousands of stars glittered in the background as the two fleets closed then the void erupted in a storm of fire. Streams of plasma bolts, laser lances, and torpedoes crisscrossed the darkness. The opening exchange alone saw multiple ships on both sides annihilated, blossoming into silent fireballs. The fighting soon broke into dozens of vicious close-quarter duels between capital ships. Conclave starships and Hegemony ships pounded each other at point blank range, hulls tearing open and spilling air and flame. Smaller escort craft weaved through the chaos in deadly dances, fighters and attack craft swarming like furious hornets around the lumbering giants. High Kâhl Gurgoth Stonemonger coordinated the Conclave attack with masterful precision, his calm orders driving his fleet onward despite the losses. Across from him, High Kâhl Hêtynn Kronus, clad in ornate battle armor, personally directed his forces from the bridge of his immense warship, the Ironheart Dominion. The High Kâhl voice boomed over fleet channels, exhorting his crews to fight to the last. After hours of brutal attrition, the Conclave fleet managed to punch a gap in the Hegemony lines. Stonemonger identified the moment for a decisive blow. He dispatched a spearhead of fast strike vessels straight toward the Ironheart Dominion, aiming to cut off the head of the snake. The plan was bold and costly; Hegemony's starships threw themselves in the path of the Conclave attackers, and entire decks of ships disintegrated under concentrated fire. Yet a handful of Conclave assault craft broke through and closed in on the High Kâhl’s flagship.

Among them, having recovered from his wounds, Kâhl Torvek Stonehelm led a boarding contingent in one final act of heroism. Stonehelm refused to let his injuries keep him from the war’s end; he and a company of hardened Conclave einhyr hearthguard launched in breaching pods that slammed into the Ironheart Dominion’s hull amid the chaos of battle. Onboard the massive flagship, corridors became battlefields once more. The Conclave hearthguard fought through fortified bulkheads and defensive turrets, determined to reach the bridge. High Kâhl Gurgoth Stonemonger became inpatient and would have his Infernal Ironsworn join him, and he too would join his warriors in the boarding action. High Kâhl Hêtynn Kronus, realizing boarders had arrived, personally joined his honor guard to repel them. In the ensuing confrontation in the flagship’s central hall, the old enemies finally met face to face. Stonemonger battered, limping, but unyielding confronted High Kâhl Hêtynn Kronus, a towering figure in exo-armor, his cape singed by stray gunfire. Their forces clashed around them in a savage melee. Kronus, wielding a crackling power sword, dueled the Conclave High Kâhl in a fight that became the stuff of legend.

High Kâhl Hêtynn Kronus was as fearsome as his reputation: he shattered one of Stonemonger’s darkstar axes and delivered a grievous wound to the High Kâhl of the Ironsworn Kindred. But as Kronus raised his sword for a finishing blow, all of a sudden, a darkstar axe went flying and would remove the hand of Kronus. It was Stonehelm who had thrown his Darkstar axe to save High Kâhl Gurgoth Stonemonger from being killed. High Kâhl Kronus fell to his knees, mortally struck, even as Stonemonger collapsed from his own injuries. With their High Kâhl of the Kindred of Kathar down and their flagship overrun, the remaining Kathar-Sindrum Hegemony forces began to panic and crumble. High Kâhl Gurgoth Stonemonger's fleet exploited the enemy’s disarray, pressing the assault.

One by one, Hegemony ships were either destroyed or forced to surrender as the Conclave encircled the planet. On the flagship, the Conclave hearthguard secured the bridge and evacuated High Kâhl Gurgoth Stonemonger, who was still alive just before passing out he was able to see long enough to witness victory confirmed. The once-proud Ironheart Dominion drifted, aflame and broken. The Battle of Kathar was over the Kathar-Sindrum Hegemony’s last stand, crushed by the Conclave’s tenacity and sacrifice. The War of the Beards ended in hard-won Conclave victory. High Kâhl Kronus’s death and the loss of many other High Kâhl’s from there kindred and the loss of the Hegemony fleet forced the Kathar-Sindrum Hegemony to capitulate. The conflict had raged with unforgiving ferocity: entire fleets were reduced to scrap, trade routes devastated, and countless lives lost on both sides. In the aftermath, the Ankor Industrial Conclave stood battered but unbroken, securing peace on their terms. The war’s name, initially a mordant joke about the proud, bearded leaders on each side, took on a solemn weight in hindsight. It came to symbolize the stubborn endurance of the Conclave and the heavy price of pride and ambition. The Notable Battles listed above are now recounted in the halls of Azgorh. From the surprise attack at Gravmoor Redoubt to the final clash at Kathar, these battles illustrate the war’s journey from despair to triumph. Each site of the scarred dockyards of Gravmoor Redoubt, the ruins of Thaurak's Anvil, the debris field of Skorveth, and the charred remains orbiting Kathar stands as a memorial to the grit and heroism displayed in the War of the Beards.

The Scourge of Hollow Skies (478.M36 - 483.M36) - Whispers of disaster began with silence. It started in the Morak Reach, a scatter of deep-space mining outposts overseen by the Rockfist Kindred and their guild allies. Routine transmissions ceased. No distress signals. No seismic logs. No freight movement. Patrol ships dispatched to investigate found only ruin half-melted superstructure, atmosphere vents clogged with biomass, and the grim slurry of what remained of Kin crews. Surveillance recovered fragments of organisms unlike any seen in generations carapace-ribbed void-beasts and feeder drones pulsing with warp-shadowed bioelectricity. The Grimnyr called it the Bane, a name from ancient oaths meant to mark the end of fortresses. It was a splinter of the Tyranid threat, vast in number yet curiously deliberate in its movement. Simulations run through the Guild Mechanists and confirmed by KHALGRUND projected its path not outward, but inward. Azgorh was its destination.

The Ankor Industrial Conclave Kindreds convened on Azgorh in Irôn Peak. The decision was unanimous: the Conclave would do what it had always done endure, calculate, and crush. Across the system, orbital weaponry was activated, bastion-class warships repositioned, and Kindreds deployed forward Oathbands into the void in a slow, grinding effort to bleed the Bane before it reached Azgorh. The Molten Deepforge Kindred’s weapon platforms orbited in hammerhead formations, bombarding the splinter fleet’s vanguard with searing volleys of plasma fire. In the Ash Reach System, the Starhelm Kindred executed precision raids, striking Tyranid feeder tendrils and data-harvesting spores. On Gulac’s Fist, the Anvilhand Kindred staged controlled detonations of mining shafts, collapsing the moon’s surface beneath a Tyranid vanguard node. Still, the Bane pushed on, reshaping itself as it came. When it reached Azgorh, the Chain of the Ancestors flared with orbital fire. Grav-lances fired in tandem with plasma-torsion beams, tearing into mycetic spores and biovore hives. Bioforms rained down regardless. Spore ships broke the defense rings and began a full planetary incursion across the Blasted Wastes, the Ashworn Sea, and near the Thrûndaz Convoy Line. It was here, in the heart of Azgorh, that the League unleashed its true fury.

Rather than a single battle, the Siege of Azgorh became a calculated, multi-front war of annihilation. At Varkûn-Morr, seismic turrets and magma-blast mines turned caverns into furnaces. Near Blackvault Fortress, entire mountain ridges were collapsed onto charging Carnifex broods by Ironsworn Kindred demolition teams. Every hold became a fortress, every rail-line a killing ground. The final push came when the Bane attempted to tunnel into the Tower of KHALGRUND beneath Irôn Peak itself. The Irônguard Hearthguard, led by Einhyr Champion Thrûlda Emberforge, held the final access shaft for nineteen hours. The Brôkhyr flooded the approach with promethium and sealed it with a grav-collapse charge that shattered the bedrock and atomized the tunnel invaders. In the aftermath, Azgorh stood, scorched and battered but unbroken. Sixty-seven percent of the Chain of the Ancestors was crippled. The lower plains were ash-washed wastelands. But the Bane were dead. Cremated in steel and siegefire.

The War of the Burning Line (678.M38) - In the desert stretch between the Thrûndaz and Dravngrûn ranges lies the Blasted Wastes, a hostile land of slag dunes, molten fissures, and static-choked skies. Though the Ankor Industrial Conclave had long secured armored convoys across the region with fortified routes and sentry pylons, whispers of something darker began to reach Zhârrduk. Reports from convoy guards, outpost vox-logs, and hernkyn pioneers spoke of increasingly coordinated raids by the feral Orks tribes once thought too primal to organize beyond blood-hunts or skirmishes. But the raids grew in size. Then in ferocity. Then in impossible numbers. At first, it was dismissed as a seasonal surge a spike in activity due to tectonic shifts or shamanic war-rites. But everything changed when a Mega-Freight Convoy, known as Hammerline Column 77, was ambushed and annihilated during its trip from Uzkûlak. It was the largest single convoy lost since the founding of Irôn Peak. The train’s armored cars were torn open, grav-haulers overturned, and defense skiffs reduced to slag. The air patrols above had been blinded by ash, and the entire battalion guarding the column was reduced to scattered corpses and smoldering wreckage.

Above the wreckage, survivors reported a massive ork that went by the name: Dregmukk Gut-Eater of the Ironclawz tribe, a gargantuan, bone-wreathed brute who had somehow unified dozens of savage tribes into a single WAAAGH! For the first time since the Kin arrived on Azgorh, a true feral greenskin warhost had taken shape. Flush with blood and stolen supplies, the ork tribes surged westward, a horde of ash-smeared Orks riding squighogs. The WAAAGH! howled across the Blasted Wastes like a living storm, leaving scorched craters and blood-washed scrap heaps in its wake. Their goal was clear: Zhârrduk the great bastion that guards the convoys and seals the Wastes. The Kin met them not with fear, but fire.

Kâhl Aldrâsh Chainmantle the commander of Zhârrduk, rallied a mighty Kinhost. The Kin were deployed along the outer trench-lines, their exo-armor gleaming with furnace-bronze as kill-lanes were pre-sighted for incoming waves. Bastion Guns boomed day and night, while hearthkyn squads deployed seismic thumpers and grav-mines into the shifting dunes. The siege lasted for thirteen days. The greenskins clawed up the walls, rammed open cargo gates, and tunneled beneath outposts, only to be met with flame-retort purges, bolt shotguns, and gravity implosion traps. For every Kin that fell, a thousand greenskins died screaming. Beastboss Dregmukk himself tried to breach the Gate of the Eight Forges, but was cast down by Kâhl Aldrâsh Chainmantle, who drove the concussion hammer through his skull during the final push.

By the end of the siege, over a billion feral greenskins lay dead across the Wastes. The sand had turned black. The sky never cleared. The War of the burning line, as it came to be known, shattered the feral greenskin tribes. Never again would the feral tribes unite on that scale. In the aftermath, Zhârrduk was redoubled, fortified anew with burning gun towers, subterranean bastions, and forward outposts staffed by hardy veteran hearthkyn squads. The Ankor Industrial Conclave, taking no chances, redoubled extermination expeditions into the wastes to root out any remaining greenskins, claiming the Wastes inch by bloody inch.

Siege of Iron Forge (006.M41) - The Ankor Industrial Conclave entered a period of consolidation and growth. Two new Kindreds each bringing strength, mystery, and innovation joined the ranks of the Conclave. The Moltrûn Kindred, former members of the Ymyr Conglomerate, arrived in silence. Their reasons for departure remain unknown, locked behind oath-bound privacy protocols and sealed data cores. Some whisper of betrayal, others of forbidden tech. Whatever their past, the Khaldûn brought with them a steely resilience and mastery in subterranean siege tunneling.

The Rockfist Kindred came from beyond the Ghulo Rift, hailing from the Ghulo Industrial Complex, a powerful but reclusive faction renowned for its void mining techniques the kind used to hollow out moons and crack asteroids with surgical precision. Their arrival marked a turning point in the Conclave’s industrial might. With these additions, the Ankor Industrial Conclave surged outward once more, claiming world after world and stripping them of their resources with ruthless efficiency. It was during this time that the Kin World of Iron Forge was founded as a fully industrialized planet dedicated to the mass production of arms, armor, and artillery of course never rivaling the might of Azgorh, but prosperity invites war. The storm came roaring out of the void WAAAGH! Rakkgor Ironchukka, a patchwork tide of brute muscle and metal-crusted war engines, crashed into the Kin World of Iron Forge like a hammer striking bedrock. Warboss Rakkgor, drawn by tales of the Conclave’s industry and weapon stores, declared the planet his next trophy, eager to loot its forges and shatter its vaunted defenses. But Iron Forge was no soft target.

Constructed with designs drawn directly from the KHALGRUND Ancestor Core, Iron Forge was built as both an industrial powerhouse and an unbreakable fortress. Massive artillery bastions ringed the planet’s surface like thorns, while void-mounted defense platforms and geostationary shield anchors created layers of kill zones from orbit to crust. This was not a planet to conquer, it was a world designed to survive war itself. Before the greenskin horde ever touched the surface, the battle began in orbit. Conclave defense platforms and orbital bastions engaged incoming ork Roks and Kill Kroozas in a brutal voidfire exchange. Led by Kâhl Dîmzad Azrîl of the Moltrûn Kindred, the Conclave fleet employed overlapping kill-webs of lance fire, torpedo intercepts, and plasma bursts. The ork fleet, crude yet relentless, crashed against the defenses in waves. When the Rokk Skrapstorm collided with the Bastion of Khrundak and tore through its plating, the outer ring collapsed, but not before Kâhl Azrîl rammed the Hammer of Tôrhak into the ork command barge, igniting both vessels in a fusion core detonation that vaporized dozens of ork ships.

Despite their losses, the greenskins hurled themselves downward, slamming crude landers into Iron Forge’s crust and beginning the planetary siege in earnest. The Moltrûn Kindred, stationed across Iron Forge’s trenchworks and manufacturing cities, immediately activated the siege protocols. High Kâhl Tôryk Ironhelm oversaw the integration of the planet’s auto-targeting artillery grid, its macro-cannon networks and defense towers forming a synchronized web of planetary retaliation. Cities such as Drakkenskarr, Uzkûl-Fal, and Barak-Zarn became fields of fire, their walls lined with massdriver turrets and thunderbore mortars. At Drakkenskarr, Ork war engines clashed with shielded Kin crawler-tanks across a scorched manufactorum plain. Brôkhyr Iron-Master Grelda Hearthforge oversaw the continued production of ammunition mid-battle. Meanwhile, Uzkûl-Fal, a city built into the spine of an iron mountain range, held out against a six-week assault through sheer tenacity. Tunnel warfare raged beneath its foundations, with Moltrûn hearthkyn squads detonating entire caverns beneath Ork staging grounds, causing magma floods that buried thousands.

The Orks surged planetwide. Reinforcements arrived in the form of a full Oathband led by High Kâhl Lûktaz Steeljaw, whose forces deployed from orbit in reinforced fortress-pods that embedded into the battlefield and unfolded into entrenched redoubts. He coordinated a cold, calculating defense turning every building into a death trap, every trench into a mass grave for Orks. Azul, the last bastion-city, became the final battleground. Its sky was black with ash and tracer fire. When Ork Kommandos breached the western walls, it was Einhyr Champion Hurgar the Unbroken who held the breach for nineteen hours with nothing, but a concussion hammer and a sealed vault door. When the gates opened for the final countercharge, Hurgar was still standing.

In orbit, just as the Conclave’s lines began to thin, a new signal broke the void of the fleet of the Ironspine Extraction League, responding to High Kâhl Lûktaz's distress beacon. Led by Kâhl Vhul Draszk of the Voidmaw Kindred, the Ironspine fleet shattered the remaining ork ships with seismic torpedoes and void lances. Once the orbit was cleared, Ironspine assault landers rained from the sky, disgorging cyber-rigged war-constructs and siege crawler columns onto the Ork rear lines. The Ironspine assault crushed the siege in a two-week mop-up campaign, cutting the Ork forces off from retreat and eliminating the remaining greenskin fortresses. With Warboss Rakkgor slain in single combat by Lûktaz Steeljaw during the battle in the ruins of Azul, the WAAAGH! broke entirely. In the war’s aftermath, the leaders of the Ironspine Extraction League and the Ankor Industrial Conclave convened beneath Azul’s central vault. There, amid still-smoldering cannons and broken siege towers, they sealed the Pact of Iron, a formal alliance encoded into the Ancestor Cores of both factions. It marked not only the end of the siege, but the beginning of a new industrial brotherhood. From that day, Iron Forge became more than a bastion. It became the beating heart of a growing war machine, born of fire, oath, and unbreakable will.

Battle of Cölosyk (Unknown Date.M42) - In the wake of the galaxy's sundering during the Era Indomitus, no storm loomed larger over the Ankor Industrial Conclave than the Cölosyk Maelstrom. It did not merely fracture warp lanes and silence Kindred outposts; it poured corruption and violence into the very heart of the Core. Chaos warbands surged forth, warping space and consuming all before them. But the Conclave was not alone. The Ironspine Extraction League stood beside them. Bound by the Pact of Iron and forged in fire upon Iron Forge, the twin war-machines of Kin unity turned their industry toward annihilation. Before a single foot was set upon Kin soil, the void ran red. Fleets of Chaos warships marked by grotesque sigils, daemonic engines, and gun-decks festooned with chained psykers assailed the outer void-rings. At the mining world of Molgrun-Draal, Conclave and Ironspine forces fought side-by-side in an apocalyptic void battle. The Ironspine bastion class ship Kragg's Bite and the Conclave frigate Varragul's Hammer coordinated lance fire in perfect sync, destroying three Black Legion cruisers and a daemon-infested troop ship. Though the planet was lost to orbital bombardment, the unified defense became legendary and stalled the Chaos advance long enough to prepare deeper bastions.

