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1%%Pending split
2%%* [[Characters/IronKingdomsCreatures Creatures]]
3%%* [[Characters/IronKingdomsRaces Races]]
4%%* [[Characters/{{Warmachine}} Wargame Factions and Characters]]
5
6[[foldercontrol]]
7
8!Creatures
9!!Aberrations
10[[folder:Blight Archon]]
11----
12* EvilKnockoff: When the gods sent forward their archons to defend Caen from the infernal invasion, Everblight was disgusted by the crude flesh work of the infernal masters and contemptuous of what he saw as the gods' attempt to best his creations. His efforts to create the perfect being culminated in his crowning achievement: the blight archon.
13-->'''Edrea Lloryrr:''' The creation of the blight archons demonstrates Ethrunbal's determination to assert his dominance over the divine powers and prove his mastery of the art of sculpting flesh. It is clear that the dragon will stop at nothing to spread his influence throughout the world.
14* PoisonedWeapons: The blight archon can exhale a cloud of toxic blight.
15[[/folder]]
16
17[[folder:Dragonspawn]]
18----
19* AsteroidsMonster: Dragons draw upon the blighted power in their blood to produce dragonspawn.
20* BioweaponBeast: Uniquely among dragons, Everblight has turned his spawn into living weapons spawned for the express purpose of war. Each is engineered for a unique purpose by Everblight, and its form is perfectly suited to a single task. In the wargame, they serve as the Legion's warbeasts.
21* BreathWeapon: Every dragonspawn has a breath weapon whose properties depend on the spawn's progenitor.
22* {{Cyborg}}: Khymaeric dragonspawn are made up of co-mingled draconic flesh and otherworldly metal, sharing all dragonspawn's blighted traits and also possessing machine-like qualities.
23* FeelNoPain: Dragonspawn have limited reactions to impulses like pain or extremes in temperature. If their tasks require it, they can ignore even the most drastic damage to their bodies without flinching.
24* XRayVision: Dragonspawn see through special organs that give feedback through the blighted energies they radiate. They can view their surroundings unhindered by smoke or the nightfall, giving them a distinct advantage in conditions of low visibility.
25
26!!!Nephilim
27----
28* DraconicHumanoid: The nephilim is a distressingly humanoid creature combining the Nyss' silhouette with the dragonspawn's features: eyeless face, bony spurs, savage teeth and claws.
29* {{Mutants}}: Unlike other dragonspawn, nephilim are not created directly from the blood of one of Everblight's warlocks. Instead, certain pregnant Nyss are selected by the dragon or his generals to receive an infusion of warlock blood, causing them to give birth to the nephilim.
30
31!!!Throne of Everblight
32----
33* HorseOfADifferentColor: Each throne of Everblight serves as a mobile assault platform for a sorceress to unleash blighted invocations upon Everblight's enemies. In the wargame, they are the only spawn that are not warbeasts, instead serving as the Legion's battle engine.
34* ToServeMan: Thrones of Everblight's great tongues lash out and pull foes into their draconic maws to be devoured.
35[[/folder]]
36
37[[folder:Slag Hound]]
38----
39* EatDirtCheap: Slag hounds primarily feed on dirt, tearing up great clods of earth and stuffing them into their maws.
40* MetalMuncher: Slag hounds have developed an insatiable hunger for magically imbued metal and will out of their way to devour it. They are particularly prone to attacking steamjacks, due to the abundance of magical alloys within the cortex and arcane turbine.
41* MooksAteMyEquipment: Slag hounds usually kill when crunching through enchanted armour with the wearer still inside, or rending off a limb in an attempt to consume a magic item.
42[[/folder]]
43
44[[folder:Thrullg]]
45----
46* CombatTentacles: Two long, powerful tentacles on the thrullg's head allow it to grasp objects and draw them close. Each of these appendages is thicker around than a man's arm, strong enough to rip through the hull of a steamjack, and long enough to reach the cortex within.
47* MagicEater: Thrullgs consume arcane energy as if it were some sort of bizarre foodstuff.
48* SupernaturalSensitivity: A thrullg can pinpoint the location of magic items and spellcasting within 100 feet of it.
49[[/folder]]
50
51[[folder:Vektiss]]
52----
53* AbsurdlySharpClaws: A vektiss' limbs end in razor-sharp chitinous scythes, which it uses to draw its prey to its chattering mandibles.
54* BigCreepyCrawlies: A vektiss is an insectile creature roughly the size and mass of a small horse or donkey.
55* ChestBurster: Female vektiss lay a single egg in an open wound before regurgitating a powerful soporific into the host's mouth. This substance paralyses the victim and prevents its flesh from decaying, ensuring that the young vektiss will have sufficient meat available when they hatch.
56* TheParalyzer: The vektiss' bite imparts a paralytic venom.
57* TrackingSpell: Implanted victims who escape a vektiss lair are pursued relentlessly, since vektiss can track their eggs with uncanny accuracy and will stop at nothing to retrieve their young.
58[[/folder]]
59
60[[folder:Virtue]]
61----
62* AcidAttack: The virtue can spew a stream of acidic fluid from its mouth.
63* PoisonousPerson: Virtue champions can secrete clouds of toxicity from their pores.
64* SuperSoldier: The virtue is a new species of perfect warrior engineered specifically by Everblight to combat the threat of the infernals.
65[[/folder]]
66
67[[folder:Wyldgeist]]
68----
69* AcidAttack: The wyldgeist can release a cloud of acidic mist around itself.
70* FusionDance: The wyldgeist can bond with the fled spirit of a dead creature, dissolving the corpse and replacing it with its own body and will, becoming a hybrid of the two creatures.
71* GeniusLoci: Wyldgeists are claimed to be spirit manifestations of the Blackroot Wood in Khador.
72[[/folder]]
73
74!!Beasts
75[[folder:Argus]]
76----
77* AnIcePerson: Winter argus can manifest a supernatural cold to cripple enemies.
78* MultipleHeadCase: Argus are a family of two-headed dogs.
79* SavageWolves: Argus are huge two-headed canines tamed, breeded, and trained by the druids for battle and protection.
80* ScarilyCompetentTracker: Moonhounds boast an eyesight better than that of other argus breeds and a peerless sense of smell. The faintest scent allows moonhounds to pinpoint prey hundreds of yards away, even over running water, in the harshest rainstorms, or when masked by alchemical methods.
81* SuperScream: A common argus' twin heads can combine their barks to produce an unsettling blast that addles the mind and stills the flesh.
82[[/folder]]
83
84[[folder:Assassin Fly]]
85----
86* BewareMyStingerTail: Assassin flies sport wicked stingers used by the males to deliver potent blood and nerve toxins, and by the females to lay eggs.
87* ChestBurster: Female assassin flies lay eggs inside larger creatures with their stingers. In the 24-hour period before the larvae mature, the host starts to feel unwell. At birth, the young assassin flies chew their way out of the host's flesh.
88* KillItWithWater: Assassin flies react poorly to rainfall and humidity, and have difficulty flying when there's more moisture than they are accustomed to, so they do not venture west of their native Bloodstone Marches.
89-->'''Alten Ashley:''' I always keep an extra canteen with me when I'm hunting in the Bloodstone. More water always helps, but I keep this one around to douse any assassin fly nests that I encounter. I'll not be playing nursery to the offspring of some damned bugs.
90[[/folder]]
91
92[[folder:Blackhide]]
93----
94* BigEater: Its regeneration forces a blackhide to eat a substantial amount to recover.
95* HealingFactor: A blackhide heals rapidly from wounds. Smaller injuries close in a matter of moments, and even severe wounds heal in a few hours.
96[[/folder]]
97
98[[folder:Blighted Beast]]
99----
100* AscendedToCarnivorism: Blighted beasts are usually predatory and aggressive, even ones that might have once been herbivores.
101* DefeatEqualsExplosion: Some blighted beasts explode in a burst of blighted meat when killed.
102* HornAttack: Most blighted chargers have large horns or antlers to gore prey.
103* {{Mutants}}: Toruk's blight seeps across the Scharde Islands and remakes these creatures in infinite varieties by twisting their physiology. Some are so altered that they're scarcely recognisable as members of the same species and all but impossible to classify.
104[[/folder]]
105
106[[folder:Blighted Insect]]
107----
108* BigCreepyCrawlies: Toruk's blight causes insects to grow to incredible size.
109* {{Mutants}}: Insects of the Scharde Islands are fundamentally and unpredictably changed by Toruk's touch. Whole colonies might share alterations, but it is just as likely that individuals exhibit unique mutations.
110* PoisonousPerson: Their blight-augmented venom causes flesh to swell and burst within moments or turn necrotic and ooze off their victims.
111* VampiricDraining: Most blighted insects of the Scharde Islands feed on blood. Those who survive an attack by them often begin to suffer the residual effects of blight.
112[[/folder]]
113
114[[folder:Bloodstone Constrictor]]
115----
116* TheParalyzer: Despite its name, the bloodstone constrictor is actually a species of viper and can inject a potent neurotoxin that induces paralysis, though it primarily kills by constriction.
117[[/folder]]
118
119[[folder:Bog Constrictor]]
120----
121* StealthExpert: Bog constrictors blend in seamlessly with their surroundings, such as muck and twisted trees. Their camouflage is so effective that they can be difficult to spot even in plain sight.
122[[/folder]]
123
124[[folder:Burrow-mawg]]
125----
126* AsskickingLeadsToLeadership: Each burrow-mawg cluster is led by an alpha—the largest, strongest, and fiercest burrow-mawg in the group. An alpha that no longer meets these criteria is soon replaced by a worthier specimen.
127* BigEater: Burrow-mawgs have a ceaseless hunger for flesh.
128[[/folder]]
129
130[[folder:Buzzard Beetle]]
131----
132* BigCreepyCrawlies: Buzzard beetles are insectoid scavengers the size of a bloated bilge rat.
133* StrippedToTheBone: Swarms of buzzard beetles burrow into cadavers and consume them from the inside out, using their acidic secretions to soften the bodies. A sufficiently large swarm can strip a whole battlefield of corpses to bare skeletons overnight. They pose a danger to any corpse pickers or battlefield scavengers and deny raw materials to necromancers.
134[[/folder]]
135
136[[folder:Cane Leech]]
137----
138* WhyDidItHaveToBeSnakes: Cane leeches cannot stand the smell of spring onions.
139[[/folder]]
140
141[[folder:Cataphract Beetle]]
142----
143* AcidAttack: Cataphract beetles can spray streams of caustic digestive juices at their foes.
144* AntlionMonster: Closer to their burrows, cataphract beetle soldiers burrow ever-widening circles in loose earth or sand, creating an unstable pit that collapses inward when anything but another cataphract beetle enters the area. The shifting earth in these pits makes them exceedingly difficult to climb away from the cataphract beetle solder waiting in the centre.
145* BigCreepyCrawlies: These insects are about three feet long and stand two to three feet above the ground.
146[[/folder]]
147
148[[folder:Crag Lion]]
149----
150* InASingleBound: Creeping up on a potential meal, a pride of crag lions relies on natural camouflage to avoid notice before leaping forward to bring prey to the ground.
151[[/folder]]
152
153[[folder:Crypt Spider]]
154----
155* AcidAttack: Crypt spiders can deliver acid with its bite or spit, which can be useful when fighting skeletal undead.
156* GiantSpider: Adult crypt spiders are roughly as long as a man is tall and stand nearly half that height.
157* WallCrawl: Crypt spiders' eight legs are tipped with serrated barbs that allow them to easily cling to stone walls.
158[[/folder]]
159
160[[folder:Devil Rat]]
161----
162* ExplosiveBreeder: Devil rats are prolific breeders, and swarms can number in the thousands.
163* MonstrousCannibalism: Devil rats feed on each other if no other food source if available.
164* YouDirtyRat: Far more intelligent than common vermin, a devil rat possesses a clever mind, a malevolent nature, and a seemingly endless appetite.
165[[/folder]]
166
167[[folder:Dust Hog]]
168----
169* FullBoarAction: Dust hogs are not clever and mass in great swarms of thirty to fifty, charging blindly at anything that dares to step into their territory, battering them under their hooves and ripping apart with a flurry of slashing tusks.
170[[/folder]]
171
172[[folder:Dracodile]]
173----
174* HairTriggerTemper: Dracodiles are quick to anger and slow to calm.
175* PoisonousPerson: A dracodile can exhale a cone of toxic gas.
176* SuperPersistentPredator: Attacking a dracodile often results in the relentless pursuit of the attacker, even beyond the boundaries of the dracodile' territory.
177[[/folder]]
178
179[[folder:Dragon Fish]]
180----
181* FiendishFish: Dragon fish are deadly aquatic predators with extremely sharp teeth and an endless appetite. While an individual is little more than a nuisance capable of nipping a chunk of exposed flesh, they always attack in numbers. When there's blood in the water, they'll enter a frenzy, attacking and eating just about anything.
182* MoreTeethThanTheOsmondFamily: The mouth of a dragon fish is tightly packed with multiple rows of sharp, interlocking teeth.
183[[/folder]]
184
185[[folder:Dune Prowler]]
186----
187* SuperSenses: The long, coarse bristles protruding from the dune prowler's skin allows it to feel subtle vibrations in the sand that betray a potential meal's movements, no matter how stealthy.
188[[/folder]]
189
190[[folder:Duskwolf]]
191----
192* SavageWolves: Enormous wolves with intelligence and ferocity far outstripping that of mere beasts, duskwolves are dangerous predators that dwell within dark, primeval forests. They have been known to stalk and kill lone humans wandering the wilderness, and creatures as large and powerful as trolls have fallen to hungry duskwolf packs.
193[[/folder]]
194
195[[folder:Glowweb Spider]]
196----
197* EatenAlive: A glowweb spider's nest is filled with numerous paralysed prey bound in web, on which it feeds over the course of several days. This habit prolongs the death of a victim and can be sometimes helpful in rescuing someone the spider has taken captive.
198* GiantSpider: The glowweb spider is an enormous spider whose web is strong enough to restrain a fully-grown trollkin.
199* TheParalyzer: The glowweb spider's bite carries a paralysing venom, which allows it to drag the prey back to its lair.
200[[/folder]]
201
202[[folder:Gorax]]
203----
204* BeastMan: Great, hulking brutes that inhabit the deepest wilds of western Immoren, gorax are primitive creatures that blur the line between man and beast.
205* KillerGorilla: Gorax are hulking primates with broad, muscular torsos, long arms and oversized claws.
206* ToServeMan: Gorax that taste the blood of mankind seek it out, which has caused some of the beasts to move from their wilderness domains closer to the fringes of civilisation.
207[[/folder]]
208
209[[folder:Gorol]]
210----
211* AsskickingLeadsToLeadership: Gorol troops are led by an elder male known as the alpha, the strongest and most experienced member of the group. Alphas must constantly prove their worth to maintain their position, ensuring the continued strength and stability of the gorol community.
