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Labouring hard with a shovel in the darkness, stoking a massive boiler and bathing in the heat. Life on board an Ironclad, eh? Just like being at home.
~ 'One-eye' Morgim, Sea Engineer aboard the Legend of Grimnir[1]

Overview[ | ]

Barak Varr is a minor Dwarfs faction introduced in Total War: Warhammer. It is led by Byrrnoth Grundadrakk and can be found west of Karaz-a-Karak, in the northern parts of the Badlands.

Background[ | ]

Barak Varr, which means the Gate to the Sea in Khazalid, is unique amongst the Dwarf strongholds for being the only Hold built to be a massive harbor. Approaching from the land there is no indication at all of the busy port that lies ahead. In fact, even standing on the cliff edge it seems to the unsuspecting eye that the ships are destined to smash themselves into the cliff face. However, the powerful tides of the Black Gulf have carved out a deep cave system into the tall white rock, and here in these vast sea caverns the Dwarfs harbour their trading fleet.[2]

Campaign[ | ]

Event Province Region NeutralStarting Territory[ | ]

Campaign Territory Region
Campaign Select Mortal Empires

Mortal Empires

Blood River Valley
  • Icon Marker SettlementBarak Varr
    • Varenka Hills
The Old World

Diplomacy[ | ]

Event General News NeutralStarting Treaties[ | ]

Barak Varr will start with the following treaties already in effect:

Strategy[ | ]

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This Dwarfen faction provides an ally to Thorgrim or Grombrindal - if they can be saved from the onslaught of Greenskins in the area, notably the Scabby Eye tribe. Although, being in the vast hordes of orks and gobbos, the seafaring Dwarfs of Barak Varr fare pretty well considering the circumstances. They can also find a potential ally in the Border Princes to the north and might even hold fast against Vampire Counts expanding southwards.

Trivia[ | ]

References[ | ]

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