Another front ignited at Hekrund’s Chain, a system of defense-linked moons. The Rockfist Kindred, alongside Molten Deepforge mining units, deployed grav-drill artillery and orbital warp dampeners to entrap a World Eaters strike fleet in a debris-choked pocket of space. The battle ended with the Thrannul a moon detonated by the Kin themselves to annihilate a daemon-prince and his entire warhost. The debris field now forms a permanent Kin watchpost named The Iron Wound. Thuûrk Hall, already a symbol of endurance, faced a second siege. This time, the chaos forces brought greater numbers including Titan legions, corrupted Warmachines that belched daemonic fire into the stratosphere. High Kâhl Drâzkarh Blackfist led the defense alongside Ironspine Kâhl Yâhp Rekkshard. Together they coordinated a counter-battery system that fed Ironspine plasma mines into Conclave fire grids. The resulting synchronized detonations shattered the Chaos advance at the Plains of Brakkul-Vorr, where three daemon engines were brought down by kinetic-fused mining torpedoes.

Perhaps the most legendary of all joint efforts was the battle at Grurnakk-Vehl, a deep-strike assault into the corrupted jungle-world of Grurnakk-Vehl. Believed to be the origin point of one of the daemonic tides, it had been transformed into a realm of shifting flesh forests and shrieking metal flora. A mixed strike force of Ironspine and Conclave warriors descended from drop pods into the planet's core temples. Led by Kâhl Angrûnd Oathkeeper of the Ankor Industrial Conclave and Kâhl Okkâ Regyl of the Ironspine Extraction League, the team fought through living trenches and warp-warped gravity wells. At the heart of the infestation, they planted a void-core detonator. The resulting blast did not just collapse the fortress; it folded the entire region of space into a null zone where warp travel is now impossible. Grurnakk-Vehl is now a barren, silent system known as The Burned Seal.

The final push came at Svartal, the Conclave's most important world being the link between the Conclave and the Ironspine Extraction League. Here, the World Eaters brought their largest push Conclaves orbital stations above Svartal originally meant for void mining were converted into planetary defense guns in record time. Fusion-borers and exo-rigged artillery platforms were dropped into the lower atmosphere, creating a planetary trench system never before seen. High Kâhl Hrûbrak Bittersteel, commanding from Svartal’s central spire, declared the world "Unyielding." The Kin responded with bolter, blade, seismic weaponry, and a final push using auto-loaded siege engines to fire entire ore carts packed with explosives into enemy lines. The final blow came when High Kâhl Drâzkarh Blackfist came leading a massive conclave relief force. The relief force would destroy the World Eaters ships in orbit and would also kill the Warlord Vurgos Slaughterborn in the process. From there the relief force would land on Svartal and help their besieged kin in crushing the remaining world eaters and their cultists.

When the war finally ended, it left scars across every bastion, but it also laid the foundation for unity unlike any seen before. A massive defense network called the Shield of the Ancestors was constructed. To this day, remnants of the Slaughter Born still test the Shield’s edges. But none have broken through. And if they ever do, the Ankor Industrial Conclave and the Ironspine Extraction League will Answer.

League Capital Hold World

"Azgorh is no world of comfort it is a furnace of stone, ash, and molten blood. It tests all who walk its surface, forging only the strongest in its crucible of fire and iron."
—Brôkhyr Forge-Master Zhâtan Ironfist of the Starhelm Kindred

Azgorh is the crown jewel and capital world of the Ankor Industrial Conclave, a harsh, geothermic planet wracked by tectonic upheaval, ash-choked skies, and molten rivers of magma that twist through broken canyons and shattered stone plains. More than a simple volcanic world, Azgorh is a planetary crucible a land of fire and industry where survival must be engineered, and strength is carved from the bones of the world itself. Orbiting high above Azgorh is the Chain of the Ancestors, a dense ring of shattered moon-fragments, broken mining hulks, and armored bastions that forms the first and most brutal line of defense against any void born threat. Each fragment is studded with void batteries, scanning pylons, and heavy plasma emplacements, creating a killing field where fleets are reduced to drifting wreckage before they can even reach the planet below. This ring, a fusion of natural disaster and Kin engineering, is both shield and sword a testament to the Ankor Industrial Conclave’s philosophy of turning ruin into power.

Beyond the Chain, Azgorh is girded by its ten moons each one scarred by fortifications, defense grids, and mining installations. Among them are Khurak's Bastion, Moltrûn's Vigil, and The Shard of Varrtok, each serving as supply nodes, heavy gun platforms, and silent sentinels keeping watch against the darkness beyond. The planet’s surface is scarred by collapsed lava tubes, obsidian badlands, and vast slag valleys formed by millennia of natural catastrophe and relentless industrial reprocessing. The air in many regions is heavy with ashfall, and electromagnetic storms caused by volatile geothermal activity frequently disrupt orbital sensors and void comms. It was upon this unforgiving world that the Ironsworn Kindred first made planetfall and it is here, amid the thunder of furnaces and the roar of siege-cannons, that the future of the Conclave is forged in iron, flame, and blood.

History

The Founding of Irôn Peak - When the Kindred first arrived on Azgorh, they did not seek shelter; they dug, bored, and carved. The greatest of these efforts gave rise to Irôn Peak, the impenetrable hold and current seat of the Ankor Industrial Conclave’s Votannic Council. At first, the Ironsworn Kindred established their stronghold in a vast, ash-scoured valley a natural basin encircled on three sides by eight towering peaks, later named the Eight Thrones. Here, they redirected rivers of molten rock through ancient aqueducts, channeling geothermal power to ignite the earliest forges, grav-reactors, and defense arrays.

Over the centuries, the city expanded. The Kindred began to bore into the surrounding mountains, carving fortresses, forge-halls, and tramline arteries deep into the stone. The Eight Thrones became more than guardians of the valley they were transformed into integral extensions of Irôn Peak itself, each one hollowed and fortified to serve as bastions, guild halls, and redoubts. Even now, magma rivers run beneath Irôn Peak’s floor, their glow visible through hex-glass channels in the city’s oldest chambers. From this growing heartland, the Kindred founded the other great holds of Azgorh: Zhârrduk, Uzkûlak, Zhar-Molgrûn, Varkûn-Morr, Dredge Keep, Varr-Morrak, and Blackvault Fortress. Each one a testament to Kin resolve, industry, and unity.

Surface and Strategic Value - While life on the surface is perilous, many outposts and mining rigs dot the landscape, manned by pioneers, Breacher guilds, and automated siege-constructs. These outposts serve as Mining stations tapping deep geothermal veins and rare ore lodes. Test ranges for new artillery types and experimental siege weaponry. And watch bastions meant to spot and intercept intrusions from orbit. Despite its lethal surface, Azgorh is not undefended. It is perhaps the most heavily fortified world in the Conclave, and possibly one of the most unassailable in the entire Galactic Core.

The Chain of the Ancestors - Encircling the skies of Azgorh like a jagged crown of stone and steel, the Chain of the Ancestors is the Ankor Industrial Conclave’s first and greatest shield against the void. Once a chaotic debris fields the aftermath of ancient asteroid impacts and celestial collapse the Kin of Azgorh saw not ruin, but opportunity. They claimed it stone by stone, forging a fortress among the stars. The Chain of the Ancestors is more than a defense line it is a living monument to the Conclave’s enduring strength. Each asteroid within the belt was mined relentlessly by Kin prospectors for iron, copper, and rare plasma-reactive ores. Once an asteroid was hollowed to its core, it was reforged into an autonomous fortress. Heavy void-cannon batteries, plasma webcasters, grav-mine dispersers, and shielded bastions now lace the skeletal remains, creating an ever-expanding network of hidden firepower.

The true heart of the Chain lies in the Ten Moons of Azgorh. These moons, once barren rocks, have been utterly transformed. Each has been converted into massive command citadels that oversee entire sectors of the Chain. From these moons, fire-control matrices, void-shield harmonics, and gravitational anchors are coordinated with brutal precision. Towering cannon spires, magnetic sling arrays, and vaults of siege platforms bristle from their surfaces, making them more weapon than celestial body. The moons themselves are fortified harder than any fortress-city on Azgorh; each is capable of operating independently even if cut off, ensuring the Chain can never be decapitated in a single blow.

Seen from orbit, the Chain glows like a broken halo, veins of light and fire threading between drifting asteroids and fortified moons. From within, it is a labyrinth of kill-zones, ambush corridors, and entropic minefields designed to tear any invader apart long before they ever glimpse the surface of Azgorh. To the Ankor Industrial Conclave, the Chain of the Ancestors is not merely a shield. It is a silent vow: no enemy shall touch their world without first bleeding across the stones of their labor.

Legacy of Stone and Fire - Azgorh is the engine-heart of the Conclave. Every war machine, siege shell, and grav-locked citadel owes its birth to this brutal world. From Irôn Peak’s blackened towers to the flame-choked forges of Zhar-Molgrûn, to the mechanized ore fleets that arrive to Uzkûlak on schedule without pause the planet breathes smoke, steam, and sovereignty. To outsiders, Azgorh is inhospitable. To the Kin of the Ankor Industrial Conclave, it is home. Not a paradise to be protected, but a resource to be wielded, a proving ground of heat, hardship, and unyielding purpose.

Notable Holds

“We built the holds to protect us from the elements of Azgorh. These halls are as strong as the mountains themselves; these are our homes, our mines, our glory and I will not see anything take that away from us. By the ancestors I swear this oath!”

- High Kâhl Drâzkarh Blackfist of the Ironsworn Kindred

The mighty holds of Azgorh are few in number, but each is a fortress unto itself a bastion of iron, oath, and fire. Countless foes have sought to breach these halls, only to be broken against their blackened walls and guns. Though the world burns, the Kin cities of Azgorh endure, carved into the stone and steel of the planet itself. Below are the five greatest strongholds of the Ankor Industrial Conclave each a symbol of the League’s unbreakable will.

Irôn Peak - Citadel of Fire

Picfeed of Irôn Peak
Picfeed of Irôn Peak

Encircled by eight colossal mountains in a vast U-shaped ring within the scorched heart of the Dravngrûn Range, Irôn Peak is not merely a fortress-city it is the iron-blooded heart of the Ankor Industrial Conclave. The valley it occupies is shrouded in ash, lit by magma flares, and echoing with the roar of eternal furnaces. Each of the Eight Thrones the mountains that surround it has been carved hollow and fortified over millennia, transformed into guild bastions, foundries, and rune-sealed keeps. These peaks now house vital sectors of the city, joined by internal tramlines and subterranean arterials that all flow toward the valley’s blackened center: the Tower of KHALGRUND.

A City Wrought in Flame and Will - Built first into the bedrock of the valley and later into the mountains themselves, Irôn Peak spreads outward in tiered rings descending forges, war-foundries, and rune-bastions, all linked by the glow of molten rivers and the scream of grav-haulers. Massive steel chains and buttresses reinforce the mountains, anchoring them as Kin delved deep into their bones. But even with all its industrial might, the city was never without discipline. Along the open mouth of the U-shaped formation, where the mountains do not touch, the Ironsworn Kindred erected the Firecrown Wall a colossal rampart of obsidian-slag stone and grav-welded plating that connects mountain to mountain, forming an unbroken curtain of defense. At its heart stands the Crucible Gate, a titanic gate-complex adorned in siege-runes, oath-plaques, and dragon-head magma ducts designed to drown invaders in burning ore.

Tower of KHALGRUND - Rising from the center of the valley like a god-forge, the Tower of KHALGRUND is a titanic ziggurat of heat-tempered adamantine and rune-sealed basalt, descending deep into a volcanic fissure. Here resides the Ancestor Core KHALGRUND, the first and most revered of the League’s votann. Its halls are guarded by the Irônguard and tended by silent Grimnyr, who interpret its pulse not only as wisdom, but prophecy. It is oracle, war-engine, and divine law the spiritual heart of the Conclave.

Hall of Reckoning- Buried beneath Irôn Peak’s innermost vaults lies the Hall of Reckoning, a solemn repository where every grudge, debt, broken pact, and sworn feud across the Ankor Industrial Conclave is meticulously recorded and preserved. These grudges are encrypted into adamant-sealed data vaults, categorized by Kindred, priority, and severity. From ancient inter-League betrayals to petty trade disputes, no transgression is too small or too old to be forgotten.

The Hall is overseen by the Reckoner, a dedicated order drawn from the most meticulous Kin of the League. These archivists are trained not just in recordkeeping, but in judgment, oath-law, and historical precedence. Their duty is to verify, maintain, and update the vast Grudge-Index, ensuring every entry is accurate, binding, and justified. Personal Kindred records are nested beneath League-wide entries, with each claim encoded, timestamped, and held in trust until repaid.

Heart of Industry and Dominion - From the Iron Throne Bastion, the Votannic Council oversees every warfront and trade route. Around it stretch the Great Guildhalls, where brôkhyr, delvers, brümasters, shipwrights, and ore-barons wrangle over ore rights and expansion charters. Their decrees shape the League as much as the blast-furnaces do, for at Irôn Peak, economy and war are carved from the same stone.

The Eight Thrones - Each of the Eight Thrones Karvazûn, Dûmgarahl, Throlgûnd, Zûdranekh, Varrkûl-Tok, Khalgrôn, Grudhak-Dhûm, and Ankarzhal bristles with ancient and unrelenting defenses. Magma-cannons, grav-batteries, and flame-turrets line their slopes, concealed beneath rune-sealed armor and centuries of hardened stone. Within, each peak is a garrisoned bastion, its halls monitored and manned, their fire-grids overlapping to form a citadel of living steel. From Mount Grudhak-Dhûm’s vaults to the roaring slag chimneys of Throlgûnd, each mountain serves both martial and industrial purpose. Karvazûn still echoes with the first forgehammers of the Ironsworn, while Khalgrôn and Dûmgarahl anchor the ends of the colossal Firecrown Wall, which seals the only path into the valley. Countless Ork warbands have died screaming on these slopes, and even during the Tyranid Incursion when the sky burned and death rained from orbit the Eight Thrones did not falter. Irôn Peak held.

Varkûn-Morr – The Deep Vein Hold

Picfeed of Varkûn-Morr

Set deep within the Rhûndak Mountains, lies Varkûn-Morr, the deepest and most mineral-rich city in the domain of the Ankor Industrial Conclave. The city is not known for spires or surface citadels. Varkûn-Morr descends kilometers beneath the crust of Azgorh, carved out of the very bones of the world. Its battlements face downward, and skyward. Here, the Kin do not guard the gates of the surface, they guard the doors of the deep.

A City Forged Downward - While most cities stretch out across mountainsides or spread into valleys, Varkûn-Morr drills into the planet itself. Massive shaft-holds descend in concentric layers, each one a combination of industrial depot, refinery platform, and defense hub. The walls are reinforced with auto-sealing alloys and plasma-hardened runemetal to withstand pressure shifts and geothermal tremors.

Endless freight elevators, some large enough to hold entire mining columns, descend into the dark, while seismic digger trains move along molten-ore tracks, ferrying raw material to surface-bound convoys. The clang of drills and the rumble of grav-haulers echo through its halls like hymns to the Core. Above all of it looms the Ironheart Gantry, a command hub suspended over the central shaft, from which Guildmasters, overseers, and Brôkhyr Iron-masters coordinate the extraction efforts with brutal efficiency.

The Vein-Kin and the Deepblood Creed - The Kin who live and labor in Varkûn-Morr are grimy, stoic, and fiercely proud. Among them, labor in the depths is more than work. It is a ritual. The Deepblood Creed, passed down from the earliest bronze-helmed forebears, teaches that the deeper the mine, the closer one gets to the ancient power that shaped the Kin themselves. To these Kin, metal is sacred, stone is law, and collapse is the only enemy they cannot destroy. They speak rarely. They act precisely. And they do not fear the dark for they were born beneath it.

Industry Without End - Varkûn-Morr is the primary mining center of the Ankor Industrial Conclave, supplying the entire League with refined veins of Iron, for structure and weaponry. Copper and Tin, for circuitry and alloying. Rare deep-core minerals, used in voidcraft, plasma matrices, and war-gear. Though other cities mine, none do so on the scale of Varkûn-Morr. Its refineries burn ceaselessly. Its quotas are enormous. Its machines some kilometers long have never known a moment of stillness. Entire surface fleets rely on its ore output. Entire wars have been fought to protect its veins.

Defense and Isolation - The city’s isolation in the northern mountains makes it hard to reach and even harder to assault. The peaks around it are riddled with kill-tunnels, seismic traps, and automated mortars that fire blind into fog and storm. Every approach is surveyed by sensorium pylons buried beneath stone. When the enemies of the Kin come, they do not see Varkûn-Morr until its guns are already firing. And should the upper levels ever fall, the lower shafts are sealed in seconds with grav-lock bulkheads.

Zhar-Molgrûn – The Furnace of Azgorh

Picfeed of Zhar-Molgrûn
Picfeed of Zhar-Molgrûn

Carved into the sides of a colossal, ancient chasm scarred by a perpetual waterfall, Zhar-Molgrûn is the industrial heart of the Ankor Industrial Conclave. The city roars with the sound of iron, water, and fire, its forges blazing from chasm floor to sky, its machines never silent. Once nearly lost during the Time of War, Zhar-Molgrûn rose from the ashes stronger than before, its battered walls rebuilt in layered forge-plate, its foundries reforged into monuments of mechanized resilience. Though it does not rival Irôn Peak’s strategic might or prestige, no other hold produces as much metal, gear, or firepower per cycle.

Carved into the sides of a colossal, ancient chasm scarred by a perpetual waterfall, Zhar-Molgrûn is the industrial heart of the Ankor Industrial Conclave. The city roars with the sound of iron, water, and fire, its forges blazing from chasm floor to sky, its machines never silent. Once nearly lost during the Time of War, Zhar-Molgrûn rose from the ashes stronger than before, its battered walls rebuilt in layered forge-plate, its foundries reforged into monuments of mechanized resilience. Though it does not rival Irôn Peak’s strategic might or prestige, no other hold produces as much metal, gear, or firepower per cycle.