212[[/folder]]
213
214[[folder:Griffon]]
215----
216* KidnappingBirdOfPrey: Scarsfell griffons lift prey aloft to be eaten high in their nests, leaving little sign on the ground.
217* OurGryphonsAreDifferent: Griffons are predators that combine big cats with birds of prey. Druids have long tended griffon fledglings and picked out those best suited to their needs.
218* SuperScream: Rotterhorn griffons can unleash a scream to leave its prey stunned and bloodied.
219[[/folder]]
220
221[[folder:Hornbeak Trask]]
222----
223* BigEater: Hornbeak trasks are ravenous predators and content to consume any ready source of meat they can find: rats, stray dogs, gobbers, and even larger prey on occasion. Virtually anything that moves is considered as a food source.
224[[/folder]]
225
226[[folder:Hull Grinder]]
227----
228* FiendishFish: Hull grinders are massive predatory fish that usually grow to a length of fifteen feet, with remarkable specimens reaching over thirty feet long. A hull grinder is prone to attack any vessel it has mistaken for its prey. The collection of barbs on its back can damage the hulls of almost any ship.
229* ImprovisedWeapon: Hull grinder barbs are sharp and durable enough that some coastal and riverside communities use them as weapons.
230[[/folder]]
231
232[[folder:Iosan Forest Hawk]]
233----
234* MoreDeadlyThanTheMale: Male Iosan forest hawks rear the young since the more compact females are the better hunters.
235[[/folder]]
236
237[[folder:Ironback]]
238----
239* AcidAttack: The ironback's most feared weapon is its acidic spit. If a suitable meal lies beyond its immediate reach, it spews a massive stream of noxious gastric acid that liquefies flesh into sludge that it can then consume.
240[[/folder]]
241
242[[folder:Karkinos]]
243----
244* GiantEnemyCrab: Karkinoi are an unusual breed of giant blue forest crab. Viciously territorial, they lie partially submerged in forest pools when they are not active, attacking anything that approaches too close, including animals that come to drink.
245[[/folder]]
246
247[[folder:Myrmid]]
248----
249* AcidAttack: The myrmid can breathe out an acidic vapour to weaken prey and rocks.
250* DigAttack: Myrmids hunt by burrowing into rock after weakening it with an acid. Once the surface has been partially dissolved, myrmids dig a hole large enough to hide in and then hide behind their front limbs. When something large enough passes too close, the myrmid strikes.
251[[/folder]]
252
253[[folder:Raevhan Buffalo]]
254----
255* TheBerserker: Male Raevhan buffalo are extremely territorial and will fearlessly charge intruders with little regard for their own lives.
256* DyingRace: Development of northern Khador has caused their habitat to steadily dwindle, forcing Raevhan buffalo into smaller and smaller territories. Their population has declined steadily for centuries, and they are now so rare that many believe they have gone extinct.
257* HornAttack: A Raevhan buffalo boasts an enormous rack of antlers ideally suited for battering aside a target.
258* MamaBear: Female Raevhan buffalo are ferocious when defending their young.
259[[/folder]]
260
261[[folder:Razorbat]]
262----
263* BatOutOfHell: Any creature unlucky enough to disturb a razorbat roost is quickly set upon by a shrieking cloud of bats and torn to pieces.
264* BewareMyStingerTail: Razorbats are easily identified by the pronounced talons on their wings and their wickedly barbed tail.
265* SuperScream: The combined shrieks of a razorbat colony working in tandem are loud enough to crack lantern glass, shatter eardrums, and leave a target reeling and deafened.
266[[/folder]]
267
268[[folder:Razor Boar]]
269----
270* BigEater: Goliath hogs feel an endless hunger that drives them to consume anything in their path, heedless of their own safety.
271* FedToPigs: Razor boar training includes feeding them fresh kills of diverse races so they develop a strong taste for the flesh of humans, trollkin, skorne and farrow. The victims' screams of pain and fear ring out from the butchering complex before each feeding, and the beasts learn to associate them with an impending meal.
272-->'''Alten Ashley:''' I like bacon as much as the next man, but I won't touch the meat of a razor boar. There's something wrong about eatin' a creature that has, itself, probably eaten someone you knew.
273* FullBoarAction: When loosed upon an enemy, razor boars charge in heedless of their own well-being, intent only on goring their prey and feeding on soft flesh.
274* SuperBreedingProgram: The farrow have spent generations breeding razor boars with the sole intent of making them larger and more dangerous. Only the biggest, most savage boars are chosen to be mated, creating beasts of war barely controlled by their masters.
275[[/folder]]
276
277[[folder:Saqu]]
278----
279* GiantFlyer: The saqu is a gigantic raptor that stands up to fifteen feet tall when fully grown and has a wingspan in excess of thirty feet.
280* KidnappingBirdOfPrey: The saqu more difficult prey high into the air, tearing away with its beak all the while, before dropping the victim to its death and eating whatever remains.
281[[/folder]]
282
283[[folder:Satyr]]
284----
285* FaunsAndSatyrs: Satyrs have muscular, man-like upper bodies, and the legs and hooves of a goat. They walk upright, towering twice as tall as the average human. They are hostile and aggressive creatures with a limited capacity for reason.
286* HornAttack: A satyr employs its massive horns to ram foes.
287* LeanAndMean: Shadowhorns possess a slenderer build than other satyrs, but they are even more aggressive and display a particularly savage glee when closing with the enemy.
288[[/folder]]
289
290[[folder:Shagmar]]
291----
292* HorseOfADifferentColor: Lethean hunting parties ride shagmars as they move through the dense underbrush.
293[[/folder]]
294
295[[folder:Skigg]]
296----
297* BizarreTasteInFood: Skiggs are attracted to blasting powder and eagerly devour it.
298* ExplosiveBreeder: Because they breed so quickly, a city can be all but overrun with skiggs in a matter of months.
299* MadeOfExplodium: A skigg that has consumed a sufficient amount of blasting powder will violently explode if struck or even shaken with sufficient force.
300[[/folder]]
301
302[[folder:Snapper]]
303----
304* PapaWolf: Snappers take extraordinary care of their young. After a cow snapper lays eggs leaves the nest to regain her strength, the bull guards the nest against any intrusion and warns off trespassers with a low, guttural growl.
305[[/folder]]
306
307[[folder:Tatzylwurm]]
308----
309* AcidAttack: When threatened, a pale tatzylwurm sprays a corrosive acid from special glands in its mouth. This acid is powerful enough to dissolve iron.
310* DigAttack: The coral tatzylwurm bores tunnels through soil and stone. When it detects a potential meal, it suddenly erupts from the soil and attempts to subdue prey.
311* EmotionBomb: The feathered tatzylwurm's venom is a potent psychoactive that can induce extreme panic.
312* FeatheredSerpent: The feathered tatzylwurm is a small breed whose most distinctive feature is its featherlike scales, which allow it to glide short distances, past rivers, gorges and gaps between trees in the jungle.
313* HypnoticEyes: A black tatzylwurm can transfix any living creature that makes eye contact with it. The light plays in strange, hypnotic patterns deep in the tatzylwurm's eyes, fixing its intended target in place.
314* InASingleBound: Some tatzylwurm species can leap an impressive distance. By coiling their powerful bodies, they can clear obstacles and reach into a tree's high branches.
315* TheParalyzer: The coral tatzylwurm's paralytic venom can immobilise most creatures within moments. The coral tatzylwurm then constricts and drags the prey to its underground lair to be devoured.
316* PoisonousPerson: Every tatzylwurm species has a potent and fatal venom. Some are fast-acting and can cause death within moments, while others are slower and more debilitating.
317* SpikeShooter: Gray tatzylwurms can produce stout iron barbs and project them a significant distance, simultaneously piercing and poisoning creatures at range.
318* TemporaryBlindness: When introduced into the bloodstream, black tatzylwurm venom causes almost immediate blindness. While the venom quickly breaks down, returning sight to the prey, this may be too late for it to survive the tatzylwurm's follow-up attack.
319* TrackingSpell: Tatzylwurm viper venom rapidly alters the victim's sweat, causing the prey to emit a scent that is both irresistible and powerfully apparent to any viper tatzylwurm in the vicinity. Even a victim who successfully evades the initial bite will be relentlessly and unerringly tracked down.
320[[/folder]]
321
322[[folder:Thornwood Mauler]]
323----
324* AbsurdlySharpClaws: The enormous fangs and sturdy claws of a Thornwood mauler can rip through steel and toughened hide.
325* KillSteal: A Thornwood mauler will drive away a predator to steal its kill and will viciously shred any beast that attempts to defend a carcass.
326* MonstrousCannibalism: If two Thornwood maulers go to battle over a carcass, the result is invariably a deadly combat that ends with the victor consuming the flesh of the loser.
327* SuperPersistentPredator: Thornwood maulers relentlessly track prey once they have caught its scent. They will stalk prey for miles and over the course of several days. It is extremely difficult to mask one's scent, as ordinary means will not deter the mauler's sensitive nose.
328[[/folder]]
329
330[[folder:Widow Bear]]
331----
332* BearsAreBadNews: Widow bears are aggressive and can be extremely quick over short distances. Their size affords them the luxury of trundling over anything that gets in their way when they close in on a threat.
333[[/folder]]
334
335!!Celestials
336[[folder:Archon]]
337----
338* AngelicTransformation: Morrowan, Thamarite and Menite archons are the spirits of the greatest practitioners of the faith, given a special purpose in the afterlife.
339* HealingFactor: Dhunian and primal archons can swiftly regenerate any parts severed in battle.
340* OurAngelsAreDifferent: Classified as celestials under ''TabletopGame/DungeonsAndDragons'' 5th Edition rules, the archons of the Iron Kingdoms are awe-inspiring and terrifying spiritual entities who act as agents of the gods, enacting their will on the mortal world. They are as diverse as the deities they serve: Morrow, Thamar, Menoth, the Devourer Wurm, or Dhunia. Some, like the enigmatic void archons, are aligned to no specific god and represent the unconscious and collective will of all souls in Urcaen, and while they do share a striking resemblance to the empyreans of ''Warcaster Neo-Mechanika'', whether that was intentional remains a mystery.
341
342!!!Death Archon
343----
344* TheGrimReaper: Death archons are massive, hooded creatures borne aloft on wings of bone and wielding fierce Iron Reapers. No one is sure where they came from or who they answer to, if anyone.
345* SinisterScythe: Death archons reap countless living and unliving alike with enormous scythes made of dark iron.
346
347!!!Defiled Archon
348----
349* AxCrazy: Their fall from grace has left defiled archons in a perpetual state of fury, eager to exact vengeance upon those they deem deserving of punishment.
350* FallenAngel: Defiled archons are born from Menite archons captured by the grymkin and dragged down into their nightmarish reality. What emerge afterward are twisted mockeries clad in blasphemous armour and set loose among the living to wreak havoc and punish the wicked.
351
352!!!Dhunian Archon
353----
354* GoodIsNotSoft: Dhunian archons are viewed as an embodiment of her anger, yet even as these beings mete out Dhunia's fury on those who would harm her children, they grant blessings of life and vigour to her followers.
355* LivingWeapon: Dhunian archons bearing the mark of spring wield still-living trees as cudgels.
356
357!!!Menite Archon
358----
359* ElementalWeapon: Menite archons wielding weapons ablaze with holy fire.
360* PlayingWithFire: Menoth's archons are limned in the constant light of a cleansing fire.
361
362!!!Morrowan Archon
363----
364* LightEmUp: Often described as angels of light, Morrowan archons glow like the radiance of the sun in Morrow's holy symbol made manifest.
365
366!!!Primal Archon
367----
368* TheBerserker: Primal archons fight with unpredictable ferocity and an utter lack of hesitation or self-preservation.
369* RockMonster: Primal archons are made of granite, obsidian, and chunks of crystal, and are as durable as living stone.
370
371!!!Thamarite Archon
372----
373* LaserGuidedAmnesia: Those who have witnessed a Thamarite archon rarely retain a clear memory of its shape after it is gone. Thamarite archons have been described in terms one might use when trying to recall the elusive details of a fading dream.
374
375!!!Void Archon
376----
377* AFormYouAreComfortableWith: Void archons change their appearance to take on whatever form best suited those they protect. To elves, they are divine heralds whose forms were reminiscent of Iosan sculptures of the gods' servants; to the skorne, they are physical manifestations of ancestors who had returned from the Void through sheer strength of will.
378[[/folder]]
379
380!!Constructs
381[[folder:Iron Maiden]]
382----
383* AndIMustScream: An iron maiden has no choice but to obey the whims of those who have dominated it beyond death. From time to time, it experiences a flash of memory from its past life, gradually building a picture of the person it was. For these beings, whose souls and minds are frayed and tattered from centuries of enslavement, the shattered recollection of their previous life is nothing short of torture.
384* RoaringRampageOfRevenge: Some iron maidens manage to pull together enough of their old identities to break free of their master's bonds. When this occurs, the maiden becomes devoted to the slaughter of the living, taking out its long centuries of suffering and enslavement on any living thing within reach, although it reserves its most savage ferocity for its master.
385* SoulPoweredEngine: Each iron maiden is animated by a trapped, restless spirit.
386[[/folder]]
387
388[[folder:Junker Hulk]]
389----
390* NotQuiteDead: Junker hulks form when a discarded cortex retains enough power to exert magical influence over surrounding objects and enough awareness to desire a familiar form. The cortex gathers nearby materials—often items it is in physical contact with—and shapes them into a rough approximation of a steamjack.
391[[/folder]]
392
393[[folder:Machine Wraith]]
394----
395* HauntedTechnology: Some scholars speculate that these constructs are the bitter ghosts of arcane mechaniks or fallen priests of Cyriss; others maintain they are fallen warcasters.
396[[/folder]]
397
398[[folder:Wold]]
399----
400* AbsurdlyDedicatedWorker: Once a wold receives a command from its master, it will follow that command indefinitely, even waiting centuries to carry it out.
401* AmplifierArtifact: Woldwraths can help blackclads tap the energy of ley lines and augment their own magic by leveraging the woldwrath's power.
402* {{Golem}}: Wolds are constructs given a semblance of life through druidic magic.
403* GreenThumb: Woldwardens' natural power allows them to cause trees and foliage to erupt around them.
404* MageHuntingMonster: Woldwyrds are unrelenting hunters and sentinels created specifically to strike down practitioners of magic.
405* RayGun: Woldwyrds can fire a deadly beam of emerald fire.
406* ShockAndAwe: As a woldwrath closes with an enemy, it discharges destructive lightning. Thunderstorms gather about the woldwrath and linger even after battle ends.
407* SuicideAttack: Although a wold wight's blazing lanterns are fearsome weapons, their true purpose is to set the wight ablaze. It then closes with its enemies to consume both in a pyre that only leaves behind the wold wight's stone heart, which can then be salvaged by the blackclads.
