David Guymer is a freelance writer and occasional scientist based in the East Riding. When not writing, David can be found exorcising his disappointment at the gaming table and preparing for the ascension of the children of the Horned Rat. Or the zombie apocalypse, if that happens first.
With their friendship in tatters after a series of betrayals, Gotrek and Felix march south at the head of a ragtag army, intent upon driving the forces of Chaos out of teh Empire and returning Felix to his wife. But Gotrek's doom is at hand, and great powers are at work to ensure he meets it.
Fabled hero of the Warhammer Old World, Gotrek Gurnisson is reborn and cast into the Age of Sigmar for a brand-new, feature-length audio adventure. Gotrek Gurnisson was the greatest monster slayer of the age, who met his doom at the End Times. The heroic duardin stepped forth into the Realm of Chaos to fight the daemons gnawing at the world's ending and satisfy his death oath, leaving behind his companion Felix Jaeger. Now Gotrek has returned, having outlived the old gods and the Old World. Spat from the ruinous depths with his redemption unfulfilled, he emerges into the Mortal Realms, a strange new world where gods walk the earth and dark forces are ascendant. Nothing is as he remembers. His oaths are dust, and the lands are torn asunder by Chaos. Yet when Gotrek learns of human champions being elevated to immortality for Sigmar's fight against this darkness, the so-called 'Stormcast Eternals', he knows why fate has brought him into this new age. To find Felix. For only then can he find the peace in death he seeks. But is there more to Gotrek's apotheosis than even he can fathom? Has he truly been chosen by Grimnir and for what purpose? This audio drama boxed set contains a four-part story read by a stellar cast, recounting the much anticipated return of Gotrek Gurnisson.
Charged with unlocking mysterious Aeldari devices, Iron Father Kristos of the Iron Hands soon realises the xenos are not alone in their attempts to thwart his duty... For ten thousand years, the Voice of Mars has been a secretive, but powerful position upon the Iron Council. Yet its ambitions, first seeded during the Horus Heresy, are only now beginning to mature. Iron Father Kristos is charged with unlocking the mysterious Eldar devices known collectively as the `Dawnbreak Technologies.' Before he can recover the first element from Fabris Calivant, the Eldar orchestrate a vicious greenskin invasion which descends upon the Knight World. Kristos soon realises the xenos are not alone in their attempts to thwart his duty. His own brothers also seek to possess the formidable powers for their own ends. In a mission that pitches Clan against Clan, Iron Hand against Iron Hand, to what lengths will the Iron Father go to secure victory?
The Great Crusade has swept across half the galaxy, a million human worlds now embracing the truth and reason that comes with allegiance to the rule of Terra. But even such unparalleled success comes at a cost. Rumours abound that the Emperor plans to step back from the Crusade and raise one of his primarch sons to lead in his stead. Faced with the bitterly non-compliant human empire of Gardinaal and a leaderless host of Ultramarines, Thousand Sons and Emperor's Children at his Legion's command, the Iron Hands primarch Ferrus Manus decides to make an example that even the Emperor cannot ignore.
The coldly methodical and unrelenting Iron Hands Space Marine Chapter clash with the cybernetic soldiers of the Adeptus Mechanicus over control of the world of Thennos. Ever since the dark days of the Great Heresy, the Iron Hands have a long and tortured history. Their years of suffering and war has left them hardened and believing in a brutal tenet: the flesh is weak. Heavily cybernetic, their flesh extensively altered, these warriors of the Imperium are more machine than man, cold in aspect as well as demeanour. Their methods of recruitment are harsh, their rituals arcane, their pride unshakable. So when a world under the protection of the Chapter falls foul of insurrection, the Iron Hands answer with fire and cold retribution. It matters not that Thennos is considered sovereign territory by the Adeptus Mechanicus - the Iron Hands' campaign is one of extermination. But there is something dark lurking within Thennos, a horror that defies the purity of cold logic and the machine, and threatens something more, something ruinous...