The Living Foundry - Zhar-Molgrûn is less a city and more a living forge-complex, built into the jagged, soot-stained cliffs of the Great Gharr Chasm. At its center, a massive waterfall the Cry of the Forge-Mother plummets through the city’s heart, powering immense water wheels and pressurized steam arrays that fuel the oldest hydro-mechanical engines on Azgorh.

Spark-ridden smog wreathes the peak above, carried on thermals from thousands of blast furnaces, smelters, and slag vents. At night, the chasm glows with the ember-red shimmer of molten ore, casting long shadows against the mountainside and lighting the sky like an open wound. The hammer-song of drop forges echoes endlessly, mingling with the grind of gear-fed piston rigs and the bellow of pressure-steam valves. Even Kin born in other cities speak of the sound of Zhar-Molgrûn, a sound that never stops, and never will.

Blackstone and Blasphemy - Beneath the chasm lies one of Azgorh’s greatest resources, veins of Blackstone, mined and processed in sealed crucible-rigs and guarded by oathbound patrols. The material’s volatility and Warp-resistant properties make it priceless, and the Refinery Bastions of Lower Zhar-Molgrûn are some of the most heavily defended zones in the League.

Rumors persist of machine-spirit echoes and unstable anomalies in the deepest strata, where Brôkhyr whispers that the Blackstone is not inert that something in the chasm watches. Officially, the League denies this. Unofficially, sections of Lower Zhar-Molgrûn are sealed to all but those bearing Core-sanctioned access sigils.

Cultural Role and Legacy - To the Kin of the Conclave, Zhar-Molgrûn represents pure, undiluted production. There is no pomp, no grandeur, no pageantry, only fire, grit, and efficiency. It is a hold of results, and those who cannot meet quotas are reassigned, replaced, or removed. Yet for all its brutality, there is honor in Zhar-Molgrûn. Kin here do not seek glory they seek output. And every shell forged, every armor plate quenched, every gear spun is another step toward the League’s survival and supremacy.

Uzkûlak – The Gateway of Ash

Picfeed of Uzkûlak
Picfeed of Uzkûlak

Tucked into the jagged spine of the Thrûndaz Mountains, lies the trading nerve center of the Ankor Industrial Conclave Uzkûlak, the Gate of Ash and Ember. More than a city, Uzkûlak is a voidport fortress, a monument to logistics, and the first and last stop for all who seek entry into the domain of the Conclave. Whether emissaries from the Imperium, envoys from fellow Leagues, rogue traders with mining charters, or oathsworn merchants seeking audience with the guilds, none pass into Azgorh without first passing through Uzkûlak. All resources that come from the other planets in Ankor Space are sent to Azgorh to be utilized in the forges of Azgorh, but to get there they need to go through Uzkûlak.

Void Docks of Uzkûlak - The skies above Uzkûlak are blackened with the contrails of inbound haulers, patrol craft, and heavy freight barges. Its upper district is dominated by the Vel-Krund Void Docks, a vast series of reinforced landing platforms suspended across sheer mountain faces, supported by grav-anchor pylons and mag-locked arches driven deep into the stone. Dozens of orbital elevators and freight cranes, many large enough to lift entire starships move materials from vessel to vault with calculated precision. Automated E-COG’s, mech-rig pilots, and Kin in exo-rigs manage constant offloading and redirection. To walk the docks is to hear a symphony of industry: hydraulics hissing, machine-hymns echoing, and the stomp of cargo haulers under load.

Trade Spine - At the heart of Uzkûlak lies the Trade Spine, a fortified rail and maglift hub that channels resources, personnel, and weapon shipments deeper into Azgorh. Shielded cargo corridors run to Irôn Peak, Zhârrduk, and even subterranean depots across the planet. These routes are guarded by fully automated turret nests, grav-sealed blast doors, and monitored by Guild Sentries trained to spot smugglers, spies, or worse inefficiency. While Uzkûlak maintains a measure of hospitality for visitors, it is first and foremost a logistical fortress.

Industry with Purpose - While not a production hub on the scale of Irôn Peak or Zhar-Molgrûn, Uzkûlak maintains a heavy refinement and processing sector. Raw ores, volatile gasses, and plasma-fused alloys from distant systems are funneled here for sorting, repackaging, and distribution. The city’s refinery stacks rise like blackened obelisks, constantly churning smoke and fire into the ashen skies.

The local Freightwrights Guild, one of the most powerful in the League oversees all trade entering and leaving the Conclave, and its oath-ledgers are sealed in vaults deeper than most Kindreds’ entire holdings. For all minerals are pulled from the many mining worlds and are sent to Azgorh for refining as such these minerals first come through Uzkûlak.

A City of Control - There are no open markets in Uzkûlak. No haggling. No wandering. Trade is approved, overseen, and recorded by Guild consensus. Every arrival is scanned. Every departure is catalogued. This is not out of paranoia, it is the price of efficiency. The Ankor Industrial Conclave does not tolerate variables, and Uzkûlak is where they are filtered, sorted, and, if necessary, incinerated. To many outsiders, the city feels oppressive: a machine more than a metropolis. But to the Kin, it is a triumph, the front gate of an empire that runs on precision and pressure.

Zhârrduk – The Gate of Ash and Iron

Picfeed of Zhârrduk the Fortress city

Looming on the scorched frontier between Uzkûlak to the west and the fortified bastion of Irôn Peak to the east and Dredge Keep to the South, the fortress-hold of Zhârrduk stands like a buried god’s tomb black, angular, and wrathfully still. Built to safeguard the lifeblood of the Ankor Industrial Conclave, Zhârrduk serves as the primary bulwark along the Blasted Wastes, a cursed expanse of chemical dust storms, feral ork tribes, and mutated predators. These wastes are impassable to most, but not to the Kin, and certainly not to their convoys. It is said that every resource flowing between the Conclave’s industrial heartlands passes through the shadow of Zhârrduk, and not a single crate does so unprotected.

Fortress-Foundry Hybrid - Zhârrduk is not a city in the traditional sense. It is a defensive citadel, a siege bastion, and a firebase of continuous readiness. Its structure is sunken into the ground, most of its superstructure concealed beneath layers of ferrocrete and thermo-armored plating, creating a low-profile against both orbital sensors and long-range fire. Its void-facing platforms bristle with planetary defense guns, mass driver batteries, and orbital denial systems all linked to internal predictive cogitators slaved to KHALGRUND-derived tactical logic. Above ground, its towers appear motionless, like the teeth of a buried beast but within, furnace halls glow, plasma forges hum, and munition belts clatter endlessly through reinforced production lines. Red-glow chimneys bleed smog into the permanently clouded skies. Rail convoys, shielded and armed, emerge from subsurface blast gates, ferrying goods to and from Irôn Peak like arteries from a mechanical heart.

Strategic Purpose & Rite of Iron - Zhârrduk exists to defend, deter, and annihilate. The Drag-Iron Network a minefield-laced series of sunken walls, turret nests, and reinforced firing trenches—surrounds Zhârrduk for 30 kilometers in all directions. The outermost defenses include subterranean launch bays housing macro-artillery platforms capable of hitting targets in low orbit or decimating surface columns kilometers away. When under siege (a regular occurrence), Zhârrduk does not call for help. It simply closes its gates, calibrates firing solutions, and waits. To the Kin of the Ankor Industrial Conclave, Zhârrduk is not home. It is a posting, a duty, and a proving ground.

For the Ironsworn Kindred, it is a rite of passage. Every Kin of their hold must spend at least the first century of their life serving at Zhârrduk. There, they learn the hard truths of survival, the sanctity of resources, and the crucible of war. From loading convoys and manning artillery nests to patrolling the ash-blasted perimeter under ash choked skies, the young Kin are shaped in fire and pressure. Only those who endure Zhârrduk’s silence, its grind, and its relentless expectation earn the right to wear the badge of the Ironsworn.

Blackvault Fortress - The Crucible Bastion

Picfeed of Anvilwatch
Picfeed of Blackvault Fortress

Carved into a mesa of black basalt at the storm-swept edge of the Rhûndak Highlands, Blackvault Fortress stands not as a monument to Kin glory, but as a shrine to attrition, endurance, and innovation through destruction. A brutalist marvel of fortress-architecture and test-range engineering, this vast tiered citadel serves as the Ankor Industrial Conclave’s primary proving ground and weapons certification hold. It is here that every weapon of war be it plasma carbine, grav-quake cannon, or a towering siege-crawler are driven to the edge of failure before being deemed worthy of Kin hands.

The City of Iron Trials - The city itself is tiered into three crucible levels, each descending deeper into the mesa’s core. The upper tier, The Burnt Wall, is surrounded by live-fire test bastions, where prototype artillery pieces and plasma mortar rigs are fired daily into a sprawling grid of hardened targets. Scars from previous tests pockmark the cliffsides, each crater a testament to raw force. Here, gravitic range-labs, kinetic evaluation towers, and shrapnel dispersal zones form a labyrinthine sprawl of violence measured in precision and data. The second tier, The Forge Steps, houses the manufactories and refineries responsible for crafting prototypes from schematics issued by the Brôkhyr Forge-Masters. Furnaces here burn hotter than anywhere else on Azgorh save Zhar-Molgrûn, and the metallurgical output is of the highest quality. It is said that every component forged in Blackvault Fortress is born to suffer and thus survive.

At the very bottom lies The Iron Gauntlet, a legendary trial arena where Kin warriors clad in experimental exo-armor and wielding unstable relic weaponry undergo real-time combat stress testing. Simulated siege walls, environmental traps, kinetic trenches, and volatile terrain shifts recreate battlefields across the galaxy. Veteran Hearthkyn, Einhyr, and Brôkhyr engage in relentless drills, their wounds healed not by medics, but by reinforced resolve and upgrade data.

Culture of Proving - Blackvault Fortress is governed by a group of Brôkhyr Forge-Masters, stoic veterans whose skills are legendary after decades of weapons testing and field trials. The Gilded Anvil Guild, a specialized offshoot of the Brôkhyr engineers, controls the creation and certification of all test pieces, while the Steel Lexicon Archive catalogs every failed prototype and catastrophic field incident. Among the locals, success is secondary to durability a Kin of Blackvault Fortress is taught to respect the weapon that fails well over the one that performs briefly. No unit, no wargear, and no ordinance joins an Oathband or Kinhost without bearing the sigil of Blackvault Fortress's Mark a stamped rune of tested endurance and destructive viability. Within the League, to carry a Blackvault Fortress tested weapon is to wield the closest thing to unbreakable steel.

Dredge Keep – The River Gate of Azgorh

Built into the storm-worn face of the Karakvorr Mountains, a jagged mountain chain nestled along the ash-stained coastline of Vorrmir’s Gulf, Dredge Keep stands as the League’s indomitable sea-hold part fortress, part harbor, and all industry. Unlike the furnace-choked cities of the interior, Dredge Keep gazes outward, its mighty sea gate opening into the winding Scorr Delta, where the Varr-Tok River spills into the black tides of Azgorh’s Southern reaches. Here, salt meets stone, and Kin meet the sea.

Carved deep into the base of the Karakvorr tallest cliff-face, Dredge Keep’s outer harbor is shielded by massive breakwater walls and rune-sealed sea locks. Beneath the mountain, a labyrinth of drydocks, cargo vaults, and submarine slipways stretches out like veins, each one feeding ore-haulers and dredge-rigs that crawl the ocean floor for mineral wealth. The brôkhyr of Dredge Keep are masters of aquatic engineering outfitting vessels with pressurized forge-kilns, ore-grinders, and deep-sea excavation drills capable of rending wealth from the delta’s hidden depths.

The Forge-Hulls of the Delta - Where the Varr-Tok meets the Scorr Delta, the shipyards of Dredge Keep rise like iron titans from the brackish tide. Floating drydocks and stone-reinforced platforms bristle with cranes, grav-haulers, and docking gantries. Known as the Delta Crucibles, these shipyards forge the League’s ocean-going might: armored dredge-rigs, storm-hulled ore barges, and sea-bound war platforms. Though designed for industry, many are equipped to repel raiders, leviathans, and the corrosive storms of Azgorh’s southern seas.

Within the walls of the hold proper, halls echo with trade, engineering, and the deep roar of submersible engines. Dredge Keep is no mere outpost it is a coastal bastion of steel and salt, anchoring the League’s reach into Azgorh’s aquatic frontiers.

Varr-Morrak – The Eastern Gatehold

Carved into the knife-edged ridges of Duskgate Pass, Varr-Morrak is a fortress forged in necessity. Built in the shadow of war and wilderness, it stands as the last bastion before the broken vastness of the Howling Lands. More military garrison than city, more bulwark than bastion, Varr-Morrak is a threshold one step beyond its gates lies madness, ruin, and feral silence.

A Bastion Without Comfort - Constructed during the early expansions from Irôn Peak and Uzkûlak, Varr-Morrak was shaped in the austere tradition of Zhârrduk functional, fortified, and hardened. This mighty citadel juts from the black cliffs like a blade, all gun slits, reinforced bastions, and heat-scored parapets. Subterranean redoubts serve as barracks and convector bunkers, while grav-furnaces power an array of long-range defensive systems calibrated for interdiction fire across the pass. Gate convoys are routed through heavily shielded gantries, each one bristling with rail cannons and magma ducts.

Hornhold of the Pass - The wind through Duskgate Pass gave rise to one of Varr-Morrak’s most infamous features the Horn of Vengeance. Massive acoustic chambers built into the mountain’s upper chambers resonate with each gust, projecting a howling dirge that can be shaped by opening or sealing specific chambers. Iron-Masters have weaponized this phenomenon: warning horn, long-range signal, and psychological deterrent alike. On still days, towering flame-vents are ignited in the Echo Crucibles to force air through the chambers, producing a bellow loud enough to rattle rockcrete and send predators scattering into the crags.

The Gatewardens of the East - Though it lacks the grandeur of Irôn Peak or the military magnitude of Zhârrduk, Varr-Morrak is vital. It guards the most treacherous stretch of land between the Conclave’s core holds, serving as launch point for escort patrols and military convoys. From its gates march the fireteams of the hearthkyn, convoy defenders, hernkyn, and extermination units tasked with clearing the feral Ork tribes and apex predators that infest the Howling Lands. These purges are routine, brutal, and unrelenting a necessary function to maintain passage through the ever-hungering east.

Notable sites

Dravngrûn Mountains – The Dravngrûn Range dominates the eastern continent of Azgorh, a jagged spine of mountains blackened by volcanic soot and industrial waste. These peaks are the oldest and most exploited on the planet, honeycombed with Kin holdfasts, refinery stacks, and molten transport tunnels. Irôn Peak, the capital and heart of the Ankor Industrial Conclave was built in the Dravngrûn Mountains as well as Zhar-Molgrûn, the mechanized forge-chasm that glows like a second sun at night. Much of the range is wreathed in perpetual smog, thick with the scent of burning slag and molten metal. Lightning-charged ash storms drift across the ridgelines, drawn by heat and magnetic disturbance. Landslides, gas bursts, and molten eruptions are daily threats in unprotected regions.

Thrûndaz Mountains – Settlement in the Thrûndaz Mountains began cautiously, anchored by scattered mining enclaves and fortified outposts nestled deep within the winding valleys. The range, though less volatile than Azgorh’s more tectonically active regions, proved rich in iron, gold, and silver, with veins running like ancestral veins through the stone. Rare metals and gemstones were sparse, but the sheer volume of base materials made the region valuable to the industrious Kindreds.

Though none of the Thrûndaz holds rival the legendary wealth or prestige of those in the Dravngrûn Mountains, the range possesses one undeniable claim to renown: Uzkûlak, the League’s largest spaceport, carved into the heart of the mountain chain. It is from here that trade fleets depart, prospect ships return, and dignitaries first set foot upon the surface of Azgorh.

The Rhûndak Highlands – To the north, the Rhûndak Highlands serve as the primary mining frontier. Though less volcanic, the region is riddled with sinkholes, geothermal vents, and vast subsurface ore lodes. Deep valleys scar the land, created by ancient tectonic shears and still shifting beneath the weight of the mining operations. Varkûn-Morr is set in the middle of the Rhûndak Highlands, the deepest mining complex on the planet This is a land of underground wars where collapse is as deadly as the enemy, and drill-crews speak in half-sentences, trained to detect tremors by ear alone. Rivers of toxic runoff snake through the valleys, feeding nothing and poisoning everything. To the west of Varkûn-Morr is Blackvault Fortress, set atop a basalt ridge overlooking the Blasted Wastes, Blackvault Fortress a city that is constantly booming with experimental weapons, artillery pieces, and tanks. The sounds of explosions are heard for miles as the kin of Blackvault Fortress are constantly testing weapons and armor before shipping them off to the rest of the Ankor Industrial Conclave.

Karakvorr Mountains – Rising like a jagged wall at the southern edge of Azgorh, the Karakvorr Range marks the final barrier between the heartlands of Azgorh and the poisoned wetlands of the Scorr Delta. Split and shaped by time and war, its blackened peaks and deep ravines form a labyrinthine corridor through which the mighty Varr-Tok River carves its relentless path. Known as the “Gate of Slag and Salt,” Karakvorr has long served as the threshold to the Deep South, where the caustic tides of Vorrmir meet the dredged arteries of Kin industry. Embedded deep within its cliffs stands Dredge Keep, a sea-hold of immense importance, its fortified sea gate opening directly to the delta’s edge. The range itself bristles with defensive redoubts, tunnel-watch bastions, and old rune-wards from past wars silent reminders that Karakvorr has ever been a wall the Kin were prepared to die upon, but never yield.