408* ThatsNoMoon: When inactive, woldwatchers fold inward into a posture reminiscent of a simple pile of rune-covered rocks, making them nearly impossible to distinguish for what they really are. When intruders appear, woldwatchers rise to reveal themselves.
409* {{Transflormation}}: The raw energy of Orboros woldwatchers wield is filled with so much generative power that the corpses of their foes erupt into abundant, if temporary, plant life.
410[[/folder]]
411
412[[folder:Wraith Engine]]
413----
414* AxCrazy: The wraith engine's mindless thirst for death can never be slaked, so its masters keep it chained until it can feast on the field of battle.
415* MechanicalMonster: A wraith engine is a malevolent intellect tied to devilish machinery. As it lurches across the battlefield, those who do not run are mowed down like wheat by a scythe, their souls harvested to power its heinous mechanism.
416* PerpetuallyProtean: The wraith engine does not have a stable, coherent shape, and alternates between ghostly and physical forms.
417* SoulPoweredEngine: Cryxian necrotechs ritually sacrifice hundreds of living victims in the creation of a wraith engine, binding the spirits within the machine.
418[[/folder]]
419
420!!Dragons
421[[folder:Dragon]]
422----
423* AntagonisticOffspring: Thousands and thousands of years ago, Toruk decided to create servants worthy of him, so he brought forth from his own blood the very first dragon brood. He made these creatures in his image and nurtured them, but once they had grown, their hunger and pride were too great; they sought to break free of Toruk's dominion and rebelled against him. Toruk yearns for the day when he consumes the last athanc of his unruly brood.
424* BreathWeapon: Each dragon can produce an exhalation of chemicals with unique properties specific to the dragon.
425* DraconicAbomination: Dragons bear no similarity to any other living thing on Caen. They do not need food, water or air, and do not breed as other species do. They vary slightly in size, but all are enormous creatures capable of great destruction. They also radiate a mutagenic effect known as the blight that gradually transforms the landscape and mutates creatures around them into their servants.
426* EnemyMine: Toruk's surviving children made a pact that if he ever came among them again, they would drop their quarrels and join against their father.
427* GiantFlyer: Despite their enormous size, their large, leathery wings allow dragons to fly at great speed.
428* OneManArmy: Each dragon is capable of standing against an entire army of mortals.
429* OurDragonsAreDifferent: Immortal creatures that have existed for millennia, dragons stand apart from all other creatures on Caen. They require neither food, water, nor air. Although they vary slightly in size, all known dragons resemble enormous reptiles capable of great destruction. The pure essence of a dragon is a perfect crystal called an athanc; a dragon cannot be destroyed permanently as long as its athanc endures, but destroying one has been so far impossible. Dragons of Caen warp and taint the land and creatures around them. Land blighted by a dragon often appears as a twisted shadow of its natural state.
430* SoulJar: A dragon cannot be destroyed permanently as long as its athanc endures. If an athanc is left within the corpse, the dragon will regenerate in just a few days. If the athanc is removed, it will eventually transform into an infant dragon, which grows into an adult dragon after a few years. Destroying an athanc has so far proven impossible.
431* WalkingWasteland: Dragons radiate a mutagenic effect known as the blight that gradually transforms the landscape and mutates creatures around them into their servants. The effects of blight include tainted water, stunted vegetation, fouled crops and game, stillborn infants and strange weather patterns.
432[[/folder]]
433
434[[folder:Drake]]
435----
436* BigEater: A single drake requires a massive territory to guarantee enough prey to keep from going hungry.
437* BreathWeapon: Every known form of drake has some kind of breath weapon, though so far, none seem to share the fiery breath of dragons.
438* OurDragonsAreDifferent: Drakes (who are classified as dragons under ''TabletopGame/DungeonsAndDragons'' 5th Edition rules) are large reptilian creatures that bear a superficial resemblance to dragons and thrive in environments as diverse as the chasms of the Stormlands and the ice sheets of the Howling Wastes. These large predators inhabit isolated regions seldom explored by humanity. Although not as deadly as true dragons, drakes are nonetheless dangerous and quick to anger.
439* SuperScream: Drakes can bellow with such significant volume and force that the power of their cry can crack a stone fortress and splinter a stout tree.
440* SuperSenses: Drakes have uniquely adapted senses that aid them in hunting prey in their preferred environments.
441* WingsDoNothing: Some breeds possess vestigial wings, though no known drakes can fly. It is possible that they once had an ancestor with the power of flight, which was gradually lost.
442
443!!!Deep Drake
444----
445* EyelessFace: Perpetual darkness has rendered deep drakes blind. Because their eyes are little more than milky-white spheres, they rely on a combination of other senses.
446* ShockAndAwe: The deep drake's breath weapon is a line of electrical static and salty vapour.
447* WallCrawl: Deep drakes are known to scuttle up cliff faces and across the ceilings of caverns with remarkable agility for their size.
448
449!!!Fog Drake
450----
451* FogOfDoom: If no natural fog is present, a fog drake will produce a thick, obscuring mist in which to hunt. Massive glands in its throat enable it to produce a rapidly expanding cloud of mist that limits the vision of other creatures while presenting no difficulty to the fog drake.
452
453!!!Frost Drake
454----
455* StealthyColossus: Frost drakes' pure-white scales allow them to blend in with the endless plains of ice and snow despite their size.
456
457!!!Rock Drake
458----
459* BoulderBludgeon: To assist in digestion, the rock drake swallows stones to grind and pulverise meals. When agitated, it can spew out these stones like a scattergun.
460* TailSlap: Unlike other drakes' lean, whiplike tails, the rock drake's tail is stout and ends in a large, double-ended bony protrusion the size of an adult human's torso. The drake uses its tail to defend itself and in dominance displays during mating season.
461
462!!!Sand Drake
463----
464* PoisonousPerson: The sand drake can spew a cone of stinging sand mixed with blinding venom.
465* StealthyColossus: Burrowing under a soft dune, a sand drake, despite its size, is almost indistinguishable from the terrain until it leaps to attack.
466
467!!!Sea Drake
468----
469* BlowYouAway: The sea drake's breath weapon manifests as a blast of hurricane-strength wind. A single burst is strong enough to toss sailors overboard, snap rigging, and even flip smaller boats.
470
471!!!Timber Drake
472----
473* HealingFactor: A timber drake's peculiar physiology causes it to rapidly heal injuries. This regeneration does not fully re-form injured tissues, but rather causes them to grow over with thicker, denser muscle and scale.
474* PoisonousPerson: A timber drake can expel a cloud of toxic gas, a natural byproduct of its digestion that brews constantly within one of its many stomachs from a combination of natural poisons, decaying flesh and rampant bacteria.
475[[/folder]]
476
477!!Humanoids
478[[folder:Cephalyx]]
479----
480* MachineMonotone: Cephalyx communicate with outsiders with mechanically augmented vocal organs that produce inhuman, harshly artificial speech.
481* MindOverMatter: All cephalyx demonstrate potent psychokinetic powers that seem entirely distinct from the magic employed by other races.
482* NoBiologicalSex: Cephalyx are born with vestigial aspects of the biological sexes, although this distinction is largely meaningless. Reproduction is handled entirely in laboratories, and all members of a hive contribute genetic material sufficient for ongoing production of new cephalyx.
483* PlayingWithSyringes: Cephalyx conduct nocturnal raids to capture prisoners and drag them to their subterranean lairs for medical experimentation and transformation into drudges.
484
485!!!Monstrosity
486----
487* AxCrazy: The surgery performed on a cephalyx monstrosity's mind causes it to become incredibly aggressive even when outside of a cephalyx's direct control. Only cephalyx exulons are able to impose their will upon a monstrosity.
488[[/folder]]
489
490[[folder:Dragon Knight]]
491----
492* ClingyCostume: When a dragon knight dons the black armour of their knighthood, it is grafted onto their flesh and bound shut, preventing them from ever removing it.
493* DragonKnight: Dragon knights are those who choose to serve the Dragonfather in life and eternally after, even when their frail mortal forms succumb to age and the ravages of blight.
494* PoweredArmor: Dragon knights wear suits of necromechanikal armour powered by refined necrotite, rendering them something between helljacks and the heaviest thralls. The necromechanika replaces failing organs and decaying flesh, its structure compensating for crumbled bones.
495[[/folder]]
496
497[[folder:Dregg]]
498----
499* AsskickingLeadsToLeadership: Dregg society has a loose hierarchy based on martial prowess and the number of high-quality weapons an individual possesses. Dregg that survive numerous surface raids are afforded great respect and often act as hive leaders.
500* CombatSadomasochist: Dregg revel in pain and take great satisfaction in torture. They also derive pleasure and even strength from their own suffering, and many accounts indicate that they become more ferocious when injured.
501* WeakenedByTheLight: Direct exposure to sunlight causes them to rapidly sicken and die, so dregg emerge from their lairs only at night to raid and pillage.
502[[/folder]]
503
504[[folder:Farrow Beast]]
505----
506* DumbMuscle: Farrow have a tendency to give birth to offspring of exceptional size and limited intelligence. As a rule, these farrow are much more brutish and bestial than average and grow to tremendous size at an accelerated rate. If the tribe has a warlock, this individual will take control of the brutes; if not, they are beaten into submission by other members of the tribe and used as simpleminded labourers or shock troopers.
507* MultipleHeadCase: Biboars are rare conjoined twins born among the farrow, whose two heads are in constant conflict. Roaring and squealing, each head does what it can to rip away a meal from the other. Each struggles for control of the body, and whichever wins out is just as likely to batter the other head as it is to act for their mutual benefit.
508[[/folder]]
509
510[[folder:Lethean]]
511----
512* AcquiredPoisonImmunity: From a young age, letheans regularly consume a fermented cocktail of poisonous jungle fruits and vine sap, which is composed of many known poisons. They are given the drink at progressively stronger concentrations as they grow, allowing them to build up complete immunity to it and the vast majority of other poisons.
513* EatenAlive: Letheans consider it auspicious if those eaten are still alive at the outset of their birthing ceremony, and they believe the longer the consumed endure, the greater the fortunes of those born after.
514* HumanSacrifice: Letheans use their surprisingly strong grip to grapple intelligent prey into submission so that they can be sacrificed to their idols. In return for their sacrifices, lethean mystics are blessed with primal magic.
515* ImAHumanitarian: Letheans believe they can transfer the soul of a tribe member into a newborn by feeding its flesh to a pregnant female. During each yearly birthing cycle, prized elders and powerful warriors the tribe wishes to preserve for subsequent generations are fed to pregnant females.
516[[/folder]]
517
518[[folder:Totem Hunter]]
519----
520* EgomaniacHunter: Totem hunters stalk the wilds of Immoren and slaughter the deadliest prey the land has to offer.
521* SuperPersistentPredator: Totem hunters are among the most relentless predators in existence. Once a totem hunter selects a target, the death of either the totem hunter or its quarry is almost certain; the only exception is if a totem hunter determines its quarry is somehow unworthy of the hunt.
522[[/folder]]
523
524[[folder:Void Leech]]
525----
526* HumanResources: When the time is right, void leeches are forced to sacrifice their life force to extinguish the magic of their masters' enemies.
527* WasOnceAMan: Unlucky bog trogs who displease a gatorfolk bokor are crafted into void leeches, mindless servants whose flesh is nailed with countless occult fetishes.
528[[/folder]]
529
530[[folder:Warpborn Skinwalker]]
531----
532* AxCrazy: In battle, warpborn skinwalkers wield their massive pole axes with enthusiastic brutality.
533* HealingFactor: A warpborn skinwalker's wounds heal quickly without the need for respite.
534* OurWerewolvesAreDifferent: In distinct rituals derived from those that transform men into warpwolves, warpborn skinwalkers' flesh distends and snouts burst forth from their faces, their skin grows hirsute, and their muscles gain strength. Warpborn skinwalkers are smaller and less powerful than warpwolves but also have much more control on their shapeshifting ability.
535[[/folder]]
536
537[[folder:Warpwolf]]
538----
539* AxCrazy: A transformed warpwolf surrenders control of its conscious mind to the predator within.
540* HealingFactor: A warpwolf's wounds heal quickly in response to the regenerative properties bestowed upon it.
541* JekyllAndHyde: The minds of warpwolves who have resumed their human form after the transformation are invariably shattered, their eyes reflecting an awareness of the horror they have become.
542* OurWerewolvesAreDifferent: Warpwolves are men cursed with an affliction that allows them to unleash their inner predator and transform into a murderous beast whose massive body blends aspects of both wolf and human. More protean than most, they can mutate themselves to be stronger, faster, or tougher from moment to moment. Warpwolves may mate with others to produce purebloods that never take on human form.
543* WasOnceAMan: Warpwolves who have lived in this state for long periods accept their condition and abandon their humanity, losing their memory, the ability to speak and entering an entirely feral state.
544[[/folder]]
545
546!!Monstrosities
547[[folder:Archidon]]
548----
549* TerrorDactyl: Archidons are enormous flying reptiles that swoop down on their victims with a speed matched only by their savagery.
550* TurnsRed: Archidons conditioned by skorne paingivers deal more damage with their bite when under half hit points.
551[[/folder]]
552
553[[folder:Aspis]]
554----
555* AmphibianAtLarge: While it resembles a great snake, the aspis is actually a large species of caecilian.
556* {{Cyclops}}: The aspis appears to have only one smooth black eye that dominates the centre of its head, and there is some debate as to whether it is an eye at all.
557* MindOverMatter: The aspis, which lacks teeth and fangs, subdues prey and defends itself from predators by emitting a wave of force from its eye.
558[[/folder]]
559
560[[folder:Banshee]]
561----
562* OurBansheesAreLouder: Banshees appear as stocky birds of prey large enough to carry off a warrior. Its most distinctive feature is a dissonant keening that builds as the creature approaches, until it swoops down upon its prey with a deafening shriek capable of incapacitating those who hear it, especially intelligent creatures.
563* ToothyBird: The banshee resembles a bird that sports a mouth full of sharp teeth.
564[[/folder]]
565
566[[folder:Blighted Rotwing]]
567----
568* FeatheredFiend: Rotwings are relentless scavengers driven by an insatiable hunger. Their powerful beaks can easily rip flesh and muscle from carcasses, and they can crack open skulls and bones to reach the brain and marrow.
569[[/folder]]
570
571[[folder:Bog Gulper]]
572----
573* LuringInPrey: On the bog gulper's back grows an appendage resembling an adult human struggling to free itself from the bog. More than one altruistic traveller has spotted this lure and mistaken it for a fellow human in distress. Once the bog gulper detects motion in the swamp, it strikes.
574* ToServeMan: The bog gulper's favourite food is human flesh.
575[[/folder]]
576
577[[folder:Forsaken]]
578----
579* WasOnceAMan: Forsaken are twisted beyond recognition by blighted essence and deathly hunger.
580[[/folder]]
581
582[[folder:Gorgandur]]
583----
584* BigEater: When hungry, a gorfandur surfaces and scoops up a mile-long swath of anything that is unable to escape its maw.
