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===A twisted parody of Hearth & Oath=== While few would describe Dwarfs as a particularly friendly people, their unshakeable code of honour, respect for their ancestors, undeniable craftmanship and ingenuity are admirable values and make them loyal to a fault. The present-day Dawi-Zharr are only a twisted mockery of these noble ideals: they are tyrannical and merciless, cold at heart and driven by a need to subjugate all the lesser races before them while retaining their mastery of craftsmanship and industry backed by their natural stubbornness. Where the human followers of Chaos are always driven by thoughtless slaughter and are inevitably doomed to fail in their rampant destruction, their forces spent, exhausted by infighting and stretched thin against too many foes at once, the Dawi-Zharr employ their ruthless determination and natural propensity for flawlessness for a slow but grinding dominion across the Dark Lands and beyond. Every Dwarf with a mind set on a goal is relentless in its pursuit, but a Dawi-Zharr will stop at nothing and will relinquish no cruelty to see it fulfilled. Like regular Dwarfs, their armies are composed of small, elite units backed by powerful war machines, but Chaos Dwarfs employ Hashut's sorcery where their cousins instinctively distrust magic. Chaos Dwarf machines often have [[daemon]]s bound inside, and their ammunition may be charged with dark alchemy. To round out the army, Chaos Dwarfs employ legions of slaves, especially [[Orcs#Warhammer|Orc]]s and [[Goblin#Warhammer|Goblin]]s, both as meat-shields in battle and as an expendable workforce in the mines and forges. [[Wulfrik the Wanderer|And yet, a group of six Norscans and a sorcerer led by a Chaos Champion can easily slaughter their way through one of their cities]] (only because the writer of that story gave the Norscans EXBAWKSHUEG [[Plot Armor]]). Unlike regular Dwarfs, they make use of terrible magical powers, gifts from their bull-god Hashut. However, because Dwarfs were never meant to use magic, its power slowly but inevitably turns their sorcerers to stone. At first, they regard these changes with pride, glorying in them as badges of honor celebrating their victory over the very forces of nature; as time goes by, though, they start to worry more and more about it. In-game, the rules mirror this; miscasting with a Chaos Dwarf requires a toughness check. At first, failure means ''gaining'' a permanent point of toughness for a wound lost, but as time goes by the side effects stop being cool. The Chaos Dwarfs, while evil and all, mostly focus their efforts on the Dark Land. For millennia their expansion has been steady and methodical, securing their boarders and marching out to claim new lands when they had the resources to do so. They make their way economically by selling weapons and armour to the Norse and Warriors of Chaos in exchange for more slaves to top up their supply. From time to time, a Chaos Dwarf host will be assembled to leave the Dark Lands in search for a valuable treasure, specific sacrifices for their ever-hungry deity, or simply more slaves if the regular hunting grounds are exhausted. Alas, the Daemonsmiths like to test their newest creations against the defences of the lesser races to optimise their catastrophic potential. They also got a Mesopotamian thing going for them.
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