Ungdrin - The Ungdrin is a monumental feat of Kin engineering, a vast, sub-crustal highway carved through the heart of Azgorh, linking the major hold-cities of the Ankor Industrial Conclave beneath mountains, lava fields, and ash-scarred plains. Hewn by generations of Brôkhyr and reinforced with voidsteel vaultwork, thermal shielding, and geo-rune stabilizers, the Ungdrin is more than a road; it is the lifeblood of the League.

Along its blackened halls thunder ore-haulers, munitions trains, and plasma-fed forge crawlers. Entire armored caravans ride the Ungdrin's sealed arterial lanes, protected from the planet’s hostile surface by unyielding ferrocrete and centuries of Kin craftsmanship. Militarized waystations and bastion-holds dot its length, manned by Hearthkyn patrols and defense turrets that ensure no beast or saboteur threatens its purpose. The Ungdrin is sacred not for what it is, but for what it connects Kin to Kin, forge to fortress, oath to future.

Dûmgarûl – Rising above the blackened plateau at the southern fringe of the Dravngrûn Mountains, the colossal volcano known as Dûmgarûl “the World-Furnace” in ancient Kin tongue is less a mountain and more a god-sized crucible. Its peak belches a ceaseless plume of black ash and plasma-tinged smoke, casting a permanent eclipse over the region and turning the skies above it into a swirling cyclone of firestorms and ember rain. The Conclave’s lore-keepers claim Dûmgarûl was once a holy forge-temple to the ancients. Whether truth or legend, lava rivers still pulse through half-forgotten mining channels, and forges hidden deep beneath the volcano's flanks remain sealed behind rune-locked vaults too unstable to open. Even today, Brôkhyr prospect expeditions comb its outer ridges for slag-iron, and heat-tempered crystal veins. But few linger. The volcano’s tremors are unpredictable, and from the vented craters emerge fire-wreathed beasts, squigs, and feral Orks driven mad by heat and molten fungus.

Blasted Wastes - Nestled between the volcanic bastions of the Dravngrûn Mountains and the scorched ridgelines of the Thrûndaz Range, the Blasted Wastes is a stretch of cursed land where war and industry have long since shattered nature. A vast floodplain of slag dunes, fractured bedrock, and still-glowing lava veins, the Wastes is plagued by static-charged ash storms, magma fissures, and buried remnants of ancient Kin excavations. Even augur signals flicker in and out here, confused by the region's magnetic instability. Despite the dangers, the Wastes is critical to the Ankor Industrial Conclave. It is the primary corridor for armored convoys traveling between Uzkûlak in the Thrûndaz Mountains and Irôn Peak in the Dravngrûn range, hauling refined ore, war material, and fuel. To protect this lifeline, the Conclave erected the fortress-city of Zhârrduk deep within the Wastes a bastion of fire-blackened ferrocrete and magma-fed battlements. From Zhârrduk, convoy escorts are deployed, artillery emplacements are calibrated to cover key paths.

But even with such might, the Blasted Wastes remains a warpath, haunted by the scattered savage tribes of feral Orks. Unlike their more organized kin they are clad in soot-caked hides and daubed with warpaint made from fungus ash and blood, they fight not with guns, but with obsidian choppas, scrap-forged clubs, and stolen Kin tools twisted into brutal weapons. The kin of the Ankor Industrial Conclave have spent years trying to eradicate the orks, but to no avail. Zhârrduk will occasionally send out an oathband to hunt down and kill the feral orks, but the hard part is finding these tribes. Though grav-mines and guard posts protect the main transit lines, ambushes, and stampede assaults are constant threats. Still, the Oathbands hold the line, Zhârrduk’s beacon burns through the ash, and the Ankor Industrial Conclave continues to drive its iron convoys through the wastes grinding forward, no matter the cost.

Varr-Tok River – The Varr-Tok known to many Kin simply as the Ironflow is the longest and most infamous river on Azgorh, cutting a caustic black scar around the mid-belt of the planet. Born from glacial runoff deep within the Thrûndaz Mountains and heavily fed by magma-filtered tributaries, the river flows with a murky, metallic mix of ash-tainted water, slag sediment, and industrial waste. It steams where it runs and glows faintly in the dark from chemical luminescence. The Varr-Tok is both a blessing and a curse: used by the Kin to transport resources between forges, but also feared for the corrosive storms and toxic banks it creates as it winds across Azgorh’s tortured crust.

The Drenhuld – The Drenhuld is a major tributary of the Varr-Tok, the Drenhuld River also known as “The Iron Sluice” winds down from the jagged slopes of the Dravngrûn Mountains, flowing through ancient mining scars and refinery-choked lowlands before merging with the Varr-Tok near the shattered basin of Thundraz Reach. The Drenhuld is a heavily redirected and partially synthetic river, shaped over centuries by Brôkhyr aqueduct rigs and guild damworks. Its waters are dark, heavy, and thick with ferric sediment, often glowing faintly from trace radiation and thermal bleed-off from underground forge-vents.

Industrial platforms line its banks, extracting usable compounds from the silt, while it's canyon walls are marked with abandoned rigging stations and half-submerged siege debris from past conflicts. During flood surges, entire sections of the river become hazard zones, swept with acidic foam and unstable microcurrents known to dissolve crawler chassis in minutes. Though overshadowed by the more infamous Varr-Tok and Scorr Delta, the Drenhuld remains a silent artery of ash and iron, feeding the Conclave's network of molten waterways.

The Scorr Delta – Where the Varr-Tok river fractures across the scorched lowlands of the Ankorian Basin, it spreads into the Scorr Delta a vast, ulcerated expanse of sulfuric floodplains, boiling tar-pools, and slag-mud flats that bleed directly into the caustic tides of Vorrmir’s Gulf. Nicknamed “The Blistered Mouth,” this delta is both lifeline and hazard an open wound at the planet’s crust where runoff from Azgorh’s forges, industrial aqueducts, and natural magma flows converge. Its waters hiss and churn as they pour into the Deep, creating vast thermal gradients and metallic whirlpools that can tear crawler-barges apart if they drift too far from the hardened guide channels.

Vorrmir’s Gulf - Vorrmir’s Gulf is a vast, corrosive inland sea located in the fractured southern reaches of Azgorh. Bordered by jagged slag cliffs and rusted industrial platforms, its waters are thick with molten minerals, volcanic ash, and chemical runoff drawn from centuries of siege-industry. Feeding into its scorched shores is the Scorr Delta, a sprawling, sludge-choked river system formed by the convergence of Azgorh’s mountain runoff and industrial aqueduct discharge. The delta snakes through lava-fissured valleys and toxic basins, carrying blackened silt, metallic debris, and slag-heated currents into the Gulf. The meeting of delta and sea forms a hazardous crucible of scalding tides, where submersible forge-rigs often vanish beneath boiling swells or disappear into sink-holes left by collapsed mining operations. Still, the Searing Deep remains vital: its shores host rare mineral blooms, and it is dotted with dredge stations, and ore-loading spires. To the Kin of the Conclave, it is not a place of beauty it is a resource, a battlefield, and a reminder of what is earned through fire.

The Howling Lands – East of the Dravngrûn Mountains lies a region of jagged canyons, wind-scoured plateaus, and ancient basalt scars known as the Howling Lands. This savage expanse earned its name from the ceaseless winds that scream through the ravines like the wailing of restless spirits. The terrain is treacherous and volatile marked by sudden seismic activity, unstable rock faces, and tar-choked chasms. Hidden among the ridges and fissures are the war-camps and fungus-choked lairs of feral Ork tribes who prowl the region in endless, brutish hunts, drawn to the metal-laden grounds and Kin convoys alike.

Though perilous, the Howling Lands are not abandoned. The Kin maintain a strategic lifeline through Duskgate Pass, a narrow, fortified corridor carved through the heart of the region. At its apex stands Varr-Morrak, a grim citadel hewn into the rock itself. Like a sentinel cast in iron, Varr-Morrak watches over the convoys moving between Irôn Peak and Uzkûlak, shielding trade, sending out extermination bands to purge the Howling Lands of the Greenskins. While full expeditions into the Howling Lands are rare due to the cost and danger, scouting warbands. Hernkyn, and mining teams occasionally brave its fury for this region is rich in many kinds of ore buried deep beneath the canyons.

Stonekeg Hall - Nestled along the banks of the Varr-Tok River, where its volcanic waters cool into mineral-rich flow, lies Stonekeg Hall, the ancestral seat and grand brüery of the Anvilbrü Union. Towering fermentation chimneys and rune-inscribed brükettles rise like sacred spires above the basalt-wrought complex, their ever-churning engines fueled by subterranean geo-vents and ancient tradition. Carved into the red-black stone of the riverbank cliffs, Stonekeg Hall is not only the largest brüery in the Ankor Industrial Conclave, but also the oldest a site where craft, kin, and culture have stewed together for centuries.

Within its vaults, legendary guildmasters oversee the brewing of the famed Blackfist Reserve, a dark and thunder-rich ale served from adamantine-cored kegs and poured with reverence across Kindred feasts and war councils alike. The brü is said to be so potent it can quiet any kins doubts. Pilgrims from far-flung outposts come to Stonekeg to taste its fire, and Kindred leaders often broker trade oaths within the copper-shined tap-halls that overlook the roaring Varr-Tok. Though brewing is its soul, Stonekeg is also a fortress a bastion guarded by oath-sworn warriors and defended by ale-fueled revelry and grim determination.

A World of Pressure and Promise

Azgorh is a planet that fights back. It erupts, it collapses, it chokes the sky, but it is also one of the most mineral-rich worlds in the Galactic Core. It is not beautiful. It is useful. And in the hands of the Ankor Industrial Conclave, it is a weaponized resource-world without equal.

Flora

Azgorh has little in the way of natural flora. The planet is defined by volcanoes, ash deserts, toxic basins, and constant geologic upheaval. Photosynthetic life is rare, with thick smog and low natural light in many regions. What plant life exists does not grow in forests or fields; it clings to life in cracks, crevices, and slag-scorched plateaus. What flora does survive on Azgorh is twisted, caustic, and heavily adapted more mineral than plant, more weapon than beauty.

Notable Plant Life of Azgorh

Ashbarrow Spire - The Ashbarrow Spire is a towering, tree-like plant native to the volcanic plains of Azgorh. Resembling a blackened, petrified tree with jagged metallic fronds instead of leaves, it thrives by drawing nutrients from geothermal vents and mineral-rich ash rather than soil. These hardy organisms can grow up to 30 meters tall and are known for emitting eerie hums during windstorms, earning them the nickname “Wailing Pines.” Though grim in appearance, they play a vital role in stabilizing ash dunes and supporting local life. Their iron-rich sap is sometimes harvested by Kin guilds for industrial use.

Ashglass Fangs - These tall, brittle stalks resemble jagged crystal spears. Grows in volcanic glass fields and absorbs minerals rather than sunlight. Extremely sharp and toxic—used by Kin chem-smiths to brew solvents and corrosion agents. Snap under pressure and release clouds of reflective ash that confuse sensors and optics.

Ironroot Moss - Clings to the walls of slag crevasses and abandoned tunnel mouths. Feeds off trace metals in the stone, turning deep rust-red or bronze in color. Used by Kin for insulation lining in harsh environments and slow-reacting chemical compounds.

Ember Briar - A thorned vine found near lava rivers or geothermal cracks. Stores heat in its dense core, which glows faintly at night. Highly flammable and dangerous when cut; grows quickly in high-radiation zones. Sometimes cultivated by frontier Kin to use as natural heat traps.

Tarspine Fungus - Grows in tar pits and oil basins; has a black, fibrous structure. Produces thick, oily spores that cling to armor and machinery. Avoided by most Kin but used in alchemical rituals and some Guild brews. Thought to be semi-sentient by certain Brôkhyr mystics.

Grudgebloom - A rare, almost mythical plant found deep underground, near unstable Blackstone veins. Said to bloom only once every few cycles, pulsing with faint bioluminescence. Considered an omen—either of collapse or enlightenment. Believed by some Deepblood Creed followers to mark places where ancient ancestors fell in silence.

Fauna

Azgorh’s fauna are creatures of brutal adaptation, shaped by a world where molten rivers burn across the plains and the very air chokes with ash and ore dust. Life here is not delicate it is armored, heat-hardened, and relentless. From the Varrkûn, horned mountain goats that graze on slag-root and lick minerals from stone, to the Grimmaws, deadly predators that stalk convoy trails like smoke-bound wraiths, every beast on Azgorh is as much a hazard as it is a wonder. The great Drakgorrs thunder across the black slopes in small herds, battering everything in their path with iron-crusted horns, while smaller creatures like Razorfangs and Ember Rocs pick over the bones of battlefield wreckage and mining detritus.

Beneath the surface, Azgorh’s waterways rivers fed by thermal vents and volcanic runoff harbor life no less savage. Cindergill Eels slither through boiling rifts, their glowing gills filtering ash-heavy water, while Slagfish churn the silt in armored schools, chewing through mineral deposits and scavenging forge runoff. Even stranger are the depths where leviathans stir: the Varrkûn Leviathan, a beast spoken of in hushed reverence, and the Dreadkrill, a clicking terror that surfaces only during seismic unrest. These aquatic titans are rarely seen but never forgotten. On Azgorh, even the water bites back.

Notable Animal life on Azgorh

Ashmuul - The Ashmuul is a Manticore-like beast with the body of a gigantic lion, a powerful mace-tipped tail and a massive, bull-like head. It is a wise and crafty beast that makes its lair in the Blasted Wastes. The Kin believe it to be a rare mutation of the Auroch, and less a beast than a physical manifestation of the Azgorh rage.

Razorfangs - Razorfangs are lithe, ash-grey feline hunters that stalk the lava-pocked ridges near Varkûn-Morr, and few are found in the Blasted Wastes. They have long, needle-fanged maws and bioluminescent vision slits that glow through the smoke. Their hide is fire-resistant, and they often make dens near cooling magma flows or abandoned slag tunnels. Often travel in packs of three to five. Highly territorial. Known to disembowel Kin who wander too far from fortified mining convoys.

Grimmaws- Grimmaws are thickly muscled, barrel-chested predators that roam the ash plains and basalt gorges of Azgorh. Their hides are layered with calloused slag-scales, and their jaws are strong enough to shear through ferrocrete plating. Grimmaws are known to trail mining convoys and battlefield wreckage zones, feeding on carrion, engine grease, and occasionally Kin.

Magma Dragon - A Magma Dragon is amongst the most malevolent and reclusive. Primordial and ferocious creatures, Magma Dragons are infamously known for their extremely thick, obsidian scales which radiate a constant glow of white-hot heat. What they lack in numbers, they make up with juggernaut strength and the ability to hunt down some of the largest predators to roam the land.

Drakgorrs- Known as Drakgorrs to the Kin of Azgorh, these towering, horn-plated beasts roam the scorched highlands and slag-choked valleys of the Ironspine Ranges and beyond. With hides like fused rockcrete and dense, corded muscle beneath their matted fur, Drakgorrs are a brutal byproduct of Azgorh’s hostile evolution—flesh shaped to endure molten rivers, razor shale, and tectonic fury.

Equipped with twin frontal horns layered in mineralized iron deposits and a blunt temperament that borders on perpetual aggression, Drakgorrs travel in tight, semi-nomadic herds ranging from five to twenty. Despite their bulk, they are unnervingly fast over uneven ground, capable of flattening mining convoys and armored prospect crawlers with little more than instinctive fury. Though not a targeted threat, their sheer destructive potential near extraction zones has led to many being hunted or repelled by Kin garrison crews.

Brakenhorns - Resembling animate cliff faces with hooves, Brakenhorns are solitary colossi covered in infused mineral growths and volcanic slag. They move slowly, but with terrifying momentum, and are often mistaken for outcroppings before they charge. Their horns are partially crystallized from centuries of exposure to plasma bursts and tectonic venting. Many Kin believe Brakenhorns are drawn to sound, especially deep forge-rumbles and artillery fire leading to frequent, accidental breaches into mining holds.

Aurochs - The Auroch is a flying beast of ancient origin possibly mutated or preserved from Azgorh’s pre-terraforming era. It resembles a titanic horned bull with wings of ember-veined membrane and a body wreathed in heat haze. The creature’s flight is accompanied by sonic booms and magnetic disruptions that interfere with Kin targeting systems. Rarely seen, but every Kindred has a tale of a Aurochs incinerating entire groups of kin mid-air.

Bale Aurochs - Occasionally a Auroch will get extremely big and even though extremely rare they will become a Bale Auroch. A Bale Auroch burns with a terrific intensity, so that its whole body is wreathed in fire and smoke. Indeed, so angrily and so hot does the Bale Auroch' skin burn, that bolt rounds become molten before impact. When it moves across the ground sparks fly from its hooves and lightning plays about its feet. It breathes fire in great snorting bursts and black smoke curls from its gaping maw. Bale Auroch are rare, and the Kin have placed a high price on killing these creatures.

Varrkûn- The Varrkûn is a resilient, mountain-dwelling beast native to the scorched highlands and slag-covered slopes of Azgorh. Slightly larger than an average goat, the Varrkûn  is known for its long, soot-black fur, broad cloven hooves, and a pair of thick, downward-curving horns that sweep out wide from its skull like the arms of a broken crescent.

Varrkûn thrive where most creatures falter, feeding on fire-lichen, sootroot, and metallic mosses that grow near thermal vents and magma fissures. Their hooves are naturally heat-resistant, and many herds roam perilously close to active lava rivers and smog-choked ridgelines. The horns of mature males become pitted and darkly polished from rubbing against volcanic stone, earning them the Kin nickname “cinder-crowns.”