585* RentAZilla: Ancient gorgandur grow to truly enormous sizes and can swallow whole villages, leaving behind blank trenches. When they awaken, their movements are often mistaken for small earthquakes.
586* SandWorm: A tunnelling creature of unfathomable size, the gorgandur chews through the solid rocks beneath the Bloodstone Marches. Even young gorgandur are gigantic, and they keep growing throughout their phenomenally long lives.
587[[/folder]]
588
589[[folder:Gorgon]]
590----
591* CombatTentacles: A gorgon attacks prey with serrated tendrils surrounding its rasping mouth.
592* EatenAlive: After calcifying its prey's blood and muscle, a gorgon feeds on these rocky projections, without waiting for the prey to die.
593* TakenForGranite: Gorgon venom causes the prey's muscle and blood to calcify within seconds, forming painful rocky extrusions.
594[[/folder]]
595
596[[folder:Hellion]]
597----
598* HorseOfADifferentColor: Hellions once carried the warlords of ancient Morrdh into battle, and now serve as mounts for Everblight's sorcerers. The low-level resonance between a hellion and its rider forges a bond deeper than typical.
599[[/folder]]
600
601[[folder:Hellmouth]]
602----
603* BioweaponBeast: The hellmouth was created as a living weapon against Morrdh's foes.
604* CombatTentacles: The hellmouth's tentacles are lined with barb-like suckers along their ventral surface, which combine with chitinous plates along the back and end to grasp prey through adhesion and muscle contraction.
605* SealedEvilInACan: Long after Morrdh was destroyed, hellmouths slumber beneath its ruins, waiting to unleash terror upon those who disturb them.
606[[/folder]]
607
608[[folder:Ikoskit]]
609----
610* TheNoseKnows: Blessed with a tremendous sense of smell, ikoskits can track a potential meal for miles through the dense jungle.
611* StealthExpert: Their camouflaged skin allows ikoskits to blend into the dark rocks and foliage common across Alchiere. Spotting an ikoskit before it is almost on top of its prey is nearly impossible.
612* VampiricDraining: Ikoskits drain blood, burying their razor-sharp teeth into whatever exposed flesh they can find.
613[[/folder]]
614
615[[folder:Incubus]]
616----
617* TheSymbiote: Incubus larvae are implanted within some blighted Nyss, where they lie dormant as long as the host lives. Once activated by the host's death, the incubus undergoes accelerated maturation and creates its own body. Witnesses of incubus attacks will often hesitate to strike a killing blow, fearing that their victory will spawn a nightmare.
618[[/folder]]
619
620[[folder:Lemax]]
621----
622* AcidAttack: The lemax's main weapon is an acidic spittle.
623* ZergRush: Although individually weak, lemax are terrifying to face when gathered in numbers.
624[[/folder]]
625
626[[folder:Manticore]]
627----
628* EatDirtCheap: The manticore's typical diet consists of dirt and small rocks, which facilitate the growth of its unusual defensive spines.
629* ForTheEvulz: Unlike other beasts of elven myth that attack only to hunt or defend themselves, manticores appear to kill for its own sake, often leaving prey savaged yet uneaten.
630* OurManticoresAreSpinier: A manticore broadly resembles a big cat from afar, but instead of fur, it is covered in jagged, glassy chitinous spines that sweep backward from its beak and end in a morningstar-like tail.
631[[/folder]]
632
633[[folder:Screecher]]
634----
635* SuperScream: When prey stops for a quiet moment, screechers creep close and emit a furious shriek that can stun even much larger animals, then attack in a pack and attempt to tear the prey to bits with their claws and fangs.
636[[/folder]]
637
638[[folder:Sphinx]]
639----
640* CombatClairvoyance: Sphinxes exhibit a limited form of telepathy, allowing them to communicate silently across short distances, and possibly even read the surface thoughts of their prey, to know when to dodge and where to move in for a killing blow.
641* OurSphinxesAreDifferent: The sphinx is a species of pony-sized cat that exhibits limited telepathy, and are described in ancient stories by terms normally reserved for spirits and fiends.
642[[/folder]]
643
644[[folder:Spine Ripper]]
645----
646* AbsurdlySharpClaws: Each claw is like an arcing blade with a razor-sharp interior edge, and a spine ripper's slash can easily disembowel a creature the size of a gorax.
647* PoisonousPerson: The dewclaws of a spine ripper house a venom gland whose toxin causes immediate damage to muscle and tendon alike.
648[[/folder]]
649
650[[folder:Storm Raptor]]
651----
652* GiantFlyer: Storm raptors are giant birds of prey native to the Stormlands.
653* ShockAndAwe: Storm raptors are rife with electrical energies, to be unleashed in blinding arcs when they dive upon prey.
654* StealthyColossus: This massive bird of prey spends much of its time circling amid the storms in its native Stormlands, using their frequent electrical discharges to cloak its approach to prey.
655[[/folder]]
656
657[[folder:Succubus]]
658----
659* SuperEmpowering: Each succubus is attuned to the warlock whose blood actualised its second birth and serves as an amplifier of its warlock's abilities.
660[[/folder]]
661
662[[folder:Swamp Horror]]
663----
664* TentacledTerror: The swamp horror is a great beast that rises from the swamp in a flurry of tentacles and seizes entire hunting parties in its slimy grip.
665[[/folder]]
666
667[[folder:Tunnel Terror]]
668----
669* TentacledTerror: The tunnel terror is a tentacled, toothy monstrosity that can quickly grow large enough to fill the widest sewer tunnel.
670[[/folder]]
671
672[[folder:Urthek]]
673----
674* HealThyself: Urthek share a symbiotic relationship with great mushrooms, and bathing in fungal spores allows them to quickly heal wounds.
675* TheParalyzer: An urthek's hollow claws are filled with a paralytic venom.
676* ThePigPen: The smell of an urthek is unmistakable--a fetid, overpowering odour that seems to cling to clothes, skin and hair for weeks.
677-->'''Viktor Pendrake:''' Be wary of the urthek, for their size and strength are matched only by their terrible smell—a warning that should be heeded well before one gets close enough to feel the sting of their paralytic claws.
678[[/folder]]
679
680!!Oozes
681[[folder:Oasis Ooze]]
682----
683* ChestMonster: Even a trained eye can hardly see an oasis ooze lurking just below the water's surface. It usually waits until prey has taken a sip before surging from the water to envelop, drag down, strangle and digest it.
684[[/folder]]
685
686!!Plants
687[[folder:Bloodstone Manticora]]
688----
689* ManEatingPlant: The manticora is a predatory cactus that can sense creatures with water that come nearby, then lashes out with lengthy black spines to kill or paralyse prey and soak their roots in moist flesh.
690* SpikeShooter: Bloodstone manticore can paralyse prey by flinging a hail of stiletto-sharp thorns.
691[[/folder]]
692
693[[folder:Cavewort]]
694----
695* AcidAttack: When a warm-blooded creature moves below the cavewort, it drops clumps of long, sticky tendrils, coated in acidic digestive enzymes, to ensnare its prey.
696[[/folder]]
697
698[[folder:Echolichen]]
699----
700* AbstractEater: The echolichen feeds off violence, which it can detect over vast distances. Once in motion, the echolichen attacks the source of any anger or violence in its environs and continues to psychically feed off the violence of its own actions, making it surprisingly difficult to put down.
701[[/folder]]
702
703[[folder:Gallows Tree]]
704----
705* AntiRegeneration: The very presence of a gallows tree saps vitality from the living, preventing them from healing in both the RPG and the wargame.
706* VampiricDraining: Gallows groves sustain themselves on blood. Though they are unable to actively strike out at prey, they are irresistibly drawn to blood-drenched soil.
707[[/folder]]
708
709[[folder:Hollowthorn]]
710----
711* ManEatingPlant: The hollowthorn secretes a soporific toxin that induces a sensation of well-being followed by growing drowsiness and eventually sleep. Once the prey succumbs, the vines wrap around it and start to drink its blood.
712* TrackingSpell: Once a creature has hollowthorn venom in its blood, the plant can track it unerringly.
713[[/folder]]
714
715[[folder:Walking Fungus]]
716----
717* MagicEater: The walking fungus feeds on arcane energy, attacking individuals who cast spells or carry mechanika or magical items. If a walking fungus is able to get hold of a magic or mechanika item, it attempts to feed on the arcane energy within, sending hyphae into arcane accumulators or the cortexes of 'jacks that are no longer fighting back.
718[[/folder]]
719
720!!Undead
721[[folder:Bane]]
722----
723* AntiRegeneration: Banes are enshrouded in a preternatural aura that is utterly inimical to living flesh.
724* BloodKnight: Banes delight in slaughter, seeking any opportunity to sow death.
725* WarriorUndead: Banes are cunning undead warriors inscribed with runes and sigils of their rebirth. More versatile and deadly than the more mindless undead, they march into battle with the discipline and inexorable confidence that only soldiers with no fear of death can possess.
726[[/folder]]
727
728[[folder:Black Troll]]
729----
730* AntiRegeneration: Any hit with a physical attack made by a black troll against any other species of troll negates their regeneration.
731* ForTheEvulz: Black trolls live only for torment. They raid troll and human settlements alike, murdering and pillaging as they go.
732* NonHumanUndead: Black trolls are undead mockeries of other trolls.
733[[/folder]]
734
735[[folder:Blood Hound]]
736----
737* BodyOfBodies: When people don't die intact in a way that would make it convenient for the necrosurgeons, they combine the remains with those of animals to create blood hounds.
738* RaisingTheSteaks: Blood hounds are made by combining human remains with those of quadrupedal animals.
739[[/folder]]
740
741[[folder:Bone Shaker]]
742----
743* DemBones: Bone shakers are simple undead constructs made from the bones of humanoids and beasts and animated by necromantic energy.
744* WalkingWasteland: The ambient death energies that animate bone shakers are antithetical to life, leaving trails of withered vegetation in their wake and draining the vitality of living creatures nearby.
745[[/folder]]
746
747[[folder:Boneswarm]]
748----
749* DemBones: Boneswarms are masses of skeletal remains, animated by dark spirits that are drawn to the skeletons of those who died in swamps, transforming them into a gestalt entity driven by horrible predatory instincts.
750* WalkingOssuary: A boneswarm strips the flesh and viscera from prey or any corpse it comes across, tearing bones from lifeless bodies and incorporating them into its bulk.
751[[/folder]]
752
753[[folder:Deathbound Revenant]]
754----
755* GhostPirate: Deathbound revenants are undead creatures animated by the continuance of a supernatural contract forged over a thousand years ago between Toruk and his earliest vassal, Captain Rengrave of the Dirgenmast ship ''Atramentous''.
756* HauntedFetter: A revenant is anchored to a specific person, place or thing called a locus. The most widely known locus is the ''Atramentous'', although other vessels, officers and even objects within the Ghost Fleet of Cryx serve to bind the many revenants to service. When a revenant is defeated, its incorporeal spirit moves as quickly as it can back to the locus, whereupon it reforms its body within seconds, with all equipment. Destroying its locus or somehow eradicating its incorporeal form is the only way to permanently slay a revenant.
757[[/folder]]
758
759[[folder:Deathless]]
760----
761* BadBoss: Living beings who encounter a deathless are perceived and treated as slaves. The deathless will imperiously issue commands to others in one of the ancient tongues of western Immoren and will not hesitate to slaughter those incapable of following its edicts.
762* EvilOverlord: Deathless are ancient Orgoth lords whose dark powers have sustained them into undeath within their macabre halls, which serve as both tomb and seat of power. Although their bodies have long since turned to dust, not even death has stifled their mad ambition. Despite being completely confined within their tombs, they believe their reach is as vast as their innate power, and in their minds, they remain the rulers of a continent-spanning empire and the governors of countless mortals.
763[[/folder]]
764
765[[folder:Disembodied]]
766----
767* HauntedFetter: Disembodied cannot move more than about a hundred feet from their corpse without being destroyed. Moving the corpse will only cause the disembodied to follow, so the only way to truly defeat them is to destroy the corpse, either with fire, acid or holy water.
768* SinisterMinister: Those priests, who feign a façade of goodness while committing unspeakable acts kept hidden from their flocks and know that their spirits would face punishment for their crimes, try to escape this fate by resisting crossing over to Urcaen and remaining tied to their corpse as disembodied.
769[[/folder]]
770
771[[folder:Dread]]
772----
773* BladeBelowTheShoulder: A dread's forearms are sawed away and replaced with implements of shining steel.
774[[/folder]]
775
776[[folder:Eldritch]]
777----
778* HorrorHunger: In death, eldritch are motivated by an unnatural hunger. To maintain its existence, an eldritch must siphon the life essence of an intelligent living creature. The touch of an eldritch drains away the life of its prey, nourishing the eldritch and keeping its predatory instincts at their peak.
779* NonHumanUndead: Eldritch are Iosans who surrendered their morality and turned to undeath as the only option for staving off their race's uncertain fate.
780[[/folder]]
781
782[[folder:Entombed]]
783----
784* OnlyKnownByTheirNickname: Whatever name the Orgoth originally bestowed upon these monstrosities has been lost to time. Modern adventurers who have survived an encounter with these creatures refer to them as the entombed.
785* SoulJar: When an entombed is driven off, it returns to its body to recuperate, emerging again at full strength, ready to fight anew. The only way to permanently destroy an entombed is to find and destroy its soul cage, thereby causing it to pass into Urcaen.
786* WarriorUndead: Each entombed was once an Orgoth warrior who volunteered for the privilege of being reborn into eternal servitude to his or her lord. After the warrior was ceremonially drowned, the lingering soul was placed in a soul cage. Clad in the armour it wore in life and wielding the weapons with which it was interred, the entombed is driven by an undying directive to protect its master and all the treasures in his grave.
787[[/folder]]
788
789[[folder:Excruciator]]
790----
791* TortureTechnician: Excruciators are the revenant spirits of Orgoth torturers. In life, they used their implements to wring information out of captured rebels, fabricate creatures such as the dread, and bind tortured souls to Orgoth implements such as fellblades. In death, they linger in Orgoth ruins scattered across western Immoren and continue this work upon those unlucky enough to encounter them.
792[[/folder]]
793
794[[folder:Fallen Knight]]
795----
796* AnimatedArmor: Within the Fallen Knights' ornate ritual armour, nothing remains but dust.
797* TheOathbreaker: The Fane Knights once swore unbreakable oaths to guard with their lives the dwelling places of the gods themselves--and broke it when Scyrah and Nyssor were assassinated. In undeath, their oaths continue to hold, now rendered unbreakable.
798* PraetorianGuard: The Fane Knights once guarded the dwellings of the gods with their lives. Now they strike down, without hesitation, any who trespass on the sacred temples they once guarded.
799* WarriorUndead: In life, these individuals were Fane Knights, chosen from among the strongest, most skillful and most devout Iosan warriors to guard the homes of the gods themselves. After Scyrah and Nyssor's assassination, they found their ultimate failure too great to accept and became Fallen Knights; even after their bodies vanished, their oaths continue to hold.
800[[/folder]]
801
802[[folder:Feralgeist]]
803----
804* AxCrazy: Lashing out with the claws and fangs of the corpses it inhabits, the feralgeist poses a deadly threat to those unfortunate enough to encounter it.
805* PossessingADeadBody: A feralgeist's insubstantial form hungers for a body of flesh. It descends into the carcasses of freshly slain beasts and brings to them a semblance of reanimated life.
806[[/folder]]
807
808[[folder:Hollowed]]
809----
810* HorrorHunger: Hollowed are driven by an all-consuming hunger for the organs of intelligent creatures. Unwilling to accept death and unable to sate their terrible hunger, they wander the wilds of western Immoren, but the organs upon which they feast will never be enough to satisfy their hunger. Rather than being digested, the consumed organs fester and rot over time.
811* TheVirus: A creature killed by a hollowed will rise as a hollowed itself within a few days if it is not decapitated first.
812[[/folder]]
813
814[[folder:Iron Lich]]
815----
816* {{Cyborg}}: An iron lich's mortal body, with the exception of its skull, is replaced with a complex mechanikal apparatus that sustains its existence.
817* OurLichesAreDifferent: An iron lich is an unliving fusion of necromancy and mechanika, who replaced its mortal body with a complex mechanikal apparatus that sustains its existence in an attempt to attain immortality. Its form is not constrained to any particular configuration and need not bear any resemblance to its living form. Iron liches store their spirit essence in a phylactery—a physical receptacle that houses the soul.
818* SoulJar: So long as an iron lich's phylactery remains intact, the creature cannot truly be destroyed. Because a phylactery is an iron lich's only true vulnerability, iron liches take great pains to conceal and protect theirs. Most iron liches are paranoid enough to keep the location of their phylactery secret or to share it with only their most trusted retainers.
819[[/folder]]
820
821[[folder:Iron Lich Overseer]]
822----
823* ManySpiritsInsideOfOne: Iron lich overseers are composite beings with a single body and a unified consciousness. The restoration process ensures some degree of cooperation between competing personalities, and in time they merge into a single mind.
824[[/folder]]
825
826[[folder:Mechanithrall]]
827----
828* ArtificialZombie: Mechanithralls are technologically augmented thralls stitched together from battlefield dead.
829* CannonFodder: Mechanithralls serve as cannon fodder in Cryxian armies.
830* OurZombiesAreDifferent: Thralls are corpses reanimated through the power of complex runes carved into their flesh that form the backbone of the armies of Cryx.
831* PowerFist: Mechanithralls and brute thralls are augmented with two heavy gauntlets that greatly enhance their strength.
832
833!!!Bile Thrall
834----
835* AcidAttack: The bile thrall's bile cannon fires volumes of corrosive digestive and decomposition agents.
836* DeadWeight: Bile thralls are noted for their bloated and swollen bodies.
837* SuicideAttack: With a lurching death spasm, a bile thrall can detonate itself in a grisly shower of dissolving agents, flesh and metal.
838
839!!!Bloat Thrall
840----
841* BodyOfBodies: A bloat thrall is crudely assembled from half a dozen corpses with no regard for anatomy, only usefulness.
842* DefeatEqualsExplosion: If a bloat thrall is ruptured, it explodes and showers the surrounding area in corrosive fluids.
843
844!!!Brine Thrall
845----
846* RaisingTheSteaks: Brine thralls are the half-consumed corpses of predatory sea creatures retrofitted with necrotite furnaces, having rotted fins replaced with bits of bonejack hull, and outfitted with augmented jaws.
847
848!!!Brute Thrall
849----
850* DumbMuscle: The brute thrall lacks both subtlety and cognitive capacity, but does its job well--crushing any obstacle in its way.
851
852!!!Carrion Thrall
853----
854* FeatheredFiend: Carrion thralls retain their predatory tendencies from life, make them exceptionally lethal against injured adversaries. In the aftermath of conflicts, Cryxian generals employ them to spread horror and agony among enemy survivors.
855* RaisingTheSteaks: Carrion thralls are undead birds, difficult to distinguish from wild birds at a distance.
856
857!!!Skarlock Thrall
858----
859* BondCreatures: From its very fabrication, each skarlock is inextricably bound to a warcaster and becomes a conduit for the arcane abilities of its master, who often sends it forth to unleash this power from a distance. Lesser minions make every effort to appease skarlocks, knowing that each is the eyes and ears of a powerful master.
860* EliteZombie: More than any other constructed thrall, skarlocks retain memories from their life and absorb knowledge from their animating runes, giving them extensive personalities and agendas. Dense dark sigils instil them with tremendous necromantic power and sorcerous potential.
861* GlowingEyelightsOfUndeath: A hateful intelligence shines from skarlock thralls' eye sockets.
862
863!!!Soulhunter
864----
865* OurCentaursAreDifferent: The soulhunter is a thrall whose torso is fused with the body of a Scharde stallion. In the wargame, it's classified as a cavalry unit.
866* RaisingTheSteaks: Soulhunters are thralls fused with the corpse of a Scharde charger.
867[[/folder]]
868
869[[folder:Pistol Wraith]]
870----
871* BottomlessMagazines: A pistol wraith's wraithlock pistols never run out of ammunition.
872* GunsAkimbo: Each pistol wraith is armed with a pair of wraithlock pistols.
873* TheGunslinger: Pistol wraiths are restless spirits of duellists that retain their skill in life and walk the earth searching for fresh victims.
874* MageMarksman: Gun mages who become pistol wraiths boast capabilities beyond those of other pistol wraiths. Retaining at least some spellcasting abilities from life, a pistol wraith spellslinger can channel magic through its wraithlock without rune bullets like living gun mages need to.
875* RoaringRampageOfRevenge: Pistol wraiths are consumed by an all-consuming need for vengeance or an overwhelming hatred of all life.
876* SoreLoser: A pistol wraith's rejection of its own mortal end is intensified by its refusal to accept its own failure. The pistol wraith cannot acknowledge that it lost its final duel in life--combined with its ego, it gains a preternatural foothold in the physical realm. Through their singular dedication to prove themselves by besting other skilled gunfighters, they have denied their own passage to the afterlife.
877[[/folder]]
878
879[[folder:Reliquary]]
880----
881* OmnicidalManiac: Reliquaries vent their hatred with shocking violence on anything that crosses their path.
882* ThePowerOfHate: Reliquaries are fuelled by a seething hatred of any creature displaying even a semblance of life, especially the eldritch.
883* TestedOnHumans: In the secret underground laboratories of House Vyre, grisly experiments were conducted on elves born without souls. After the laboratories were abandoned, they were simply sealed off, with the grisly remnants of past horrors left inside, until they were awakened as undead reliquaries.
884* UndeadChild: Reliquaries are infants who had been vivisected and entombed in arcanikal vessels, awakened into undeath by the deaths of the gods.
885[[/folder]]
886
887[[folder:Riven]]
888----
889* DemonicPossession: Riven can possess the living and believe that if they inhabit a body as it dies, they can tether themselves to the departing soul and thereby pass into Urcaen. They delude themselves with this untenable belief, even though upon death of the host, the riven is ejected in a blast of violent spectral force.
890* MustBeInvited: A riven cannot pass through any border or threshold unless it receives permission or an invitation, a river, national borders or a doorway.
891* NonHumanUndead: Riven are the crazed spirits of elven priests who suffered and died during the Rivening.
892[[/folder]]
893
894[[folder:Sand Dervish]]
895----
896* DeathSeeker: Sand dervishes desire death through honourable battle and seek out opponents who can give them such an end.
897* GhostlyGoals: The only way to get rid of a sand dervish, who perished before fulfilling a sworn oath or task, is to determine the reason for its existence and set right whatever prevents it from resting. Most find their final rest when challenged and defeated in single combat, while a few might have more obscure requirements. Otherwise, if it dies, the sand dervish regains its form after a few days.
898* SentientSands: The spirit of a sand dervish can take on a corporeal form made from the sands of the Bloodstone in which it perished.
899[[/folder]]
900
901[[folder:Scylla]]
902----
903* CirclingVultures: Like vultures, scylla are scavengers that wheel over battles, diving down en masse to fall upon those left behind. They have been known to roost near rocky shores where shipwrecks are common, hoping to feast on drowned sailors floating on the tide.
904* RaisingTheSteaks: Scylla flocks consist of undead birds corrupted by the blight of Toruk the Dragonfather.
905* TalkingAnimal: Upon consuming a corpse, a scylla flock attains an echo of the deceased's memories and can speak with its voice. Compelled to return to familiar taverns and ships by these memories, they mockingly call out to pirates and sailors in the voices of their dead comrades.
906[[/folder]]
907
908[[folder:Sepulchral Lurker]]
909----
910* TheSpeechless: A sepulchral lurker is no longer capable of speech and cannot utter more than a dusty hiss.
911[[/folder]]
912
913[[folder:Shaft Wight]]
914----
915* BuriedAlive: Shaft wights were once miners, buried by cave-ins and collapsing tunnels and left to suffocate beneath the earth. Some were consumed by the terror of their inevitable deaths and clung to life so strongly that hours after dying, they transformed into undead and freed themselves with bloody talons.
916* TheVirus: Humanoids killed by shaft wights rise as new shaft wights. In Rhul, they are put down at a distance to minimise the risk that others will become shaft wights.
917[[/folder]]
918
919[[folder:Soul Trapper]]
920----
921* YourSoulIsMine: The soul trapper continually wrests souls of the recently departed from the air and stuffs them into prepared soul cages, until they can be transferred to mightier entities. The runes carved upon the soul trapper's flesh imbues it with an incessant need to gather as many souls as possible.
922[[/folder]]
923
924[[folder:Swamp Spirit]]
925----
926* OurSpiritsAreDifferent: The hok-shishan are malevolent spirits that lurk in the deepest swamps of western Immoren where the air itself is leaden with unnatural malignancy, and manifest as sinuous snakes.
927* WalkingWasteland: Where swamp spirits move, the air becomes foul and difficult to breathe, and mud becomes colder and more unrelenting in its grip.
928[[/folder]]
929
930[[folder:Tormented]]
931----
932* AxCrazy: Driven to a state of nearly mindless frenzy by their constant agony, the tormented hold a special hatred for sentient beings, especially anyone who reminds them of their elven foes or their former skorne masters. The pain visited on them in life by their handlers is now amplified in death until it is all they know, and their only outlet is to inflict that pain on others.
933* FusionDance: The tormented are composite creatures, made up of the suffering of innumerable beasts and the eddying remnants of skorne mortitheurgy.
934* PerpetuallyProtean: The tormented are ever shifting, with the features of warbeasts forming and receding at random. At any given moment, a tormented might manifest the tusked head of a titan, the club tail of a rhinodon, or the piercing claw of an aradus—or all of the above.
935* RaisingTheSteaks: The tormented are undead ghosts of former skorne warbeasts.
936[[/folder]]
937
938!Wargame Factions
939[[folder:Cygnar]]
940* AmplifierArtifact: The Squire robot enhances the innate powers of the warcaster controlling it.
941* ArchaicWeaponForAnAdvancedAge: Whereas some modern orders carry advanced mechanika, sword knights fight with the same weapons and armour they have borne for centuries.
942* ChurchMilitant: The Precursor Knights are a martial order dedicated to the warrior philosophies of the god Morrow.
943* DoubleStandard: Warcasters are theoretically accountable to the same code of honour and behaviour as the rest of the military, but they are seldom harshly disciplined. Some soldiers resent the double standard.
944* EarthquakeMachine: The Avenger's cannon fires projectiles that unleash a violent localised earthquake upon impact.
945* ElectiveMonarchy: Woldred’s Covenant allows Cygnaran royalty to determine their own successors from among the noble families of Cygnar.
946* EnemyMine: The brief alliance between Khador and Cygnar to drive Cryx from the Thornwood in 609 AR. It doesn't last.
947* TheEngineer: Field mechaniks dive into the midst of battle and make necessary repairs to warjacks and armour.
948* GatlingGood: Cyclones are capable of displaying rapid firepower with dual chain guns.
949* TheGoodKingdom: While it operates as a monarchy, Cygnar boasts the most progressive government in western Immoren, at least under the leadership of Leto and Julius Raelthorne.
950* TheGunslinger: Gun mage captain adepts would be among the deadliest pistoleers in all of western Immoren even without their sorcerous talents.
951* LightningCanDoAnything: Cygnar can use it as artillery, a steroid, magnetic shield, and a tractor beam.
952* MageMarksman: Arcane Tempest gun mages harness arcane powers to augment their gunfighting prowess.
953* PerilousPowerSource: The Storm Chamber, an arcane capacitor used to power the [[LightningCanDoAnything lightening]] [[{{Magitek}} mechanika]] extensively used by the Cygnarian military, has the side-effect of electrocuting anyone who comes in contact with it while active. As a result, it is only used on larger machines where it can be kept isolated from dangerous discharges, or by those wearing extensive galvanic protection (such as the Storm Knights and their armor.)
954* RobotBuddy: The Squire will follow your warcaster around and generally improve his ability at casting.
955* SpiderTank: The Storm Strider is a four-legged walker.
956
957!!Coleman Stryker
958
959[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/commanderstryker_final.jpg]]
960
961-->''"There is no defeat so total that Stryker cannot snatch victory from it. He will personally pay any price to protect the Cygnaran people."'' -- King Leto Raelthorne
962
963Though Commander Stryker sees himself as just another soldier fighting for the crown and his young age may deceive some into believing he has not earned his rank compared to the aged generals leading the king's army, battlefield experience has made him wise beyond his years. He goes to great lengths to preserve the lives of his men.
964
965A fine leader, a better soldier, and one of the most accomplished warcasters in the Iron Kingdoms, Coleman Stryker was born to be a [[CaptainPatriotic hero of Cygnar and expects to die defending her]].
966
967* AntiHero: WellIntentionedExtremist to Type III, [[spoiler:after killing Hierarch Voyle.]]
968* AuthorityEqualsAsskicking: Like many Warcasters, he is an officer and an unstoppable warrior.
969* {{BFS}}: The Quicksilver, later the Quicksilver MKII, which gives him the reach ability because of how big it is.
970* CaptainPatriotic: He is described in-universe as such : "Coleman in a word ? Patriot."
971* FourStarBadass: In his second Epic incarnation he was promoted to a full-blown general.
972* HeroicBSOD: a brief one in "The Blood of Kings", after [[spoiler:witnessing the monster that is Vinter Raelthorn IV in battle]]
973* JackOfAllStats: The spell selection his prime version has. It led that version being considered a {{Skill Gate Character|s}} since although he was great for people trying to learn to the play the game, hence being included in Cygnar's starter box set, he wasn't very good due his MasterOfNone prevent him from being good enough at anything to be effective in competive play.