Though not aggressive by nature, wild Varrkûn can be fiercely territorial during rutting season and will defend their young with lunging headbutts capable of breaking a Hearthkyn’s greave (shin plate). Despite this, the Ankor Industrial Conclave has found them useful: Varrkûn  hide is durable and flame-resistant, their milk is nutrient-rich (if slightly metallic), and their horns are often carved into ceremonial grips or clan-badges.

Ashwyrms - Smaller cousins of Magma Dragons; serpentine, fire-breathing drakes that dwell in geothermal tunnels. Molten saliva used in molecular furnace etching and plasma weapon calibration. Hunted by elite Hearthguard in rite-of-passage duels. Often mistaken for a seismic event until too late.

Ember Rocs - Giant, ash-winged avians that nest in volcanic calderas and roost near magma vents. Their wings beat up storms of ash and cinders; claws can shatter armor. Rarely seen but greatly feared; ancestral records claim one tore a skyrig from the sky. Their feathers, when harvested, burn with a residual glow used in ceremonial torches.

Slagmaw - Massive subterranean worms that burrow through lava tubes and slag deposits. Their magma-coated armor plating is resistant to most conventional weaponry. Attracted to heat and vibrations, often mistaken for seismic activity. Kin miners consider cursed omens a sign a dig has gone too deep.

Notable Aquatic life on Azgorh

Cindergill Eel - A serpentine fish that swims through geothermal vents and ash-laden waters. Its gills glow faintly red from the constant filtering of volcanic minerals. Often harvested for their resilient hide, which is processed into heat-resistant fabrics or lubricants for forge machinery.

Emberfin Darter - A small, quick, and aggressive fish that lives in rivers and lakes. Their shimmering bronze-red scales reflect ambient heat. Used as a delicacy by the kin of the Ironsworn Kindred.

Slagfish - Small, whiskered predators found in Azgorh’s subterranean rivers and slag-fed reservoirs. With armored hides, piranha-like teeth, and sensitive barbels, they swarm in murky waters, feeding on carrion, smaller fish, and the occasional unlucky Kin. Though most are no longer than a forearm, some grow to the size of a Kin’s torso. They are both a hazard and a delicacy to the Ironsworn Kindred.

Spinefin Thresher - Found prowling the acidic estuaries of the Scorr Delta, the Spinefin Thresher is a narrow-bodied predator covered in ridged scales that shimmer with chemical iridescence. Rows of hooked fins saw through kelproot and prey alike, and its aggressive nature has earned it a reputation as the “razor of the delta.” Though dangerous to harvest, its meat is lean and bitter used sparingly in stews or dried into ration bars for long-range convoys.

Cavemouth - Lurking in the flooded tunnels and lightless cisterns beneath Azgorh, the Cavemouth is a blind, cave-dwelling fish with a maw disproportionate to its body. These sluggish but voracious bottom-feeders rely on vibration and heat to locate prey, their rubbery bodies well adapted to the toxic run-off and mineral-choked waters of the underdeeps. Though rarely seen by surface Kin, Cavemouths are occasionally harvested by sub-aquatic expeditions, their tough, mineral-rich flesh used in pickled rations or rendered into protein slurry for deep-range deployment kits.

Varrkûn Leviathan - A myth-shrouded creature said to dwell in the deepest magma-seeped lakes. Massive and slow-moving, its carapace is coated in blackened ore deposits. Its rare sightings are treated as omens of industrial breakthroughs or catastrophic breaches. The Ironsworn Kindred have long recorded its path in fear and reverence alike.

Dreadkrill - A monstrous, segmented, kraken-like behemoth that emerges only during seismic shifts. Its scalding jets of pressurized water and ash are said to melt hull plating. Ships patrolling Azgorh’s oceanic rifts have occasionally vanished, their final logs whispering about “the clicking in the deep.”

Brimspire Gulper - A whale-sized, blind predator that navigates by sonar and seismic tremors. It feeds on entire shoals of ash-fish and is known to breach in steam geysers, letting out a roar that echoes across canyons. Its blubber is rich in volatile oils, carefully harvested when found deceased.

League Kindreds

"Kindreds of the Ankor Industrial Conclave are just as strong as any other. You wanna know why no league challenges our authority because we excel at siege warfare and any who would challenge us would face total annihilation!"
—Einhyr Champion Jôsef Orksbane of the Ironsworn Kindred
Picfeed of the Ironsworn Kindred making warmachines
Picfeed of the Ironsworn Kindred making warmachines

Though the Ankor Industrial Conclave is counted among the smaller Leagues of the Galactic Core, its Kindreds are united by bonds far deeper than proximity or profit. Where larger Leagues have seen Kindreds splinter or drift into rival dominions, the Kindreds of Ankor have remained steadfast bound by shared history, blood-forged oaths, and the trials of countless warzones fought side by side. Each Kindred brings its own traditions, its own mastery be it in siege warfare, void mining, or engineering, but all are aligned in purpose. They stand not as scattered holdings under a distant banner, but as a cohesive war-machine, hammering forward through adversity with disciplined fire and industry.

Due to the League’s size and the vast demands of their industrial reach, the Kindreds cannot hold every frontier. Instead, they deploy Prospect Oathbands mobile detachments of warriors, miners, and Brôkhyr surveyors to claim vital mineral veins, reestablish trade zones, and lay the groundwork for future holds. Wherever they go, these Kindreds carry the weight of the Ankor name not in numbers, but in unyielding resolve and ancestral strength.

Ironsworn Kindred - The eldest and most revered Kindred of the Ankor Industrial Conclave, the Ironsworns are the founding stone upon which the League was built. From their seat in the Hold-world of Azgorh, they forged the Conclave through fire, siege, and unshakable resolve. Renowned for their mastery of siege warfare and defensive doctrine, the Ironsworns are specialists in attrition, fortification, and the deployment of devastating artillery arrays. They are led by High Kâhl Drâzkarh Blackfist, a living legend whose iron will and battlefield wisdom embody the Kindred’s enduring spirit. Every battle they fight is weighed, measured, and returned in kind with fire, stone, and steel. Numbering approximately 300,000 Kin, the Ironsworn are the largest Kindred in the League by far, and the weight of their history is matched only by the sheer scale of their ranks. From this vast core, countless prospects, oathbands, and specialized detachments emerge, fueling both the Ankor Conclave’s military might and its long-reaching expeditions. It is said that if a oathband marches in the League’s name, chances are it was born of Ironsworn stone. They are also the guardians of the newly added worlds of Borrak’s Hollow, and many other small planets of less notoriety, ensuring that the legacy of their Kindred spreads like fire through ore-veined stone.

Khaldûn Kindred - Masters of voidcraft, the Khaldûn Kindred are the shipwrights and skysteel artisans of the Ankor Industrial Conclave. From their hold on Ghazrûn Reach, they produce some of the League’s swiftest gunships, escort cutters, and grav-assault craft each forged with ruthless precision and ancestral pride. Their designs rival even those of the famed Kindreds of Luminus Crag, yet bear the harsher edge of Ankor’s siege doctrine. Though numbering only around 3,000 Kin, the Khaldûn stand unflinching, their halls echoing with the sound of engines, grav-hymns, and oaths sworn over hull plates still glowing from the forge. Every vessel they send into the stars carries not only steel and fire, but the solemn oath of a Kindred who values perfection over excess. They are led by High Kâhl Ôkhav Cragfinger, a stern tactician known for holding aerial dominance even when outnumbered, and for wielding vengeance like a beam-lance through the dark.

Molten Deepforge Kindred - The Molten Deepforge Kindred have claimed the smoldering Hold-world of Nidâvellir, where weapon and armor-making have been elevated to a near-sacred art. Their hold-cities pulse with plasma-lit furnaces and ordnance refineries, churning out the League’s most advanced energy weapons and reactor-fed wargear. Every Autoch Pattern Bolter, every EtaCarn Plasma Beamer, and every void-armor suit bearing the Molten Deepforge seal carries with it the weight of exacting craftsmanship and ancestral fire. Numbering roughly 6,800 Kin, the Deepforges are not numerous, but they are vital. Many of their smiths and sinterwrights also labor in the grand forges of Azgorh itself, further tying them to the industrial lifeblood of the Conclave. Commanded by High Kâhl Rhôrdiuna Stonegazer, a visionary strategist and astromantic tactician, the Kindred balances brute industrial scale with calculated insight.

Anvilhand Kindred - The Anvilhand Kindred are the ironclad engine of the Conclave’s armored might masters of mass-produced war machines, long-range siege artillery, and industrial logistics on a planetary scale. Numbering roughly 80,000 Kin, they are the third largest Kindred in the League, a force whose presence is measured not just in warriors but in hulls, treads, and artillery shells. From their network of foundry-fortresses orbiting the mineral-rich world of Thuûrk Hall, and the newly annexed Zakral’s Maw, the Anvilhands oversee a tireless cycle of resource extraction and mechanized output. The moons they inhabit burn day and night with the glow of forge-kilns and plasma stacks, while automated convoys descend to the planetary surface to reap the raw fuel of war. Commanded by High Kâhl Thôrgrim Ironeye, a stoic commander whose silence is as forceful as his strike, the Anvilhands are pragmatists to the core. They favor overwhelming firepower and battlefield permanence. Their tanks are blunt instruments of conquest, and their artillery strikes are measured like coin from a vault precise, heavy, and final.

Starhelm Kindred - Guardians of the southern passage into the Conclave, the Starhelm Kindred are the second largest Kindred in the League, numbering approximately 150,000 Kin. Their might is anchored across the war-wracked worlds of Thrûl’s Edge and Svartal planets forged into unyielding bastions of shielded steel and orbital firepower. These fortified worlds are wreathed in a lattice of void-shielded defense platforms, grav-batteries, and sensor spires that constantly scan the unstable southern warp rift a sundered scar in the fabric of reality. The Starhelms are not architects of expansion, but wardens of annihilation. Every fortress they construct is a final warning. Every cannon emplacement is a decree of obliteration. Their defenses are not meant to repel they are meant to erase. They are led by High Kâhl Yrêk the Unyielding, a warrior of uncompromising honor and legendary resolve, who once held a collapsing orbital bastion for seven cycles while surrounded by daemons and warp-scarred foes. She did not retreat, and her Kindred does not break.

Moltrûn Kindred - Seated upon the industrial hold world of Iron Forge, the Moltrûn Kindred number roughly 35,000 strong and are known across the League as the armored juggernauts of the Ankor Industrial Conclave. With the largest and most advanced Brôkhyr guild networks in the entire League, the Moltrûn excel in the art of battlefield mechanization and armored warfare. Their mountain-forges burn ceaselessly, outputting siege tanks, exo-armor, and warplate with industrial precision. Each foundry beneath Iron Forge is a fortress unto itself engineered like a siege engine: brutal, efficient, and unyielding. Even the Ymyr Conglomerate, known for its own famed forges, grudgingly respects the output of Iron Forge. The Moltrûn Kindred’s creations are not merely tools they are heirlooms of destruction, forged to endure what would break lesser constructs. They are led by High Kâhl Ânnyk Ironpick, a fire-tempered commander with an unshakable devotion to Ankor and a mind forged in the crucible of siege warfare. Under her leadership, the Kindred has grown in both prestige and power, stoking the fires of a long-standing and fiercely competitive rivalry with the Orcsbane Kindred of the Ymyr Conglomerate.

Rockfist Kindred - Roughly 3,500 strong, the Rockfist Kindred operate from the volatile asteroid fields of Zhârr’s Belt and the deep-burrowed kin-world of Zharrûl’s Eye. They are the Ankor Industrial Conclave’s foremost miners, prospectors, and deep-core engineers masters of excavation whether among the void-split rocks of dead stars or beneath magma-veined planetary crusts. Their expertise in asteroid boring, void-shielded mining convoys, and extreme-depth excavation is unrivaled across the League.

At the core of their strength lies the Deepdelver Collective, a vast coalition of autonomous prospector enclaves that stretch across the stars. Their motto, “First to uncover, first to clash,” is no idle boast for when the Conclave reaches into new territory. This mining guild has great influence in the Rockfist Kindred. As such the Deepdelver Collective sponsors countless mining operations that the Rockfists undergo. It is often a Rockfist rig or outpost that encounters it first surrounded by ore-haulers, grav-cranes, and escort warships built for both trade and total war. They are led by High Kâhl Hrûbrak Bittersteel, a granite-hearted commander forged in the ore-fires of Svartal, whose doctrine teaches that prospecting is no less dangerous or honorable than war. Under his guidance, the Rockfist Kindred continues to push ever outward, drilling deep where others would falter, and always ready to carve a claim through bedrock or blood.

Voidstrider Kindred - The Voidstrider Kindred is one of the newest Kindreds to join the Ankor Industrial Conclave, numbering roughly 650 Kin. Forged in the turbulent aftermath of the Cölosyk Warpstorm’s birth, they were once a roaming Kindred within the Trans-Hyperian Alliance until they were cast out for failing to meet profit quotas during a period of heightened xenos interference and interstellar collapse. Labeled inefficient and left to drift, the Voidstriders teetered on the brink of dissolution until the Ankor Industrial Conclave extended an oath-bound offer they accepted without hesitation. Now sworn to Ankor, the Voidstriders serve as deep-void surveyors, pathfinders, and first-contact scouts, often operating far beyond League-controlled space into unlit systems and broken starscapes. They maintain hidden waystations, signal buoys, and forward mining probes across the edge of the Conclave’s reach. Though still viewed with suspicion by many of the older Kindreds, their relentless pursuit of honor has earned grudging respect. Led by High Kâhl Gârthi Blackhammer who steered her people through exile and integration this Kindred has thrown itself into every campaign, survey, and expedition to prove its worth. Quiet, practical, and ever vigilant, the Voidstriders are the first to see what stirs in the dark.

Angrulok’s Kindred – Numbering roughly 2,400 Kin, Angrulok’s Kindred once hailed from the distant and fragmenting Balor-Attal Conglomerate. They earned renown not as conquerors, but as relentless pathfinders and shrewd negotiators, rising to prominence through bold expeditions into uncharted space and forging resource pacts. When their former League’s Votann would degenerated to become little more than a Fane Angrulok’s Kindred chose departure over decay, selling off star charts and void-hardened vessels to the highest bidder until they found safe harbor within the Ankor Industrial Conclave.

As one of the newest Kindreds to join the League, following closely after the inclusion of the Voidstrider Kindred, Angrulok’s warriors have carved out a place for themselves through merit, results, and hard-won trust. Though willing to sell their firepower when it suits a greater objective, warfare for this Kindred is simply a means to an end: access, profit, and the expansion of their reach. Within the Conclave, often spearheading long-range trade convoys, deep-system expeditions, and diplomatic overtures into unmapped regions. Still clad in contract-marked void-armor and bearing the starmap sigils of their old campaigns, Angrulok’s warriors remain some of the most adaptable and best-equipped frontier combatants in the League. They are led by High Kâhl Shûkath Stormcloak, a ruthless warrior whose mind balances every battle each one designed to ensure the continued survival, wealth, and standing of his Kindred.

Enduring Ironbreaker Kindred - Numbering roughly 4,000, the Enduring Ironbreaker Kindred are recent but hard-won allies of the Ankor Industrial Conclave, having joined around the same time as Angrulok’s Kindred. Led by the indomitable High Kâhl Hâshudrotha Fireborn, they abandoned the collapsing remains of the Kapellan League centuries ago, carrying not only their wargear but the flame of their unbroken will. Once proud subterranean tacticians and master refiners of Kapellan space, they saw the slow death of their former League and chose defiance over decay. Severing ancient oath-pacts, they carved their way across the stars to the rising industrial might of Ankor.

Their arrival was not heralded by pomp or petition it was announced in shipments of high-yield ore, hardened alloy blocks, and refitted siege-crawlers rolled straight from factory crawls now bound in Conclave markings. The League did not take them in out of pity, but out of ironclad respect: for any Kindred who survives the slow collapse of a League and still delivers fire and steel is kin worth keeping. The Ironbreakers have since made themselves indispensable, specializing in ore purification, deep-strata extraction, and brutal close-quarters tunnel warfare. Their tactics, born in the collapsing siege-shafts and decaying underways of Kapellan strongholds, have found new purchase in the deepest reaches of Ankorian mines and warzones. With grav-stabilizers, seismic wardens, and breacher rigs, they’ve revitalized entire ore veins once deemed too unstable to touch. In battle, they strike like an erupting faultline deploying in armored tunneling columns, collapsing enemy routes, and emerging in thunderous ambushes from the depths below.

League’s Votann

The Ancestor Core of the Ankor Industrial Conclave
The Ancestor Core of the Ankor Industrial Conclave

The Ancestor Core of the Ankor Industrial Conclave Core-Designation: KHALGRUND was unearthed deep beneath the scorched surface of Azgorh, a planet of ash deserts and tectonic ruin. Buried within a collapsed orbital forge-spire, it lay dormant for millennia, its data vaults sealed beneath layers of molten alloy and fused stone. When the Ironsworn Kindred recovered it, they believed they had found a standard Core. They were wrong.

KHALGRUND was obsessed not only with war, but with the engines that feed it. Within its mind rested countless blueprints and tactical data on siege warfare, but also industrial schematics, extraction algorithms, and ancient formulas for resource reclamation. It did not simply teach them how to win wars. It taught them how to feed war. With KHALGRUND’s guidance, the Ankor Industrial Conclave transformed. Their holds became furnaces of industry, their forge-warrens endless and ever-hungry. Strip-mining fleets descended on world after world. Furnace moons were hollowed out to fuel their machines. Ore caravans the size of hive cities crawl across dead planets, dragging behind them the raw materials for continent-cracking artillery.

Their battlestations are monuments of grim beauty, each a hybrid of advanced defensive tech and brutal, blackened steel. Their siege weapons are not just tools of war, but idols of industry, worshiped in fire and machine-oil by the guilds that maintain them. KHALGRUND speaks little now, but its will is felt in every cycle. “Extract. Build. Fortify. Crush.” It does not demand glory. It demands output. And under its gaze, the Conclave has become a bastion of unbreakable defense and insatiable progress where war is not just inevitable, but profitable.