974* LightningBruiser: His Epic Incarnation is VERY powerful, VERY hard too hurt and thanks to the Velocity spell, very fast when he needs to be.
975* GameplayAndStorySegregation: His Epic version's suit has a FatalFlaw; it can give him a massive power boost but overlords. This was fixed in story but still in game for balance reasons.
976* WellIntentionedExtremist: Years of war made him this. So much that he his former teacher, Nemo, gave him a WhatTheHellHero speech.
977
978!!Constance Blaize, Knight of the Prophet
979
980* ChurchMilitant: She is a member of the Knights of the Prophet, a knightly order in service to the Church of Morrow.
981
982!!Markus 'Siege' Brisbane
983
984A highly professional soldier, Major Markus Brisbane is the most experience soldier amongst the Cygnarian warcasters. His leadership skills and determination allows him to triumph any challenge.
985
986Voice by David Fennoy (Warmachine: Tactics).
987
988[[quoteright:251:https://static.tvtropes.org/pmwiki/pub/images/siege.jpeg]]
989----
990* TheMentor: Markus was Kara Sloan's mentor during her tenure as a Journeyman warcaster. His no-nonsense personality shaped her future as a soldier.
991* OldSoldier: One of the veteran warcaster in the Cyrnaran Army.
992* ScaryBlackMan: If you are the enemy, then yes, you should run scared.
993* SergeantRock: He is tough, professional and will not coddle his pupils or soldiers, but he is not prone to cruelty. Siege just want to get the job done.
994
995!!Allister Caine
996[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/caine_4mwp.jpg]]
997* TheAlcoholic: He's described as a fairly heavy drinker.
998* FlashStep: He can blink short distances, though it is very draining.
999* TheGunslinger: As a gun mage warcaster, he knows all the tricks.
1000* GunsAkimbo: He dual wields specialized rapid-fire mage-lock pistols.
1001* JerkWithAHeartOfGold
1002* MageMarksman: Like all gun mages.
1003* RuleOfThree: His third incarnation, where Caine is accompanied by the two surviving members of the Black 13th.
1004
1005!!Edward Dominic Darius
1006
1007* PowerArmor: All warcasters have steam-powered magical armor, but Darius takes it up to eleven by wearing a full body suit that borders on MiniMecha, complete with ShoulderCannon and a crane.
1008
1009!!Victoria Haley
1010Victoria's twin sister was taken from her as a child by Cryxian raiders. After joining the Cygnar military, she found her sister again as a Cryxian war witch.
1011
1012* ArtificialLimbs: She lost an arm, and it was replaced with a mechanical one. After her death, she restored her arm when the regained her body.
1013* BackFromTheDead: It's pretty hard to ''keep'' the Haley sisters dead. Victoria managed to pull it off on her own, though.
1014* CainAndAbel: The Abel to her sister Deneghra's Cain.
1015* MyFutureSelfAndMe: Her third incarnation can summon different versions of herself from the past and the future.
1016
1017!!Jeremiah Kraye
1018
1019* CavalryOfficer
1020
1021!!Sebastian Nemo
1022
1023He is the driving force behind Cygnar's technological edge and is responsible for most of their lighting-based technology.
1024
1025* CoolOldGuy
1026* {{Expy}}: His wild hair is reminiscent of Albert Einstein.
1027* GadgeteerGenius: His understanding of warjacks and technology is unmatched by anyone in Cygnar, and he is the pioneer of numerous innovations in warjack cortex and weapons technology.
1028* WhatTheHellHero: delivered one to Stryker, as mentioned above.
1029
1030!!Kara Sloan
1031
1032* AnimeHair
1033* {{BFG}}: The calibre of her sniper rifle is huge
1034* FriendlySniper
1035* SecretRelationship: She has a relationship with one of her subordinates, which is not ok in the Cygnaran army.
1036
1037!!Dalin Sturgis
1038
1039Mentor of Alison Jakes.
1040
1041!!Allison Jakes
1042
1043A character made for Warmachine Tactics, she was also introduced to the tabletop.
1044
1045!!Major Elizabeth Maddox
1046
1047!!Black 13th
1048
1049* TheGreatestStoryNeverTold: The Black 13th are usually assigned secret missions that earn them little recognition other than a handshake and the quiet thanks of their superiors.
1050* GunsAkimbo: Darsey Ryan wields a magelock in each hand.
1051* KilledOffForReal: Captain Dixon Lynch is one of the first playable characters to kick the bucket (for real) after Creator/PrivateerPress rescinded their PlotArmor between Mark II and Mark III.
1052* MageMarksman: All three of them are gun mages of the Arcane Tempest order.
1053* PrivateMilitaryContractors: After Lynch's death, Ryan and Watts join forces with the renegade Allister Caine in his quest to establish his own private army.
1054* TwoGuysAndAGirl: With Dixon Lynch and Samuel Watts as the guys and Darsey Ryan as the girl; Allister Caine later replaces Lynch after his death. Absolutely no romance is ever considered.
1055[[/folder]]
1056
1057[[folder:Khador]]
1058
1059* ArmyOfThievesAndWhores: Doom reavers are conscripted from the ranks of convicted criminals.
1060* AscendedMeme: Khador players joked that the Grolar warjack was a myth and would never be released. The official lore now states that production suffered numerous setbacks, delaying its deployment by years.
1061* TheBerserker: A few.
1062** Set loose in war, doom reavers exhibit only minimal control and may strike down anyone, friend or foe, as their bloodlust grows.
1063** The aptly named Berserker warjack is prone to erratic and extremely aggressive behavior caused by its decaying cortex.
1064* BiggerIsBetter: Khador doesn't have reliable access to a lot of the very particular resources to create cortexes, but they do have access to lots of more mundane steel and coal. As a consequence, they build their warjacks to last, with very heavy armour and weapons, doctrinally favoring fewer but larger and more powerful warjacks.
1065* CanineCompanion: Khadoran officers commonly bring war dogs to the battlefield and look to them as both companions and protectors.
1066* {{Conscription}}: Khadoran law requires all its male citizens to serve in the military. A single tour is required of all men, with the exception of those with extreme physical disability.
1067* TheEmpire: To its enemies, Khador is the wolf at the gates, a warlike nation characterised by vast armies and dedicated to the dream of empire.
1068* EnemyMine: The brief alliance between Khador and Cygnar to drive Cryx from the Thornwood in 609 AR. It doesn't last.
1069* EvilWeapon: As befits Orgoth creations, the fellblades unearthed by the Greylords have a nasty tendency to whisper to the mind of their wielders, driving them to bloodthirsty madness and turning them into hulking muscle-bound killers. Despite, or perhaps because of their tendency to blindly slaughter whatever happens to be in their way, Khador military uses those doom reavers as suicidal shock troopers. There are also implications that the Greylord Covenant have learnt how to manufacture new fellblades.
1070* FeelNoPain: Survivors of countless battlefield injuries, Black Dragons are all but inured to pain, and tales of Black Dragons fighting on despite terrible injuries are not uncommon.
1071* GenderBlenderName: Khards mostly have normal [[UsefulNotes/RussianNamingConvention Russian]] or Russian-sounding surnames with one exception: they are not inflected for gender like in real life; so we have the female warcaster Sorscha Kratikoff who has a masculine surname, and there are plenty of male Khard background characters with surnames ending in the feminine suffix ''-a''.
1072* AnIcePerson: Greylord magic draws power from the frozen landscape, with cold itself as a weapon.
1073* JoustingLance: Iron Fang uhlans ride in tight formations, clearing the way with blasting lances.
1074* MadeOfExplodium: Berserker cortexes have become critically compromised by decay and are prone to massive concussive overload.
1075* TheMafiya: The kayazy are tycoons all too willing to resort to violence to deal with the cutthroat competition; as they take interest in the conflict, they lend elite assassins to Khadoran forces to 'protect their investments'.
1076* MasterSwordsman: Kayazy assassins boast expertise in swordplay equal or superior to that of noble blade masters.
1077* MightyGlacier: While Khadoran warjacks are slower than those of the other Human kingdoms, they are all heavily armored and can deal quite a bit of damage once they get in close.
1078** The same goes for Man-O-Wars who have comparable speed.
1079* MoreDakka: The Victor's autocannons can maintain continuous fire without long reload times.
1080* MotherRussiaMakesYouStrong: The expies of Russians are known for their rugged, relentless and even brutish nature. Their military goes a long way in reflecting this.
1081* OldMaster: According to the Black Dragons, a group of veteran Iron Fangs, their experience and skill make them as capable, if not more so, than their younger comrades.
1082* PatrioticFervor: Khadorans are willing to lay down their lives for the empire. Their soldiers march forward in the name of the Motherland with steadfast resolve and a love for their country.
1083* PoweredArmor: Men-O-War are encased in mechanikal armour that grants them the strength of steamjacks.
1084* ShieldBash: The Devastator's shield fists can shove aside nearly anything in its path.
1085* ShortRangeShotgun: The blunderbuss issued to Winter Guard infantry, which consists of little more than a steel canister with a wooden stock, small enough to be held and aimed single-handedly. It's effective range may be short, but it packs a considerable punch, is [[SimpleYetAwesome so simply it practically can't jam]], and is easy enough to mass produce that literally every member of the Winter Guard (which is to say, close to half Khador's young adult population) can be equipped with one.
1086* SimpleYetAwesome: One of Khador's defining characteristics is their preference for simpler technology, and belief that the more complicated something is the more likely it is to break and fail. What Khador lacks in sophistication they make up for in durability and damage potential.
1087* TrampledUnderfoot: The Winter Guard Gun Carriage serves to crash through enemy lines, slamming, and knocking them down and disrupting their formation.
1088
1089!!Sorscha Kratikoff
1090
1091A warcaster who first rose to the rank of kovnik in the Winter Guard, displaying her 'caster abilities later in life during a battle in which her superior was slain. She has since risen first to the rank of Kommander and then the Forward Kommander of the prestigious 5th Border Legion.
1092[[quoteright:244:https://static.tvtropes.org/pmwiki/pub/images/khador_female.jpeg]]
1093* AnIcePerson: Many of her spells, her weapon, and her first version's Feat involve freezing her enemies solid.
1094* FourStarBadass: She is promoted to Kommandant during the time skip between MK II. and MK III.
1095* MyNaymeIs: Her name is spelt as Sorscha with an extra S compared to the normal name [[UsefulNotes/IrishNames Sorcha]].
1096* PowerArmor: She goes through intense physical training and dons Man-O-War armor after becoming a Kommandant.
1097* SinisterScythe: A weapon named Frostfang, which can freeze enemies before Sorscha smashes them into pieces.
1098* StarCrossedLovers: With Vlad. Time spent with him is the only time she is seen to thaw out, but their duties have a tendency to keep them apart.
1099* YouKilledMyFather: Her father was among the Winter Guard killed in the Boarsgate Massacre by Orsus Zoktavir, THE BUTCHER OF KHARDOV! Notably she left the Butcher to die at the Battle of Fellig, and despite not regretting her choice has come to worry if the Butcher will someday respond to her quiet revenge.
1100
1101!!Gurvaldt Irusk
1102[[quoteright:272:https://static.tvtropes.org/pmwiki/pub/images/irusk_09.png]]
1103The Supreme Kommandant of Khador, the leader of the Motherland's front-line armies credited with the conquest of Llael and the Thornwood.
1104
1105* EnemyMine: Is the Khadoran side of the truce and agreement that, as of ''Colossals'', has Cygnar and Khador working together to fight Cryx in the Thornwood.
1106* FourStarBadass: Irusk is the supreme field commander of the Khadoran army.
1107* MyGreatestFailure: When Empress Vanar accused him of not just failing at the first assault on Northguard but of 'wasting the lives of his soldiers' he was nearly driven to suicide.
1108* TheStrategist: Regarded as the Sun Tzu of the setting, to the point that his text on warfare is even studied by Cygnarans. His masterwork ''On Conquest'' is named rather similarly to Carl von Clausewitz's ''On War''
1109
1110!!Zevanna Agha, the Old Witch of Khador
1111
1112A figure out of legend long credited with guiding the fate of the Khards, even in the days of the Khardic Empire and the Orgoth Occupation. Nowadays accompanied by her chicken-legged Scrapjack and in counsel with the Vanars, she continues to guide the sons and daughters of Northern Immoren.
1113
1114* AppropriatedAppellation: The name 'Zevanna Agha' was originally given to her by the northerners, which she adopted as her own name.
1115* CoolOldLady
1116* EveryoneCallsHerBarkeep: She is usually just called the Old Witch.
1117* {{Expy}}: With Khador in general being so obviously [[RecycledInSpace Russians In Immoren]] it should as no surprise that the Old Witch is Literature/BabaYaga [[RecycledInSpace In Khador]]
1118* GeniusLoci: It's implied the Old Witch is the living will of Khard and Khador itself.
1119* GenuineHumanHide: Her cloak is stitched together from the time-worn hides of countless kills.
1120* GreaterScopeParagon: She knew the Infernals were coming all along, and has been acting to thwart their plans. Ensuring that there would be mortal champions like Vlad to challenge them, and summoning the Grymkin to kill off those weak-willed enough to be swayed into betraying humanity for their own gain.
1121* HumanoidAbomination: The Old Witch might look like an old human woman, but her true nature is that of a keen-eyed and razor-taloned thing in a cave.
1122* NeverMessWithGranny
1123* OlderThanTheyLook: She looks like a crone of over 90 years of age, but she's older than civilisation itself.
1124* TimeAbyss: Nobody knows how old the Old Witch really is. According to historical records she was an advisor of Priest-King Khardovic, founder of Khard, and legends have her already waiting for Menoth when he arrived on Caen.
1125* ToServeMan: In her early days, this creature (long before she became known as Zevanna Agha the Old Witch) preyed upon the ancestors of today's Khadorans.
1126* WellIntentionedExtremist: She summoned the [[HumanoidAbomination Defiers]] from the Void and unleashed the nightmarish Grymkin upon the world, but only because she needed to stop the [[TheLegionsOfHell Infernals]].
1127
1128!!Vladimir Tzepesci
1129[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/vlad.jpeg]]
1130 [[caption-width-right:225:Captain No-Peripheral-Vision himself]]
1131
1132* AncestralWeapon: His suit of armor has been in his family since well before the coming of the Orgoth, and he wears it proudly as a symbol of his connection to history.
1133* ArrangedMarriage: Vladimir enters into an engagement with Empress Ayn Vanar, even if his feelings are only for Sorscha Kratikoff.
1134* {{Expy}}: Of {{Dracula}}...kinda. He started out as a straight homage to him in Mk I. He's since been changed into a much more noble and heroic(though still grim) character in Mk II.
1135* ReasonableAuthorityFigure: Only human leader who takes the threat of Cryx seriously.