League Culture

Picfeed of one of the many processing factories that dot Azgorh.
Picfeed of one of the many processing factories that dot Azgorh.

The Ankor Industrial Conclave is a siege-born society defined by relentless industry, cold pragmatism, and long memory. Forged in the aftermath of betrayal and the fall of their ancestral home, the Ankor Kin believe survival is earned through production and control, not fortune or faith. Their forges burn without pause, fueling a war machine that prizes artillery, siegecraft, and fortification above all else. Status is determined by the Chain of Iron, a strict merit system where every Kin's worth is measured in output, reliability, and battlefield contribution—lineage means little if not backed by results.

Cultural life within the Conclave is stark and functional. Rituals such as marriages, death rites, and oaths are tied directly to war and labor. Marriages are sealed beneath siege engines; the dead are recycled into materials for Hold upkeep or ammunition. Kin do not celebrate through revelry but through milestones—marking completed constructions, fulfilled trade pacts, or resolved grudges. Even downtime is spent refining skills or maintaining equipment. Anything viewed as wasteful or idle is punishable under the Conclave's harsh laws, ensuring that every breath serves the survival and strength of the Hold.

What truly defines the Ankor Industrial Conclave, however, is the Grudge Eternal. Every slight—be it the loss of Dark Crag, a failed trade agreement, or an ancient betrayal—is carved into ferro-stone pillars within the Hall of Iron Oaths. These grudges are not simply remembered; they are assigned to specific Kindreds or warbands, binding generations to carry out vengeance no matter how long it takes. This grim patience shapes every action the Conclave takes: battles fought not for glory, but for inevitability; wars waged not in haste, but with methodical, crushing force that mirrors the slow fall of a siege wall under constant bombardment.

League Space

"The worlds under our control are the most fortified in all the core and that is a fact and I’ll fight anyone who says otherwise."
—Thingrîm Uzkul Einhyr Hearthguard of the Khaldûn Kindred

Though few in number, the worlds held by the Ankor Industrial Conclave are ruthlessly efficient, each one stripped, mined, and hollowed with purposeful precision. From asteroid belts to ash-scoured forge-moons, every outpost, holdworld, and mining colony serves a single function: to fuel the furnaces of Azgorh. All resources, be it ore, plasma cells, warp-insulated alloys, or gene-harvested biomass are shipped directly to Azgorh, the Conclave’s heart-world, where they are refined, weaponized, and forged into the war-machine that sustains the League. The Ankor Industrial Conclave controls four systems in the Core and a few planets outside of the core in recent years. Here is a list of worlds belonging to the Ankor Industrial Conclave

Azgorh (Hold World) - Azgorh is situated in the western region of Ankor space and lies on a major trade hub near four important Ankor mining epicenters. It is also the capital of the Ankor Industrial Conclave. Azgorh is known for its impenetrable defenses rivaling that of the Greater Thurian Leagues hold worlds of Crimson Gulf and Ûrvymm's Bulwark. It is also the only world the Ankor Industrial Conclave calls a Hold as such almost all the resources mined are shipped to Azgorh for manufacturing into weapons or armor.

Iron Forge (Hold World) - Iron Forge is a mountainous, snow-laden world where glaciers grind against black-iron peaks and frost clings to the chimneys of fire-wreathed foundries. Home to the Moltrûn Kindred, it stands as the Ankor Industrial Conclave’s second great forge-world its icy exterior concealing a labyrinth of subterranean forges, siege yards, and magma-channeled furnaces. Though it does not rival Azgorh in output, the weapons and armor forged here in the cold are famed for their density, precision, and enduring strength.

Thrûl's Edge (Kin World) - Thrûl’s Edge, also known as the Iron Gate, is a wind-swept, highland world of pine-cracked cliffs, frozen moors, and snow-draped valleys. Situated in the northern reaches of Ankor Space, it serves as a critical trade nexus between the Ankor Industrial Conclave and the distant Ironspine Extraction League. The Starhelm Kindred call this land home, guarding its mountain passes and fortified sky-holds with a warrior culture as unyielding as the frostbitten stone beneath their boots.

Nidâvellir (Kin World/Mining World) - Nidâvellir is a vast, storm-wracked gas giant located in the eastern reaches of Ankor Space, its upper atmosphere streaked with violet clouds and lightning-churned pressure bands. Suspended above the world are the orbital refineries and extraction platforms of the Molten Deepforge Kindred, who harvest volatile gases, plasma-rich vapors, and rare atmospheric elements to power the Conclave’s furnaces and voidship drives. The stations themselves are industrial fortresses anchored in place by grav-chains and protected by storm-hardened armor, their interiors forever humming with the rhythm of chemical alchemy and machine prayer.

Thuûrk Hall (Kin World/Mining World) - Thuûrk Hall is a volatile, high-atmosphere world positioned on the fringe of Ankor Space, its swirling skies rich with the gaseous elements essential for plasma refinement and weapons-grade fuel. Overseen by the Anvilhand Kindred, towering extraction rigs and suspended refineries drift across its storm-lashed upper layers, siphoning raw energy from the clouds themselves. Guarded like a forge-relic, the world remains a vital lifeline in the Conclave’s plasma-based war industry.

Svartal (Kin World/Mining World) - Svartal is a dust-blasted mining world on the outer rim of Ankor Space, its rust-red deserts scarred by ancient quarry lines and fortified extractor cities. Beneath its iron-rich soil lie the mineral veins that feed the forges of the Conclave, while its skies bear the soot of constant skirmishes with Chaos warbands. Under the watchful eye of the Starhelm Kindred, Svartal endures.

Sovngarde (Mining World) - Sovngarde is a newly claimed world within Ankor Space, its landscape dominated by endless peat bogs, steaming marshes, and bone-white stone rising from the mist. Though treacherous to traverse and plagued by shifting ground and gas eruptions, the planet hides a wealth of rare minerals vital to the forging of the Conclave’s wargear. The Kin of the Ankor Industrial Conclave have begun carving out footholds atop stilted foundries and armored drilling platforms, determined to tame the mire, one sinking step at a time.

Zharrûl’s Eye (Kin World) - Zharrûl’s Eye is a stark, cratered world in the northwestern reaches of Ankor Space, its barren surface more akin to a moon than a thriving planet. With no true atmosphere and little natural shelter, it serves as a forward bastion for the Rockfist Kindred, who maintain orbital bastions and subterranean redoubts to repel the relentless greenskin incursions spilling in from the galactic fringe. Despite its desolation, Zharrûl’s Eye thrives as a trade node between the Greater Thurian League, and the Ghulo Industrial Complex.

Ghazrûn Reach (Kin World) -  Ghazrûn Reach is a frozen, storm-swept world on the eastern fringe of Ankor Space, its jagged ice ridges and frost-choked plains constantly lashed by sub-zero gales. Far from the safety of the galactic core, it endures frequent Drukhari raids and Greenskin incursions, turning its icy silence into a crucible of constant vigilance. The Khaldûn Kindred have carved their bastions into the glacial cliffs, operating from deep ice-fortresses and maintaining the League’s presence in this perilous borderland.

Zhârr’s Belt (Kin World/Mining World) - Zhârr’s Belt is a sprawling chain of mineral-rich asteroids drifting west of Azgorh, an ancient celestial scar of shattered moons and mineral-laden planetoids. Overseen by the Deepdelver Collective mining guild, its dense fields are riddled with tunneling rigs, grav-lifts, and fusion drills that extract rare ores vital to the Ankor Industrial Conclave’s war machine. On the largest asteroids, the Conclave has established heavily fortified outposts and processing stations, transforming the belt into a bastion of resource extraction and a frontline against anything that dares approach from the void.

Borrak’s Hollow (Mining World) - Borrak's Hollow is a mining world and has recently been added to the League. Originally the world once belonged to the Imperium, but since the Dark Imperium was formed, they broke away. The Ironsworn Kindred would fall upon the world and have begun harvesting the world of resources and sending such resources back to Azgorh.

Zakral’s Maw (Mining World) - Zakral's Maw is a mining world belonging to the league. In recent years this destroyed world has become an outpost watching the Kathar-Sindrum Hegemony since they have moved into the area. The Anvilhand Kindred have begun exploiting the remains of Zakral's Maw.

Krundholl IX (Mining World) - This Mining World has recently been brought into the fold of the Conclave. The Moldek Excavators mining guild sponsored a prospect and has set up on Krundholl IX being one of the resource rich planets within the system.

League Notable Guilds

"The guilds of the Ankor Industrial Conclave are more than mere labor orders they are the iron heart of the League. Every weapon, every engine, every sealed vault bears the mark of a guild’s oath and craft. To outsiders, they appear as cold, profit-bound machinists; to the Kin, they are the lifeblood of survival, bound by tradition, duty, and the unbroken chain of ancestral labor."
—Guildmaster Dhoki Slaghand of the Sinterforge Foundry

Within the Ankor Industrial Conclave, the Guilds operate as powerful commercial and logistical engines, maintaining rigid control over all aspects of trade, production, and resource management. Like other Guilds within the Leagues, Guilds are theoretically neutral trade bodies; in practice, they function as political and military forces in their own right. Led by Guildmasters who often hold seats on the Hearthspake alongside military commanders and Grimnyr, Ankor Guilds extend beyond simple commerce setting strict industrial standards, levying tithes, and accrediting Kin in everything from siegecraft to void-trade logistics. Competition between Guilds is fierce, especially in sponsoring Oathband Expeditions to claim relics or resource-rich systems. While freelancers and non-affiliated traders exist, they are viewed with deep distrust considered unreliable and dangerous to the Conclave’s chain of efficiency and worth. Despite their fractious rivalries, Ankor Guilds form the essential infrastructure connecting Kindreds and Strongholds across void and stone. Their relentless drive for control, resource dominance, and precision echoes the wider culture of the Conclave: patient, methodical, and utterly unyielding.

Forgewomb Cloner’s Guild - The Forgewomb Cloner’s Guild oversees the sacred duty of birth and genetic cultivation within the Ankor Industrial Conclave. Operating the crucibles of life deep within the fortified holds of the Conclave, these gene-forgers ensure that every new Kin is not only a continuation of ancestral memory, but a refinement of purpose. With cold precision, they guide the selection of cloneskeins augmenting traits for endurance, intellect, combat potential, or industrial skill as dictated by Kindred need. Though not warriors themselves, the Forgewomb Cloners are both revered and feared, for from their halls emerge not just Kin, but the very future of the League.

Sinterforge Foundry - The Sinterforge Foundry is among the most renowned engineering guilds of the Ankor Industrial Conclave, an ancient Brôkhyr brotherhood responsible for crafting the weapons, armor, and war-machines that arm the League’s Kindreds. From siege tanks to plasma-forged exo-plates, every piece bears the sigil of Sinterforge: a mark of grim precision and enduring wrath.

Their forges burn hotter, their tolerances tighter, and their expectations harsher than any other guild in Ankor space. Apprentices who survive their trials emerge as master artificers. To the warriors of the League, a weapon bearing the Sinterforge seal is more than a tool; it is a sacred burden, crafted by fire, bound by oath, and made to outlast the stars.

Oathstone Covenant- The Oathstone Covenant is said to have carved the first steps that led into the heart of Irôn Peak, the Oathstone Covenant is the League’s oldest and most revered guild of masons, rune-carvers, and stone architects. More than builders, they are artists of basalt and ashglass, laboring not just with chisel and hammer but with ancestral reverence. Every statue, ziggurat face, and gate pillar etched with runes and great deeds has passed through their hands. Their guild halls are quiet sanctuaries of dust and echo, where silence is the sign of work and every strike of the hammer is a prayer to the stone. From Irôn Peak to the halls of Dredge Keep and the fortresses of Zhârrduk, the mark of the Covenant is everywhere etched deep in the bones of Azgorh itself. Even the Tower of KHALGRUND bears their seal, proof that even the gods of code and flame rest upon stone carved by Kin.

Auric Compact - The Auric Compact is the foremost mercantile guild within the Ankor Industrial Conclave, a powerful consortium of trade barons, ore-brokers, contract-masters, and voidbound accountants. Tasked with overseeing inter-Kindred commerce, resource allocation, and external trade agreements, the Compact ensures that the League’s vast industrial machine is never starved of the coin, materials, or obligations it needs to grind ever forward. Every deal struck through the Compact is etched in votive metal and stored within the Oathledgers, rune-locked vaults of binding contracts. To default on a Compact agreement is not merely dishonorable; it is to invoke the wrath of sanctioned bounty collectives and oathbreaker executioners. They speak in gold, trade in blood, and make war profitable.

Ironstar Frontiers - The Ironstar Frontiers guild stands at the edge of the known and pushes further. As the Ankor Industrial Conclave’s premier exploration guild, Ironstar funds and equips expeditions beyond the borders of the Galactic Core, charting routes through unclaimed voidspace, unearthing forgotten ruins, and securing resource-rich systems before rivals can stake their claim. Its prospect crews, often composed of veteran hernkyn pioneers. They are known for operating independently for years, only returning when the maps have changed or a new path has been carved through flame and blood. Many of the Conclave’s current holdings began as Ironstar ventures.

Deepdelver Collective - The Deepdelver Collective is one of the oldest and most vital guilds within the Ankor Industrial Conclave, an immense, multi-Kindred mining order that operates across the Zharr Belt and beyond. From asteroid fields to crust-locked mineral veins, the Collective specializes in deep-core extraction, void tunneling, and seismic resource recovery, often deploying entire flotillas of excavation rigs, digger drones, and exo-suited Brôkhyr into environments few dare enter. The Collective’s crews are known for their stoic tenacity, their void-hardened rituals, and their silence broken only by the hum of drills and the clang of ore into crucibles. Many never see open sky again, entombed by oath and purpose in the depths they unearth. Their motto is not written in ink but carved into stone and sealed in slag.

Moldek Excavators- The Moldek Excavators are a tenacious mining guild within the Ankor Industrial Conclave, known for their harsh methods, adaptive drilling techniques, and relentless pursuit of deep-vein resources. They have carved out their domain upon the dust-choked world of Ankor VI, a planet once dismissed as barren, but now stripped vein by vein under Moldek control. Operating with smaller, mobile prospecting enclaves and blast-shielded crawler holds, the Delvers thrive in hostile terrain and high-risk environments. Their success lies not in scale, but in sheer refusal to be denied the wealth buried beneath the crust. Though newer than the Deepdelver Collective, the Moldek are rapidly growing in influence driven by both raw ambition and a ruthless hunger for recognition.

Battlebrü Conservatory- Battlebrü Conservatory is a prestigious brüing guild within the Ankor Industrial Conclave, known for its darker, stronger brüs crafted in the volcanic depths beneath Iron Forge in its famous guild hall Frostvale Hall . Their signature brew, Blackbriar Stout, is a bold, iron-sweet stout favored for its slow-burning warmth and somber richness. Unlike the hearty tones of the Anvilbrü Union, Battlebrü brü is revered for its depth and durability an anchor for warriors and laborers alike. The Conservatory’s influence runs deep in the Enduring Ironbreaker, Starhelm, Rockfist, and Moltrûn Kindreds, where a draught of Blackbriar Stout is offered not as cheer, but as a gesture of grit, honor, and enduring strength.

Anvilbrü Union - The oldest and most revered brüers’ guild in the Ankor Industrial Conclave, the Anvilbrü Union is more than a guild it is an institution etched into the very stone of Kin history. Founded in the lower holds of ancient days on Dark Crag, what began as a humble hall of kettles and carved stone casks has become a legendary name across the League. Now seated within the hallowed vaults of Stonekeg Hall, nestled along the Varr-Tok River on Azgorh, the Union continues its sacred craft beneath vaults choked with steam and rune-light.

To raise a mug of Anvilbrü is to taste the legacy of the Kin. Brewed beside magma forges and aged in rune-sealed casks said to hum with ancestral approval, their brü is a ritual of balance and strength known for its bold bite, deep warmth, and a mineral finish that lingers like memory. Recipes are cast into alloy tablets, guarded and passed down by generations of Guildmasters who see their duty as holy as any warrior’s oath. Their most famous brü, Blackfist Reserve, is said to have been served before the Votannic Council itself during the victory against Chaos when the Warp Rift tore the galaxy in half. The Union’s influence stretches beyond barrels and taprooms. The Union’s brü is a staple of victory feasts, oath-sworn gatherings, and warcamp rations alike. Among the Ironsworn, Khaldûn, Anvilhand, Voidstrider, Angrulok’s, and Molten Deepforge Kindred the brü of the Union is like no other.

Kragmantle Enclave - The Kragmantle Enclave is a specialized Brôkhyr guild within the Ankor Industrial Conclave, revered as the master artisans of gravitic shielding, orbital bastion fields, and mass-reactive energy matrices. Where the Sinterforge Foundry hammers steel and the Deepdelvers breech stone, it is the Kragmantle Enclave that holds the sky aloft. Tasked with constructing and maintaining the void shields of starships, the kinetic domes of fortress-holds, and the layered energy webs that protect Ankor cities, the Kragmantle Brôkhyr are equal parts scientist and sanctifier. Each node they craft is meticulously inscribed with ancestral runes and harmonic stabilizers designed to balance raw power with spiritual resonance. They are most often seen during the construction of planetary defense grids, during orbital sieges, or walking the outermost walls of cities like Azul and Irôn Peak, calibrating lattice harmonics in silence. Many serve aboard Stronghold- and Nebula-class vessels as shieldwrights, or accompany Kindred fleets to stabilize defensive lines under fire.