1136* RoyaltySuperPower: The Tzepesci family has a long history of siring strong warriors and powerful wizards. Vlad is both, and can draw on this strength to further empower himself.
1137* RoyalsWhoActuallyDoSomething: Quite a bit of something. He works through much of the fluff to [[OnlySaneMan get the nations to unite against Cryx instead of killing each other.]]
1138** WarriorPrince
1139* ShouldersOfDoom: Hence the nickname "Captain No-Peripheral-Vision"
1140
1141!!Orsus Zoktavir, THE BUTCHER OF KHARDOV!
1142[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/butcher_of_khardov_09.png]]
1143
1144A warcaster made infamous for the Boarsgate Massacre, in which he killed both the Boarsgate militia who were trying to secede from Khador and the Winter Guard who tried to prevent him from killing surrendering militiamen. His expected punishment was forestalled by a pardon from Empress Ayn Vanar, effectively making him a weapon of the Empress against any who would stand against her rule, domestic or foreign. One of the greatest yet least stable weapons of the Motherland, to the point that gossip says that his superiors send him to increasingly dangerous battlefields in the hope that he will destroy himself alongside the Motherland's enemies.
1145----
1146* AndThereWasMuchRejoicing: The general reaction to his supposed death. A lot of people felt like he had it coming and the High Kommand let out a collective sigh of relief to finally have him gone. It didn't last long.
1147* AtopAMountainOfCorpses: His epic model has him, literally, standing on a pile of dead troops. Some from his own side...
1148* AttackAttackAttack: His one and only strategy in battle, to the point where he sees anything that isn't causing harm to the enemy as cowardice. He charges his forces head long into the enemy and doesn't stop until they're dead or he is.
1149* AxCrazy: He does not take prisoners, he just butchers entire towns.
1150* BadBoss: For the record, he killed 80 of his own men when they attempted to restrain him.
1151* BeastOfBattle: In his third incarnation, the Butcher is accompanied by two argus (aka two-headed wolves).
1152* BloodKnight: More than a hundred men died at Boarsgate. He killed every single one, and he really hasn't stopped since.
1153* TheButcher: Orsus Zoktavir earned the sobriquet 'Butcher of Khardov' after he slaughtered his own men when they tried to convince him against killing surrendered enemies.
1154* ButForMeItWasTuesday: Zoktavir doesn't even remember the name of Luka Kratikoff, Sorscha's father, when she confronts him about his murder.
1155* CanineCompanion: The Butcher's third incarnation is accompanied by two argus companions.
1156* DisproportionateRetribution: He'll murder just about any man for anything he perceives as wrong
1157* DraftDodging: As a youth, his boss paid off the officials to keep Orsus' name off the conscription census, so he wouldn't have to serve in the Winter Guard.
1158* TheDreaded: Very much. His own men are likely to be more scared of him than the enemy.
1159* EveryoneCallsHimBarkeep: His real name is Orsus Zoktavir, though most people just call him 'The Butcher'.
1160* TheFettered: Surprisingly so. The only thing keeping him in check is his promise to the Empress to obey orders.
1161* GeneralRipper: He's violent and uncontrollable, so much so that he will always completely wipe all enemy opposition, including whole towns, regardless of whether or not they surrender, which has much of Khador brass concerned his massacres will make their enemies less willing to accept Khador's rule. Pretty much nobody likes him but the Empress likes him, which is also what kept him from getting executed.
1162* ICallItVera: His axe is named Lola, after TheLostLenore.
1163* LargeAndInCharge: By far the largest human in the game. Standing 7'6 and and almost 4 feet wide, Zoktavir's model has to be put on a medium base, which is normally reserved to male Tharn, gatormen, trollkin, ogrun and light 'jacks/beasts.
1164* MagicKnight: The Butcher is a warcaster and one of the strongest men in western Immoren.
1165* MightyGlacier: Orsus is a killing machine in all incarnations, possess the highest combination of Melee Attack and Power + Strength, is a durable as light warjack, and his spell lists are geared towards dealing damage, especially by aiding him in it. But he's always very slow.
1166* OneManArmy: Every warcaster is capable of it on the table but he's the only one explicitly stated to be one in the story too. His third version goes into overdrive, offering nothing to his army and being a singular powerhouse.
1167* RedBaron: He is far better known as the Butcher of Khardov than as his real name Orsus Zoktavir.
1168* RoaringRampageOfRevenge: After being wounded he was found and nursed back to health by a servant girl. After discovering how her lord had been abusing her, Orsus killed him and destroyed his estate. Sadly this didn't help at all as it simply left the girl with no home or job.
1169* StoutStrength: The strongest human in Immoren, with a size to match.
1170%%* UnstoppableRage
1171* TheFriendNobodyLikes: Most of the Khador army hates him and only puts up with him because of the Empress wants him around. And with good reason, not only did he kill his own men when they tried to restrain him from killing that surrendering garrison, he wipes out entire settlements rather than accepting surrenders, something Khador does not want as it will make the people they conquer more opposed to their rule.
1172* YouWillNotEvadeMe: His third form has a spell that reels anyone nearby into his melee range. Its name? Impending Doom...
1173
1174!!Oleg Strakhov
1175
1176* BloodKnight: Strakhov lives to test himself in the heat of battle.
1177* EyePatchOfPower: He gains one during the time skip between Mk II and III.
1178* GogglesDoSomethingUnusual: The alchemically treated lenses in his goggles allow him to see through smoke clouds.
1179* MilitaryMaverick: Strakhov has a bad habit of executing his own operations without waiting for approval from his superiors. The only reason Irusk has yet to punish him being how often these unsanctioned missions succeed.
1180
1181!!Alexander Karchev
1182[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/059738_minit_warmachine_khador_karchev_t.jpg]]
1183----
1184* AlmightyJanitor: In spite of his seniority, Karchev only holds the rank of Kommander, the lowest rank of full-fledged Khadoran warcasters and the equivalent of a Cygnaran captain. That being said, the High Kommand, who technically outrank him, views him as a national treasure and listens when he speaks.
1185* TheArchmage: He was already the most powerful Khadoran warcaster before his integration into the warjack frame.
1186* {{Cyborg}}: Ever since he lost all four limbs in the Thornwood War, Karchev has lived in a modified warjack chassis combined with life-sustaining machinery.
1187* DeathOrGloryAttack: He channeled all of his magic into one cataclysmic spell to win a battle against a rival Cygnaran warcaster, completely obliterating his opponent but destroying his body in the process.
1188* FusionDance: In the ''Riot Quest'' timeline, as the world ended at Henge Hold, Karchev's warjack frame was wrecked, but he was too stubborn to die. Instead, he crawled along using his sole functioning mechanikal limb, tore the Skulls of Hate from the remains of the Deathjack, and clamped them onto his own frame. Karchev and the Deathjack were thus fused into a single mechanikal horror.
1189* HandicappedBadass: The loss of his limbs didn't stop Karchev from demanding a warjack frame to continue serving in the front line, which he has done for nearly a century since then.
1190* ManInTheMachine: He is the TropeNamer via his special rule, "the man in the machine". Karchev was a Khadoran wizard who suffered grievous wounds during a battle, resulting in paralysis of all his limbs. He was hooked up to a life-support system that was installed into a chassis of a Warjack to allow him to continue serving the Motherland in battle.
1191* MechanicallyUnusualClass: In many ways Karchev resembles a warjack more than the standard warcaster. He is neither a warrior nor a warjack, but a mix of both. He gets damaged and repaired like a warjack (except his Body system, which is healed like a warrior). He treats water like a warrior would and can make warjack power attacks for free except for headbutts. Karchev generally behaves like a warjack himself, even hitting as hard as one.
1192* MercyKill: When imprisoned inside the Cryxian necrofactorium in the Thornwood, Karchev asks Oleg Strakhov to kill him so the Cryxians can't turn him into a weapon against the Motherland, but Strakhov adamantly refuses until he can rescue Karchev.
1193* MightyGlacier: Karchev has the statline of a heavy warjack, which makes him extremely slow, durable and hard-hitting compared to other warcasters.
1194* MysteriousPast: Information on Karchev’s childhood is scant, and it is unclear whether he was an orphan or whether records of his parentage were systematically eliminated.
1195* OldMaster: He's over a hundred years old[[note]]Specifically ''150''[[/note]] and able to kick even ''more'' ass than he could as a young man due to his heavy warjack chassis.
1196
1197!!Izak Harkevich
1198
1199* ManlyFacialHair: He sports a magnificent beard.
1200
1201!!Aleksandra Zerkova
1202
1203* AdventurerArchaeologist: Like other Greylords she spends a lot of time plundering old Orgoth tombs for valuable relics and artifacts. With her halls being filled with many prized treasures she has discovered.
1204* BodyguardBabes: Gender flipped. Her Epic version is accompanied by a pair of musclebound and bare chested Doom Reavers.
1205* CoatCape: Epic Zerkova uses neither of her coat's sleeves, letting it flow behind her in the wind.
1206* EvilSorcerer: She's a high-ranking member of the Greylords Covenant and one of the more evil Khadoran characters.
1207* MagicWand: The Rod of Whispers, which she wields in her first incarnation.
1208* ScrewTheRulesIHaveConnections: Zerkova has violated many of the Greylord Covenant's rules, however the favor she holds with the head of the order has allowed her to not only get away with it, but achieve a very high ranking position within the organization.
1209
1210!!Lord Rikard Kozlov, Viscount of Scarsgrad
1211
1212* BlueBlood: As his title assesses, he's the son of a Kossite nobleman and a Ruscar tribeswoman.
1213* ChildOfTwoWorlds: He has to juggle the responsibilities of being a noble and warcaster, while staying close to his tribe.
1214
1215!!Kommander Andrei Malakov
1216
1217* BlueBlood: He was born the son of a Khardic count.
1218* EarlyBirdCameo: While he only first became playable in ''Warmachine: Vengeance'', alongside the other character Journeyman Warcasters, his first appearance in the lore was actually in one of the short stories in ''Warmachine: Colossals'' alongside General Ossrum.
1219* GameplayAndStoryIntegration: In his introductory story, Malakov's main contribution was taking command of one of Khador's first colossals when the convoy transporting them was attacked. For a good while in that edition of the game, the main thing you'd see most players using Malakov's first incarnation for was to operate a colossal on behalf of the army's main warcaster.
1220* SurrenderBackfire: Malakov once executed enemy soldiers after they surrendered because he could not spare the men to watch them.
1221* WeHaveReserves: Malakov has earned an infamous reputation of seeing the lives of his men as expendable. This has drawn scrutiny from his colleagues and eroded the morale of his soldiers.
1222[[/folder]]
1223
1224[[folder:Protectorate of Menoth]]
1225* AmazonBrigade: Daughters of the Flame are drawn from the widows, daughters, mothers, and sisters of fallen Menite soldiers.
1226* AncestralWeapon: The Knights Exemplar's ancient relic blades and sacred armour have been passed down through the generations.
1227* BareFistedMonk: The Order of the Fist is a group of monastic warriors with an emphasis on unarmed fighting.
1228* BurnTheWitch: In the past, most nascent sorcerers in the Protectorate were burnt to death. Though this is no longer the case, most sorcerers are marked and set aside to live under careful surveillance and are never fully trusted.
1229* CastFromHitPoints: The invocation of miracles withers the ancient bones each Vessel of Judgement carries, crumbling a little more.
1230* {{Conscription}}: All Protectorate citizens are expected to contribute to the nation’s military might when called upon. Citizens not enlisted in any of the martial orders can be levied at a moment’s notice by local priests.
1231* DisproportionateRetribution: The Protectorate has a very brutal judiciary system. Public drunkenness? Torture! Petty theft? Wracking! No less than eleven crimes on a list of fourteen have death by burning as a possible punishment, including burglary, smuggling, tax evasion, counterfeiting, and improper speech.
1232* FlamingSword: When a paladin strikes with his Firebrand sword, it erupts in holy fire like a sliver of the sun.
1233* TheFundamentalist: Although not every Menite is equally pious, their aggregate beliefs bestow a degree of conviction, efficiency and zealous fanaticism that strengthens them through the most difficult ordeals and setbacks. Enemies of the faith fear this zealotry, as they must rely on less certain traits like loyalty and duty. The Protectorate military has proven that faith has a tangible power. There is no army in western Immoren as singularly united.
1234* GhostCity: At the height of the Protectorate's power, Imer was a teeming city of thousands, but today it holds barely a tenth of that number. Empty, boarded-up buildings outnumber populated dwellings, and most of those who stay in the capital are either guards of the Visgoths or attendants of the Holy See. In what was once the seat of Menoth's power on Caen, the streets are now eerily empty and silent.
1235* GodBeforeDogma: The code of the Order of the Wall in a nutshell: they view themselves only answerable to the Creator himself, not to any individual priest or scrutator, not even the hierarch - the primary distinguishing feature between them and the Knights Exemplar, who obey a code of absolute obedience to the priesthood. They are eager to prevent persecution, torture, and execution of the innocent; by contrast, the scrutators consider such things trivial when done while rooting out perceived heresy; this ultimately leads to many incidents of paladins openly disobeying orders given by the priests and scrutators.
1236* HighPriest: The hierarch is both head of state and the highest priest of the Temple, thus combining both secular and religious authority.
1237* KillItWithFire: The Protectorate loves to employ flame weaponry and many of their warcasters have fire based spells and abilities.
1238* KnightInShiningArmor: Paladins of the Order of the Wall prioritise forbearance and protection of the innocent, which can put them at odds with the scrutators.
1239* MacrossMissileMassacre: The Redeemer's rockets are launched in great number into enemy ranks.
1240* MagicIsEvil: One of the teachings of Menoth, and consequently a hallmark of the Protectorate's worldview. They resorted to use mechanika only by adding extensive purification rituals, such as engraving prayers of penance and passages of the True Law into 'jack hulls to sanctify them.
1241* MyMasterRightOrWrong: The order of the Knights Exemplar has been traditionally defined by its code of absolute obedience to the priests and scrutators.
1242* NameAmnesia: All reclaimers surrender their names.
1243* ThePaladin: The Order of the Wall is dedicated to preserving the faithful from the perils of the wild. Paladins of the order have long been heroes to the common people, seen as embodying the protective aspects of Menoth sometimes neglected by clergy.
1244* PatrioticFervor: Nowhere else in the Iron Kingdoms does such a high percentage of the population stand ready to fight and die for their nation and their beliefs.
1245* {{Pirate}}: The Protectorate’s main sea power lies in the Idrian corsairs who protect its coastline.
1246* PoliceState: The Menite priesthood keeps itself frighteningly well informed about the activities of the people. Indeed, no other Iron Kingdom polices its citizenry as closely.
1247* ReligionIsMagic: The priesthood is capable of manifesting miracles of faith. That they have become more powerful in doing so since forming the Protectorate is seen as a sign that Menoth favors them and they do his will. Their belief that [[MagicIsEvil mechanika is unhallowed]] has less to do with it being ''magic'' and more to do with a belief that the only magic humanity should wield is that which is directly sanctioned by the Creator of Man himself.