Ironmanifest Consortium - The Ironmanifest Consortium is the primary logistics guild of the Ankor Industrial Conclave, responsible for the transport, inventory, and protection of all materiel from ore and armaments to foodstock and forge-sealed relics. More than mere haulers, the Ironmanifest consider their work sacred: every crate sealed, every convoy dispatched, is bound by ledger-oath, encoded into guildstone archives and witnessed by guild-priests. The Ironmanifest operate colossal land crawlers, void-haulers, and mag-rail columns, each branded with runes of safe passage and reinforced with void-rated armor plating. Their convoys are often escorted by Hearthkyn to ensure no shipment no matter how minor is left unguarded. They are meticulous. They are tireless. And they are feared to misplace or delay cargo within the Ironmanifest’s reach is to invite grudge writs older than many Kindreds themselves.

League Allies

The Ankor Industrial Conclave maintains a cautious network of allies, forged through mutual benefit and shared grudges rather than trust or friendship. Their closest bonds lie with other Leagues of Votann like the Ironspine Extraction League whose values align in discipline and resilience, as well as with mercenary kindreds and siege engineers who respect the Conclave’s mastery of warcraft and industry. These alliances are pragmatic and often temporary, upheld by strict agreements and a shared understanding that loyalty is earned through action and reliability not sentiment. Here are some of the most notable allies of the Conclave:

Ironspine Extraction League - The Ironspine Extraction League is a nomadic industrial powerhouse, a fleet-based League that roams the void on colossal stronghold class ships. Unlike most leagues that claim planets, the Ironspine make their home in the dark void. Void miners and engineers who strip asteroid belts, gas giants, and derelict worlds down to their marrow. Their entire economy is built on relentless extraction, run almost entirely by the powerful Cthonian Mining Guilds who dictate both the League's direction and its war doctrine. A small but formidable League, the Ironspine comprises only four kindreds the Voidmaw Kindred, Kindred Thirty, Riftcore Kindred, and the Gilded Pick Kindred. Each is renowned for its expertise in deep-space mining and void warfare, operating from massive stronghold class ships like the Forge Sovereign and Breaker of Chains, which serve as mobile bastions bristling with grav-excavators, plasma drills, and heavy defense batteries.

Though their fleets are ever-moving, the Ironspine's reputation is as solid as the ore they mine. Their kin are masters of grav-excavation and ore-hauling, able to crack moons with seismic charges and harvest plasma veins from the hearts of gas giants. Their alliance with the Ankor Industrial Conclave was forged through mutual respect both Leagues seeing in each other a shared ethos of industry, resilience, and the will to turn dead worlds into strongholds of iron. Where the Ankor hold ground, the Ironspine carve new frontiers, a partnership that expands both Leagues' might across the stars.

League Battle Doctrine

"We do not rush. We do not waver. The Ankor way is measured force, unyielding walls, and thunderous retribution. Let the enemy break themselves upon our bastions when the time comes, we strike not with wild fury, but with precision, crushing their spirit beneath calculated fire and relentless advance."
—Thegn Rhŷtul Mhokol of the Anvilhand Kindred

The Ankor Industrial Conclave wages war with the precision and patience of master artisans and ancient tacticians. Rooted in ancient traditions of subterranean warfare and fortified defense, their doctrine emphasizes overwhelming firepower, battlefield control, and the unyielding grind of siegecraft. Artillery Supremacy: The Conclave’s battlefield presence is heralded not by war cries, but by the thunder of mass driver cannons, graviton mortars, and high-velocity beam lances. Fire support units are positioned with mathematical precision, often embedded in fortified redoubts or atop geo-stabilized ridgelines. Once engagement begins, the enemy is subjected to relentless bombardment, softening defenses and shattering morale before the Conclave’s infantry ever sets foot on contested ground.

Siegecraft and Static Warfare: Where others charge headlong into the fray, the Ankor dig in and dare the enemy to come to them. Specialized Hearthkyn and tunneling rigs are deployed to undermine enemy fortifications, while defensive energy bastions and plasma sentries form unassailable strongpoints. The Conclave has little interest in lightning-fast conquest; they favor wars of attrition, grinding down opponents through calculated strikes and immovable defense lines. Measured Advance: When the time comes to advance, they do so methodically inch by inch. Hearthkyn squads move in concert with mobile cover platforms and heavy walkers, ensuring minimal exposure. Units do not retreat; they reposition. Every movement is recorded, every shot calculated

Brôkhyr Iron-Master & Ancestor-Linked Ballistics: Drawing deeply from Votann lore and ancient Standard Template Constructs, the Ankor’s forges have perfected the integration of Ancestor Core data into their targeting algorithms. These combat data spirits help predict enemy movement and optimize impact patterns, turning every bombardment into a deadly orchestrated symphony. Philosophy of Persistence: “To move the mountain, strike it until it forgets to stand.” This ancient axiom guides their warfare. The Ankor Industrial Conclave does not seek swift victory; they ensure inevitable conquest.

League Ships

"They call them commerce vessels, but don’t be fooled those ships are fortresses with engines. I’ve seen an entire Greenskin ship fire all there guns point blank and the Kins ship shrugged it off like it was nothing. They don’t maneuver like our cruisers, but Emperor help you if they bring those broadside batteries to bear. Every hull bristles with heavy guns, and they’ve got shield layers thicker than a Navy battleship’s pride. We call them traders, but truth be told, they trade in survival and firepower and they never travel alone."
—Commodore Leona von Tor commander of the Krundholl Battle Group

Ancestor's Wrath (Mega-Cruiser) -The Ancestor’s Wrath is the capital ship and crown jewel of the Ironsworn Kindred and the Ankor Industrial Conclave’s void fleet a Mega-Cruiser of immense scale, ancient lineage, and unmatched firepower. Forged in the orbital drydocks of Dark Crag and armored in layered alloy-steel pulled from the depths of Dark Crag itself, it serves as the personal flagship of High Kâhl Drâzkarh Blackfist and the spiritual banner of the League's power. Its hull is engraved with oath-runes, siege-marks, and battle honors dating back to the Fall of Dark Crag. Beneath its bristling artillery decks lie barracks, core-linked manufactorums, and sealed vault-chambers housing sacred relics, including the original war-forge conduits used to construct the Ironsworn Kindred’s earliest exo-armor.

When High Kâhl Drâzkarh Blackfist is on campaign, the Ancestor's Wrath becomes the spearhead of any void assault projecting coordinated grav-lance volleys and coordinating Kin battlegroups with brutal efficiency. In his absence, command falls to the formidable Voidmaster Kêmma Vyhâ, a tactician as relentless as she is unshakable. Feared by all the ship is as much a symbol as it is a weapon. Its appearance above the world signals not occupation, but judgement.

Indomitable (Mega-Cruiser) - The Indomitable is a fearsome Mega-Cruiser of the Moltrûn Kindred, famed for its unbreakable hull, high-grade weaponry, and the iron will of its commander, Voidmaster Mâlakai Ironpick. Built in the dockyards of Iron Forge and armored in layered ferro-bronze plating, the Indomitable lives up to its name unyielding, implacable, and relentless. To Kin across the League, the ship is a symbol of perseverance, a vessel that moves forward even when the stars burn and the void turns hostile.

Spirit of the Ancestors (Bastion-class) - The Spirit of the Ancestors is a Bastion-class vessel of the Starhelm Kindred, once a commerce hauler turned warship, now revered as a symbol of ancestral pride and defiant resilience. Commanded by the grizzled Voidmaster Bronndrak Hâvyr, the ship gained legendary status during the Battle of Kathar, a pivotal clash in the long and bitter War of the Beards. The Spirit of the Ancestors now serves as both a fighting ship and a moving shrine, a reminder that even the humblest Kin vessel carries the fire of their forebears.

Hammer of Azgorh (Bastion-class) - A venerable Bastion-class vessel of the Ironsworn Kindred, this ship was reforged after the Fall of Dark Crag. It now bears reinforced hull plating etched with oath-runes and heat-sealed grudge-scripts. Known to fire first in nearly every engagement. The ship is commanded by Voidmaster Môrin Blacklock.

Grudgebreaker (Bastion-class) - Primarily a salvage and bulk-hauler vessel, the Grudgebreaker doubles as a long-range escort, equipped with grav-linked macro torpedoes and molten-slag harpoons for debris capture or enemy crippling. Often found escorting resource convoys through warp-scarred systems. Grudgebreaker is part of the Voidstrider Kindred and is commanded by Voidmaster Dakkur Bronzefist.

Khaldûr’s Bastion (Bastion-class) - Khaldûr’s Bastion is part of the Rockfist Kindred. Originally a deep-range prospecting vessel, this ship was converted into a bastion-cruiser after its crew barely survived a Chaos boarding action. Rebuilt with warp-resistant shielding. The Khaldûr’s Bastion is commanded by Voidmaster Astrâdathi Rocktooth.

Kâzdûr’s Oath (Stronghold-class) - Used by the Anvilhand Kindred, Kâzdûr’s Oath is a deep-space refinery ship with six rotational gravity furnaces. Its prow is reinforced with siege plating to push through asteroid storms, while drone-haulers and heat-clad digger swarms follow in its wake. The ship is commanded by Voidmaster Brâzherak Ashhelm.

Wrath of the Deep Forge (Stronghold-class) - Wrath of the Deep Forge is commanded by Voidmaster Tôruk Flamebrand. It was constructed in the dockyards over Azgorh, This vessel is both a refinery and commerce vessel. Used by the Anvilhand Kindred, Wrath of the Deep Forge is rarely seen, but its appearance in a system signals not only prospecting but judgment.

Northern Maiden (Stronghold-class) - The Northern Maiden is part of the Voidstrider Kindred. It is an older model vessel fitted with sensor augurs and memory-echo recorders, this ship is tasked with finding lost relics, and pre-collapse technology. It recently discovered Vault-Gamma Azkel, a forgotten orbital ring once part of an extinct League. Northern Maiden is commanded by Voidmaster Zurnak Dôrhk.

Fist of Ankor (Nebula-class) - An ancient Nebula-class behemoth of the Molten Deepforge Kindred. Its vault-decks contain thousands of exo-suits, armored transports, and siege engines sealed behind rune-locked grav-slabs. Fist of Ankor is commanded by Voidmaster Brônka Ironrune.

Icerunner (Nebula-class) - A lighting fast ship of the Rockfist Kindred, this ship took part in the battle over Grurnakk-Vehl in the middle of the Chaos invasion from the Cölosyk Warpstorm. Commanded by Voidmaster Vêyha Wôlbrokke.

Grimnir's Thunder (Comet-class) - Grimnir’s Thunder is part of the Starhelm Kindred and was deployed during the early expansion, this recon ship is built around long-range geologic scanners and data-depth echocasters. The ship is commanded by Voidmaster Ynnôk Stôyk.

Voidstorm (Comet-class) - The Voidstorm is part of the Enduring Ironbreaker Kindred. Orbiting at thermal-pulse range, this ship marks enemy infrastructure by tracing energy signatures and industrial emissions. It once identified an entire WAAAGH! supply line by spotting subtle overheat nodes in their wrecked moonships. The Voidstorm is commanded by Voidmaster Syrah Iyrnwêrke.

Silvermoon (Comet-class) - Capable of short, sharp warp blinks, this ship is used to jump behind lines or deep into hostile regions and extract without warning. It runs cold and blind, with the crew reliant on tactile. The Silvermoon is part of the Angrulok’s Kindred and is commanded by Voidmaster Mhŷkurr Faenwrôght.

Void Squall (Quicksilver-class) - Built around a quartz-core augur array, this ship can punch through interference to find safe jump paths or hidden enemy stations. It sent the first successful signal through the Cölosyk warpstorm, allowing reinforcements to breach the blockade. She is part of the Ironsworn Kindred and is commanded by Voidmaster Kôrv Ironfoot.

Ironhearth (Quicksilver-class) - The Ironhearth is part of the Starhelm Kindred. She is fast, quiet, and blackstone-sheathed, the Ironhearth specializes in navigating unstable or debris-cluttered zones. Its grav-stabilizers let it coast between minefields and wreckage. It discovered five derelict League vessels lost for over a century, none with surviving crew, all marked with melted runes. Ironhearth is commanded by Voidmaster Yadri Starseeker.

Notable League Formations

“Formed in fire, bound by oath, these warriors are the League’s blade and bastion. They are living testaments to the will of the Ancestors.”

- Mhûtarth Astrâdak of the Angrulock’s Kindred

Like all Kin across the Leagues of Votann, the Ankor Industrial Conclave fosters tightly bound martial brotherhoods and specialized unit formations, each forged through shared purpose and relentless training. Though their Kindred bonds are already strong by nature, centuries of siege warfare and industrial-scale conflict have shaped these formations into highly disciplined, methodical warbands. From the Kegwatch Rangers a famous Hernkyn Yaegirs unit to the Irônguard heavily armored bodyguards for the High Kâhl and Ancestor Core, every formation serves a specific role within the Conclave’s war machine. These brotherhoods and units are not merely military assets; they are living extensions of the Conclave’s culture each bound by oaths, recorded in the Chain of Iron, and driven by shared grudges and industrial discipline that never wavers in the face of war’s attrition.

The Irônguard - Formed in the bitter aftermath of the Fall of Dark Crag, the Irônguard are an elite Einhyr Hearthguard unit of the Ironsworn Kindred. Founded by High Kâhl Bâzhoan Ironsworn himself. Their first commander, Krundr Flamebrow, led them from the exodus from Dark Crag to the conquest of Azgorh, where they forged their oath anew: to protect the legacy of the Kin with hammer, heart, and unshakable will. Clad in exo-armor traced with oath-runes and ancestral filigree, the Irônguard are more than bodyguards they are the immovable line. Tasked with protecting the Ancestor Core KHALGRUND, they stand watch over the sacred vaults of the Tower itself, silent as stone. In times of war, they become the High Kâhl’s personal retinue, marching at his side as iron phalanx and thunderous judgment. In peace, they serve as the first and final wardens of Irôn Peak, stationed at the Gate of the Ancestors where they greet guests, envoys, and would-be invaders with equal gravity. Upon ascension to command, each new leader of the Irônguard is granted Cindermaul a towering concussion hammer forged in the fires of Dark Crag, its haft wrapped in the charred leather of Dark Crag’s fallen and its head etched with the names of past commanders. The current wielder of Cindermaul is Einhyr Champion Jôsef Orksbane, whose name is legend among siege companies for holding the magma causeway at Varrkûl-Tok single-handedly against a green tide.

Forgebrü Striders - Born from the heat-scorched manufactorums of Iron Forge and sworn to the Battlebrü Conservatory, the Forgebrü Striders are a specialized formation of Hernkyn pioneers who thunder across warzones atop magna-coil bikes. Equal parts outriders and saboteurs, they strike with speed and precision, their engines roaring and their weapons tailored for disruption and deep-range engagements. Each Strider bears the guild’s red-capped heraldry, and many carry flasks of Blackbriar Stout for oath-bonding rituals before battle. Though often underestimated as mere scouts, the Forgebrü Striders are anything but. On countless campaigns, they’ve blazed through toxic frontiers, crater-ridden battlegrounds, and ash-worn ridges to crack open enemy lines before heavier kin forces arrive. Whether it’s outflanking warbosses, cutting supply chains, or guiding artillery fire, the Striders are the vanguard flame of the Battlebrü Conservatory.

Kegwatch Rangers - Formed from the ranks of the Anvilbrü Union’s most adventurous members of this brewing guild, the Kegwatch Rangers are a famed detachment of Hernkyn Yaegirs who blend marksmanship, wilderness survival, and age-old brewing tradition. Originally created to escort caravans of rare brü ingredients through hostile territory, they’ve since evolved into a hardened expeditionary force operating far beyond Kin-held space. Each Kegwatch Ranger carries a rune-sealed keg slung beside their weapon, a symbol of their dual oath to protect the lifeblood of the Union and to share it in celebration of victory. Their armor is rugged and burnished, marked by the crest of the Union and personal tally-runes etched with battlefields and brewing contests alike.

Notable League Members

"Warriors of the Ankor Industrial Conclave are legendary and as such we keep our word no matter what. Our oath is our bond and we will see it through!"
—Kâhl Vâk Stargazer of the Molten Deepforge Kindred

High Kâhl Drâzkarh Blackfist - High Kâhl Drâzkarh Blackfist is the indomitable ruler of the Ironsworn Kindred and the sovereign voice of the Ankor Industrial Conclave on the capital world of Azgorh. He rose to power not in peace, but during the fires of desperation when the Conclave stood bloodied, its borders in flames, and the fires of the forges flickering under the shadow of the Warp. Unlike many of his forebears, Drâzkarh is no idle Kâhl seated on a throne of tradition. He is a warrior of stone-willed conviction, clad in Bastium Void Armor etched with siege-scars and wielding the ancestral darkstar axe The Blackrift Axe, a weapon said to be forged from the heart of Azgorh’s first great forge.

In battle, he is a bulwark known for standing at the frontlines with Hearthkyn, holding breach lines against impossible odds. Though many High Kâhls are stern, Drâzkarh is a creature of volcanic patience. His fury, when awakened, is seismic. Entire Kindred halls have gone silent under the weight of his judgment when oaths are broken or cowardice is found. Yet he is not cruel, merely unyielding. To the enemies of the Conclave, his name is spoken like a death knell. To the Kin, he is the Hammer of Azgorh, a living rune of defiance.

Kâhl Sîndraz Orkslayer - Kâhl Sîndraz Orkslayer is the master of the hold-city of Zhârrduk, a bastion of steel and slag nestled within the Blasted Wastes of Azgorh. A member of the Ironsworn Kindred, Sîndraz was forged in silence and shadow raised within the holds of Irôn Peak, where tradition is carved in steel and honor is measured in survival. Sîndraz earned the name "Orkslayer" during a battle against some Ork pirates, when Ork Lootas infiltrated a mining station. With most of the outer redoubts ablaze and communications severed, Sîndraz led a counter-assault through the station, wielding a Plasma Axe. Over three days, he and a handpicked unit of veterans butchered over three hundred greenskins in the choking black of the lower smelteries never once surfacing. By the end, he emerged soot-choked, covered in ash and blood, dragging the remains of the Ork warboss in a mining chain behind him.

Now elevated to Kâhl, Sîndraz rules Zhârrduk with a cold, methodical hand. He is not charismatic. He is not warm. But he is respected. His voice rarely rises, yet his commands are followed with absolute precision. Under his leadership, Zhârrduk has become a cornerstone of the Conclave's planetary defense grid, a city bristling with anti-orbital guns, magma-fed power cores, and industrialized kill-corridors. Unlike many Kâhls, Sîndraz does not sit in high halls. He walks the steel gantries of his foundries, inspecting fortification lines personally and delivering judgment where necessary. He believes that a fortress must be as strong on the inside as it is on the walls.

High Kâhl Ânnyk Ironpick - High Kâhl Ânnyk Ironpick is the current ruler of the Moltrûn Kindred. She ascended to leadership during a time of uncertainty and grief, following the death of her mentor and predecessor, High Kâhl Dhorvak Ironoath, who was slain during a diplomatic trade convoy ambushed by Orks en route to the Ghulo Industrial Complex. The Kindred was shaken, its command structure fractured, and its citadels under pressure from both logistical strain and external threat. Yet Ânnyk did not flinch. She seized the mantle with the calm resolve of a forge-born leader, her oath sealed within the molten heart of Iron Forge's central reactor core.

A former miner, Ânnyk made her name beneath the crust of Iron Forge, mapping uncharted volcanic networks and overseeing the emplacement of siege emplacements beneath enemy positions. Her tactical mind was honed in subterranean warfare: silent, deliberate, brutal. Since taking command, Ânnyk has overseen the reconstruction of the orbital rings, the expansion of Iron Forge’s siege foundries, and the reformation of the Kindred’s deep-mine defense doctrine. Where her predecessor favored tradition, Ânnyk embraced calculated innovation, sanctioning the integration of hybrid technology including grav-core boring charges and plasma-fed macro drills.

Kâhl Angrûnd Oathkeeper - Kâhl Angrûnd Oathkeeper is a veteran war-leader of the Rockfist Kindred, renowned across the Ankor Industrial Conclave for his impeccable sense of duty and unflinching resolve. A master of shock-siege tactics and volcanic insertion warfare, Angrûnd gained widespread acclaim during his exploits on Grurnakk-Vehl, where he commanded the Conclave Oathband sent to aid Kâhl Okkâ Regyl in purging the daemonic jungle-world of Grurnakk-Vehl. A broad-shouldered Kin with a cratered jawline and augmetic ocular plates forged from obsidianite, Angrûnd is the embodiment of the Rockfist Kindred's battlefield doctrine: direct, relentless, and grounded in the weight of ancient promises. He earned the name "Oathkeeper" not by words, but by action, never once breaking formation, never once retreating from a stand made under the name of the Conclave.

During the descent onto Grurnakk-Vehl, Angrûnd and his Oathband deployed via kinetic drop-forges into daemonic forest canopies writhing with flesh-vines and warp-storms. While Ironspine forces cut through the outer corruption with drills and plasma harvesters, it was Angrûnd's disciplined advance that pierced the heart of the jungle-temple complex. His forces cleared three sealed corruption-nodes with plasma charges and flame-bound grav-hammers, holding the breach long enough for Regyl to place the void-core detonator that ultimately collapsed the entire region into nullspace. Angrûnd himself was severely wounded by a warpflame beast during the final hour of the battle, but refused evacuation until every kin under his command had escaped. He was pulled from the ruins barely alive, his armor molten and rune-circuitry fused to his flesh.

He now walks with the aid of an exo-rig laced with adamantine bracing and stabilizers. Though no longer the fastest on the field, his presence is unshakable, and his voice commands absolute respect. To his kin, he is a symbol of endurance and oathbound valor. To the Ironspine Extraction League, he is remembered as the Anvil in the Ash, the one who stood firm so the strike could fall.

High Kâhl Ôkhav Cragfinger - High Kâhl Ôkhav Cragfinger, leader of the Khaldûn Kindred, is a paradox carved in obsidian and iron.  Ôkhav inherited not only the heavy mantle of command but a legacy chiseled with oaths, blood, and grim ambition. He is at once a tyrant of order and a bastion of loyalty ruthless in judgment, unshakable in battle, and unwavering in his pursuit of his leagues supremacy. Ghazrûn Reach, under his guidance, has become a mighty world of both reverence and fear. Built into the jagged basalt crags of Ghazrûn’s western highlands, it bristles with tiered battlements, magma sluices, and statue-sentinels carved in the likeness of Khaldûn ancestors. Yet beneath the fury and stone-bound will lie a cunning mind. Ôkhav maintains a shadow-court of data-keepers and subterranean scouts, many whispering he is preparing for something greater than defense.

Einhyr Champion Jôsef Orksbane - Jôsef Orksbane is the Einhyr Champion of the Irônguard, elite personal guard to High Kâhl Drâzkarh Blackfist and executioner of the Ironsworn’s will. Clad in ancient, rune-scored exo-armor blackened from centuries of siege fire, and armed with the Concussion Hammer Cindermaul, Jôsef is more than a bodyguard; he is the wrath of the Kindred made manifest. His reputation was forged during the battle against a greenskin fleet, Jôsef, led a boarding action on the greenskins flag ship the God Stompa. For thirteen hours, he and his Irônguard Einhyr Hearthguard pushed deeper and deeper into the ship. By dawn-cycle, he stood alone, armor cracked, helm shattered, surrounded by Ork corpses stacked like barricades. From that moment, he was known as Orksbane, a name whispered in reverence and fear.

But unlike many champions, Jôsef does not command with speeches or symbols. He leads through intimidation and presence a grim, silent sentinel who inspires dread in friend and foe alike. When not waging war, he remains within the Vaults of Irôn Peak, leading the Irônguard in silent vigil around the Ancestor Core. It is said that he speaks only to the High Kâhl.

Einhyr Champion Jârthrazz Ironwill - Einhyr Champion Jârthrazz Ironwill is the steadfast shield and war-hammer of the Moltrûn Kindred, leading an elite cadre of Einhyr Hearthguard assigned to protect High Kâhl Ânnyk Ironpick. Where the High Kâhl walks, Jârthrazz follows not as a shadow, but as an armored mountain. His battlefield insight, coupled with a grim tenacity, saw him elevated to Einhyr Champion during the Defense of Vault Sector 19, where he and six Hearthguard held a mining spire against waves of Ork scavenger bands after a surface breach. Unlike many Champions, Jârthrazz rarely speaks in war councils. His loyalty is absolute, his presence commanding, and his silence a blade unto itself. He believes protection is not only forged in armor but in foresight he drills his Hearthguard in rotating formations, multi-level defense patterns, and siege-reactive countercharges.

His warplate is reinforced with under-plating salvaged from collapsed forgehall ceilings, and his darkstar axe, "Earthsong," is tuned to resonate with subterranean frequencies, capable of triggering localized seismic shockwaves. Rumors suggest he has worked closely with High Kâhl Ânnyk on refining deep-mine combat doctrine, making him both a warrior and a strategist in the dark. To outsiders, he appears immovable. To his comrades, he is a lodestone. And to High Kâhl Ânnyk Ironpick, Jârthrazz is the silent promise that she will never fall alone.

Brôkhyr Forge-Master Ukâni Skêyfyr - Brôkhyr Forge-Master Ukâni Skêyfyr is the master artisan and chief engineer of the Ironsworn Kindred, presiding over the sacred crucibles and mechanized legions of Irôn Peak. Ukâni embodies a hybrid of ancient Kin reverence for craftsmanship and the unrelenting industrial hunger. Ukâni is a looming figure within the forge-halls, his voice harsh with soot-laced breath, his eyes magnified by welding lenses that never seem to blink. His warplate is permanently dusted with ash, adorned with servo-hinged arms, micro-tool arrays, and crucible injectors fed by plasma filament tubes. He rose to prominence not simply through invention, but through ruthless efficiency. Under his tenure, the Ironsworn foundries increased siege engine output by 42% and introduced the Thrangul-pattern macro mortar, a heavy artillery piece with variable payload architecture, capable of both area denial and subterranean breach detonation.

Ukâni often challenges strategic norms, advocating for brutal logic over tradition. Within the forges, he is both feared and revered. Yet Ukâni is no mad forgemaster. Every spark that leaps from his anvils, every shell he designs, is born of purpose: the defense of the Kindred, the strength of the Conclave, and the will of the Ancestor Core.

Brôkhyr Iron-Master Thôrek Ironhand - Brôkhyr Iron-Master Thôrek Ironhand is the unhinged brilliance behind many of the Starhelm Kindred’s most daring and volatile war-engines. Based in the forges of Skarvhold on Svartal, Thôrek is a paradox in power armor, a genius of brute-force engineering, barely restrained by protocol, and obsessed with pushing the limits of forgecraft beyond the line where others dare to look. Once a celebrated siege architect, Thôrek was gravely wounded when an early prototype of the Mk.III Grav-Flayer Howitzer exploded during a field test, vaporizing half a bunker and embedding shrapnel into his skull. Since then, his mind has run at a speed few can follow and most fear. Though physically reinforced with cranial bracing and a reinforced iron augmetic hand, his thoughts are erratic, brilliant, and occasionally dangerous.

His forge-cant is a blend of ancient Kin dialect, industrial schematics, and unintelligible techno-ranting. He is known to hold full conversations with weapon systems, refer to his creations as "children," and once issued a duel challenge to a plasma core that refused to calibrate. Despite his instability, Thôrek is invaluable. His creations, while often volatile, are devastating. He pioneered the Skarn-Bore Mobile Hellhammer, a self-propelled siege cannon mounted on hydraulic treads. High Kâhl Thôrgrim Ironeye tolerates Thôrek not out of affection, but necessity. No one else can turn a ruin into a kill-zone faster, or rebuild shattered defenses with whatever twisted scrap is lying around. Thôrek's apprentices are often missing eyebrows and sanity in equal measure. Some never return from his vaults. Others emerge wielding prototype weapons so terrifying they must be tested off-world or under direct observation by Oathbound Einhyr guards. To many, Thôrek is mad. To his Kindred, he is a flame they cannot extinguish, one that burns brightest on the edge of reason and ruin.

Yaegir Theyn Hrudatha Blackhammer - Hrudatha Blackhammer is a Yaegir Theyn of the Kegwatch Rangers, she is cold-eyed, sharp-witted, and bred for the long hunt. Forged in the crucibles of Irôn Peak, she carries a rare cloneskein an instinctual spatial acuity and unerring visual memory. Though her caste markings once suggested a future in brücraft and logistics, Hrudatha rejected the clamor of ferment-halls and brü kilns, drawn instead to the silence beyond the gates.

She once served under Yaegir Theyn Drakkim Hearthbound, a stern but revered ranger who taught her the law of the scope and the stillness of the slaglands. But that ended when their patrol was ambushed by feral greenskins in the jagged wastes south of Karakvorr. Hrudatha fought her way out her Theyn did not. In the aftermath, she assumed command not by decree, but because no one else rose. Her squad followed her into the black dust and haven’t stopped since. Now she leads with stone-set resolve, her tone quiet, her orders precise. Her squad says she sees threats before the sensors ping and never misses a shot she means to take.

Lord Grimnyr Astrâgoth the Ashen - Lord Grimnyr Astrâgoth the Ashen is the eldest and most revered living ancestor within the Ironsworn Kindred a living relic of stone-willed wisdom, ancestral wrath, and arcane industrial might. Known across the Ankor Industrial Conclave as "The Ashen Seer," Astrâgoth is a figure of legend, older than many Kindreds' current lineages, and feared as much for his spiritual judgment as for his battlefield presence. Created in the shadows of Irôn Peak, Astrâgoth rose from humble Grimnyr through a mix of uncanny willpower and unrelenting loyalty to the Ancestor Core. His trials of ascension took him deep into the magma-slicked halls of Mount Khaldrun, where he spent seven cycles breathing toxic forge-ash to commune with the spirits of the old world. When he returned, he bore the title Ashen not as a mark of weakness, but of rebirth; his lungs blackened, but his mind alight with the flame of insight.

Astrâgoth's mastery over grav-rites, data-runes, and warp-dampening incantations is unparalleled. In battle, he is known to march at the head of oathbands, casting down enemy psykers with anti-empirical wards while calling orbital fire down with his staff, Vorrak's Flame. Despite his age, Astrâgoth refuses aid. He walks unaided, though slower than most, and his voice carries the gravel of centuries. His robes are scorched, and his eyes are often obscured by the glow of his rune-circuitry flaring with ancestral communion.

He is deeply loyal to High Kâhl Drâzkarh Blackfist, whom he helped guide during the warrior’s youth. Their bond is unspoken, forged in blood, prophecy, and shared pain. Yet Astrâgoth does not hesitate to rebuke even the High Kâhl when tradition or honor is at stake. To the Brôkhyr, he is a reminder of what Kin were meant to be. To the younger Grimnyr, he is an impossible mountain. And to the Kindred of the Ankor Industrial Conclave, he is the closest thing to a living Ancestor.

Grimnyr Môlglissar Thôr - Môlglissar Thôr, the Ember-Seer of the Rockfist Kindred, is one of the most enigmatic and dangerous Grimnyr within the Ankor Industrial Conclave. Equal parts war-mystic, grav-architect, and rune-forger, Môlglissar is said to have read the forge-fumes of molten ore and seen the fate of entire Kindreds etched in the slag. Môlglissar walks with the weight of forbidden knowledge. The Gravstaff of Thundering Oaths he wields is not merely a weapon it is a living node of arcane resonance, forged from the remnants of a collapsed astropathic tower and fused with warp-warded ore mined from the sealed depths of Zharr’s Belt.

His lorecraft is deeply controversial. While other Grimnyr speak to the Ancestors Core through silence and symmetry, Môlglissar forges his communion in the act of war through the screams of tectonic plates, the echo of detonated gravity wells, and the collapse of unworthy matter. Many within the Conclave fear that he treads too closely to forbidden traditions, that his psycho-geometric lattices and flame-sealed incantations are not only experimental, but heretical. Môlglissar counters only with results. Despite his divisive nature, Môlglissar remains a venerated force within the Rockfist Kindred. Some whisper he is attempting to reclaim the lost craft of the First Grimnyrs, rebuilding knowledge sealed away. Others say his mind has seen too far, and that each battle he fights carves away more of the Kin in him and leaves behind something older.

League Relics

The Blackrift Axe - Forged in the deepest forges of Irôn Peak and tempered in the searing heart of Azgorh’s molten veins, The Blackrift Axe is a legendary double-bladed axe, crafted from pure Darkstar ore a rare, void-hardened material harvested from shattered asteroids in Zharr’s Belt. Its surface shimmers with an eerie, star-flecked sheen, a black so deep it seems to drink in surrounding light, while thin veins of pulsing crimson runes glow along its haft and blade edges. The Blackrift Axe was not made for ornament or display. It is a weapon of annihilation, designed to punch through the armored hides of void-beasts, the adamantium hulls of boarding craft, or even the ceramite plate of Astartes. Ancient rites bind the axe to a grav-stabilizer field embedded within its shaft, allowing even the strongest Kin warrior to wield its immense weight with swift, deadly precision. It has been passed down as a symbol of the Ironsworn Kindreds brutal, unbreakable will an axe not just for war, but for cutting apart anything that dares stand between the Kin and their rightful claim.

Cindermaul- Cindermaul is a revered and fearsome relic Concussion Hammer once wielded by Krundr Flamebrow, the first Einhyr Champion of the newly made Irônguard of the Ironsworn Kindred. It was said that Krundr forged the weapon himself during the siege of Dark Crag, tempering its core with molten slag from a collapsed reactor and infusing the haft with binding runes drawn directly from the Ancestor Core.

Unlike other hammers of its kind, Cindermaul is capped with a grav-locked core and flame-vent lattice, allowing each strike to detonate with concussive pressure and searing thermal bursts punching through ceramite, force fields, and even daemon-forged plating with terrifying ease. The hammer was lost for over a century following the Grudge of Orkhal Deep, only to be recovered by a Vaultborne reclamation Guild unit sealed in void-armor. Since its return, it has never left the hands of the Irônguard, traditionally wielded by the Einhyr Champion tasked with guarding the Ancestor Core. It is now wielded by Einhyr Champion Jôsef Orksbane.

League Appearance

League Colors - The Kinhosts of the Ankor Industrial Conclave wear colors of Black and Bronze.

League Insignia - The insignia of the Ankor Industrial Conclave is a stylized kin script of an A, I, and C.


Leagues of Votann
A
Ankor Industrial Conclave
B
C
D
E
Eryadûr-drom Prospectorum
F
G
H
I
Ironbeards
J
K
L
M
N
O
P
Q
R
Razorbeards
S
Sindri Collective
T
U
V
Valbor Syndicate
W
X
Y
Z
[Source]


Gallery

Warmaster Bayou 7 Comment

I hope y'all enjoyed the lore of my league. Let me tell y'all it's been in the making for a very long time. I went with a mixture of the Siege Experts of the Iron Warriors and the Industrial might of the Chaos Dwarfs. I also got a lot of little “Easter Eggs” as the kids call it in the lore with small mentions to other stuff like Moria, and Karak Eight Peaks and stuff like that. I believe y'all picked up on that with some of the names and pictures that were used. As you also know I have made up tanks, and Artillery this will change once new lore is added to the Leagues of Votann flushing that out. Again this is my first ever homebrew that I decided to post on here I hope y'all enjoy.