1248* SecretPolice: The Order of the Fist has served to maintain order within the population of the Protectorate. Allegiants, requiring no weapon or special clothing, easily blend in with the general population and serve as an unobtrusive secret police force, complementing the scrutators in rooting out heresy and sedition.
1249* TheTheocracy: The Protectorate is a pure theocracy, with priests assuming positions of secular authority. All aspects of the Protectorate are devoted to the glorification of Menoth, and all state functions are steeped in ceremony, ancient tradition, and faith.
1250* VestigialEmpire: In the aftermath of the Claiming and the exodus of much of the population to Zu, with so many people gone and divisions rife among those who remained, the Protectorate collapsed, its borders now existing only on maps. A skeleton clergy continue to hold church services in once-grand cathedrals and to denounce enemies of the Creator, but fewer and fewer faithful hear their words. Today, the few Protectorate citizens who remain are subjected to a ruling priesthood that has become increasingly paranoid.
1251* TheVoiceless: Protectorate reclaimers are all required to take a vow of silence.
1252* WeirdCurrency: Unlike every other Iron Kingdom which mints currency according to weights and measures standardized in the Corvis Treaty, the Protectorate makes its coins from fired clay. This was done to discouraged the vice of greed from influencing the populace by making the currency out of virtually valueless material, and incidentally keeps the population from accumulating any wealth with which they might leave the Protectorate.
1253
1254!!Hierarch Severius
1255-->''Death and destruction are not our purpose. We require only submission to the Creator. However, those who refuse to bow shall burn.''
1256
1257Current Leader of the Protectorate, and one of the oldest human characters in the setting. Scrutators are leaders of the Menite priesthood second only to the Hierarch. Which basically means they run the Protectorate.
1258
1259Severius however, being that he was already an experienced Warcaster and missionary priest, turned away from the politics by taking up arms, marching across Immoren to convert the unbelievers. Into ash if he has to. His most ambitious project has been starting a Crusade to liberate Llael from Khador and making it a Protectorate nation.
1260
1261So when the former Hierarch, Garrick Voyle, bit it in Caspia this guy was a shoe-in to take his place. And since then, well things haven't exactly gotten better, but they're not any worse. And at least Severius is willing to listen to reason and negotiate with others and not kill his own people if he can help it.
1262
1263* AngelicTransformation: Some of the faithful have reported seeing Hierarch Severius striding into battle in the form of a Menite archon several years after his death.
1264* AsskickingLeadsToLeadership: One of the reasons he became Hierarch.
1265** The Harbinger also helped.
1266* BadassPreacher: No seriously, before he became a Warcaster he was ambassador famous for this. He was ''banned from Khador'' after he walked out with over a thousand newly converted followers. It's telling that he's one of the few people in the Protectorate who would rather try to convert his enemies before he kills them.
1267* CoolOldGuy
1268* GlassCannon: Grand Scrutator Severius (his 1st version) has an absolutely brutal spell list that can pump out solid damage to all types of targets, an excellent FOCUS of 8, and a feat that can completely crush the enemy in a single stroke (it completely denies the enemy warcaster their focus allotment for next turn). His primary weakness is that he's made of paper even by Protectorate standards, so he absolutely must be kept back.
1269* GuileHero: Beyond belief. His capture of Leryn is the best example of this. For reference this is the alchemical heart of Llael. The entire city is a fortress that not even the Orgoth could breach and Khador didn't even try. Severius walks up to the city gates and has it occupied in a day! How? He gives a speech! That's it!!
1270* KilledOffForReal: Severius succumbs to injuries inflicted by Hexeris between the end of Mark II and the beginning of Mark III, marking the first time a playable character has died (for real) after Creator/PrivateerPress rescinded their PlotArmor between the two editions.
1271* PersonaNonGrata: As mentioned before, he's not welcome in Khador.
1272* ReasonableAuthorityFigure: Unlike most Protectorate leader he's willing to work with the other factions. He's definitely a step up from Voyle.
1273* OnlySaneMan: Feels this way at times.
1274* SquishyWizard: Severius is the squishiest Protectorate warcaster, mostly due to the fact that he's 83.
1275* WeakButSkilled: Much like the Harbinger below.
1276* YouAreInCommandNow: How he became Hierarch, normally it takes a few years to find a new one and all of the Visgoths to agree on him/her. In this case, however, the Harbinger basically made him because she said so.
1277
1278!!Intercessor Mikael Kreoss
1279-->''"If you didn't believe in the Creator before, you will today"''
1280
1281* AntiMagic: Prime Kreoss; Not only can he get rid of your spells, but can severely hamper your ability to cast more.
1282** Kreoss3's feat will instantly end all enemy upkeeps in his control area and then lets him cast all of his own upkeeps for free. Doesn't impair the enemy's spellcasting the following turn, but it does mean they'll be wasting additional Focus/Fury to re-cast those lost spells.
1283* AuthorityEqualsAsskicking
1284* CoolMask
1285* TheFettered: Despite being an Exemplar (normally LawfulNeutral {{Knight Templar}}s) he is genuinely one of the Protectorate's most heroic characters because of this. Which says a lot about the rest of the Protectorate.
1286* {{Foil}}: In-universe, he is often compared to his NumberTwo within his order, High Exemplar Sarvan Gravus. While Kreoss is admired for his [[TokenGoodTeammate dignity and defence of the faithful]], Gravus is respected by the people for his [[MyMasterRightOrWrong merciless pragmatism and unwavering adherence to the Exemplar code]].
1287* FourStarBadass: After his promotion to Intercessor, Kreoss becomes the supreme commander of the Protectorate's armed forces.
1288* HeroWorshipper: Back when he was a child he use to dream of becoming a Paladin, seeing how the quote about Dartan (see below) comes form Kreoss, its safe to say he still has great respected for the Order.
1289* JackOfAllStats: The Protectorate's version anyway. Doesn't have the same all round stats as Stryker, but doesn't quite fall to MasterOfNone by actually having a lot of useful spells in one place and a really nasty feat. His Epic version is more of a MightyGlacier while his third incarnation is a particularly tough LightningBruiser, as that one he's a cavalry model.
1290* KillItWithFire: The Protectorate as a whole has a fondness for this trope, so as the faction's poster boy it shouldn't be surprising.
1291* YouAreInCommandNow: He's now currently head of the entire Protectorate force after Hierarch Severius gave him the rank of Intercessor.
1292
1293!!The High Reclaimer / Testament of Menoth
1294-->''"The language of Urcaen is unknown to all men but one, for he has seen the face of the Creator and lived. How can any hope to stand against him?"''
1295
1296The Leader of a sect of Menite priests known as the Reclaimers, whose job it is to help usher the soles of the dead to [[HellOfAHeaven Urcaen]]. Nothing much is known about the guy because all Reclaimers take a [[HeroicVow vow of silence]] which is preserved by bolting an iron mask to their faces!
1297
1298Then one day he decided to wonder off into the desert for no reason, and somehow managed cross into the afterlife where he beat up a crap-ton of ghosts then come back, alive, with the Omegus; an ancient stone tablet containing words of wisdom written by God!
1299
1300Ever since then he's become known as the Testament of Menoth a walking embodiment of life and death. So much so that, whenever he feels like it, he can [[DeathIsCheap temporarily bring people back from the dead]], or step inside the Urcaen for a few minutes to have some tea.
1301
1302%%* BaldOfEvil
1303* KillItWithFire: The High Reclaimer anyway. Testament has more of a [[DishingOutDirt dust motif]].
1304* MalevolentMaskedMan: He may not actually be evil, but for the enemy? A guy dressed in black able to bring people back to life and becoming stronger for every one that dies? Freaking terrifying.
1305* NameAmnesia: He gave up his name upon joining the Reclaimant Order, and is only identified by his title.
1306* {{Necromancer}}: A non-evil version of this. He's able to bring people back to life and as people not zombies like the other Necromancers. He can also kill one of his own troops to power up all of his jacks for a lot more than you spent to do it.
1307* SoulPower: Without a doubt. This is the guy most people think about when they here the words Soul Tokens (unless their first faction was Cryx, of course).
1308* TheSpeechless: Like all Reclaimers, the last words spoken by him was a vow of silence, pronounced upon his induction into the Reclaimant Order.
1309* ToHellAndBack: The High Reclaimer journeyed into Urcaen, fought off a swarm of the damned, recovered the Omegus tablet from a temple of Menoth in the City of Man and made his way back to Caen where he became known as the Testament of Menoth.
1310
1311!!Feora, Priestess and Protector of the Flame
1312
1313* ActionGirl
1314* AuthorityEqualsAsskicking
1315* DualWielding: Flamethrowers!
1316* OnlyOneName: Feora is only known by her first name, since Flameguard have to abandon their family names.
1317* OutOfTheInferno: She ''is'' the inferno.
1318* PlayingWithFire: The whole faction has an [[BurnTheWitch unhealthy obsession with it]], but Feora takes the cake. And her Epic version takes that cake [[SerialEscalation and stuffs it with more cake]] (and possibly some napalm)!
1319
1320!!The Harbinger of Menoth
1321-->''"I am the Harbringer of Menoth, His vessel on Caen. Through me the Creator speaks, and He has much to say."''
1322
1323* ActionGirl: Played with, her combat stats are insanely poor as she's an untrained teenage girl. However she has the highest focus in the game and her weapon [[AlwaysAccurateAttack autohits]].
1324* AlwaysAccurateAttack: The Harbinger's sword Providence automatically hits anything attacked by her. This becomes a plot point when she gives the sword to Coleman Stryker during his duel with Garrick Voyle, rendering Voyle's attempts to defend himself futile and allowing Stryker to kill him.
1325* AntiMagic: Her Purification spell.
1326* BeingEvilSucks: She's a kind-hearted girl but her boss is a JerkAssGod.
1327* BetterToDieThanBeKilled: She let Vladimir Tzepesci stab her so as not to allow Lich Lord Asphyxious to kill her and gain access to the millions of souls from Menoth in Urcaen.
1328* BlindfoldedVision
1329* GlassCannon: Has the highest focus in the game and a very strong spell list, but she dies just easily as you'd expect a teenage girl to.
1330* LittleMissBadass: She was fifteen when she was discovered by the scrutators. She is for all intent and purpose the [[OurAngelsAreDifferent angel of Menoth]], and as such wields tremendous divine powers.
1331* MouthOfSauron: It's implied she's the voice of Menoth on Caen.
1332* PowerFloats: Sadly, said power cannot quite ''steer'' - the Harbinger has to be guided around the battlefield by a group of men who keep her [[ChainedByFashion tethered with sanctified chains]].
1333* TakingTheBullet: When Hierarch Voyle prepares to execute Dartan Vilmon after he defied him, the Harbinger interposed herself to save Vilmon.
1334* WeakButSkilled: Her base stats are pretty terrible, but she has the highest focus in the game and a lot of interesting spells and abilities to make up for it.
1335
1336!!High Executioner Servath Reznik
1337* {{BFS}}: His sword [[NamedWeapons Confessor]].
1338* CruelAndUnusualDeath: He crucifies people in battle.
1339* TheDreaded
1340* JudgeJuryAndExecutioner: He's bound by no protocol or procedure beyond the word of his hierarch in carrying out his duties. Those whose names appear upon Reznik’s writs are immediately judged to be inherently damned without question as to their actual guilt.
1341* KnightTemplar: And he's considered a KnightTemplar by the ''other'' Knights Templar.
1342* NecessarilyEvil: The only reason why Hierarch Severius keeps him around.
1343* TokenEvilTeammate: Of course when you're in a LawfulNeutral nation run by LawfulEvil priests the 'token' part is just that.
1344* TortureTechnician: Almost literally. He's certainly a torturer, and he's associated with the local ([[KnightTemplar slightly overzealous]]) ChurchMilitant.
1345* TheWitchHunter
1346
1347!!Amon Ad-Raza
1348
1349* EpicFlail: Unlike his fellow allegiants who fight bare-fisted, Amon has a flail named Oblivion.
1350* WalkingShirtlessScene: Amon is never seen wearing a shirt.
1351
1352!!Vice Scrutator Vindictus
1353
1354* DualWielding: A sword named Lawgiver and a flail named Solace.
1355
1356!!Anson Durst
1357Anson Durst is the rock on which the enemies of the Protectorate break, a bulwark to the faithful who weathers tides of violence to keep innocent Menites safe. He earned his epithet fighting alongside the theocracy’s defenders to repel wave after wave of invading soldiers. Countless times he used his powers and a steel wall of warjacks to prevent harm to his men. Fuelled by faith and his devotion to the code of the Order of the Wall, Anson Durst is all but undefeatable when committed to the defense of his people.
1358
1359* AFatherToHisMen: Durst views the men under his command to be far more valuable than the warjacks that fight alongside them.
1360* KnightInShiningArmor
1361* MightyGlacier: He's slow, but hits almost as hard as the Butcher and is able to brick up his entire army.
1362* ThePaladin: A member of the Order of the Wall.
1363
1364!!Malekus, the Burning Truth
1365
1366* AsTheGoodBookSays: He carries a large tome of the True Law with him and bellows passages from it as he brings holy fire upon the enemies of Menoth.
1367* AxCrazy: Sufficient to say, Malekus has a rather unhealthy passion with burning non-Menites (and Menites as well, to a slightly lesser degree) to death.
1368* MeaningfulRename: Born Martin Almsbrook, he took the name Malekus upon converting to the Sul-Menite faith.
1369* OrphanageOfFear: Malekus spent his youth in a Morrowan orphanage where he was subjected to hard labour and unspeakable abuses by the headmaster. Once he heard the word of a Menite preacher, he burnt the orphanage down and came to the Protectorate.
1370* ParentalNeglect: After Martin's father died when he was still an infant, his mother drunk herself to death and it was only by a stroke of luck that a neighbour discovered Martin before he starved.
1371* PyroManiac: Even by Protectorate standards, he is fond of cleansing flame, leaving the charred remains of unbelievers in his wake.
1372
1373!!High Paladin Dartan Vilmon
1374-->''"With a few men like Dartan Vilmon, the walls of Sul would never have been breached. It was foolish of us to allow their order to languish."''
1375
1376Not a Warcaster, but an important character in the Protectorate regardless. Dartan is the leader of the Paladins of the Order of the Wall. A order who trace their roots back to ancient times where they would protect the early cities of man against the harsh wilderness. They are also the only thing keeping the Protectorate from being comprised entirely of assholes.
1377
1378See, unlike the standard 'Kill the Heretic' (Read everyone not us) doctrine of the Protectorate military, the Order of the Wall priorities defending the helpless and sparing the innocent and acting like... well [[ThePaladin Paladins]]. Which naturally irks the Protectorate leadership like no tomorrow who have been trying to quietly sweep the order under the rug where they won't disturb their latest act of genocide.
1379
1380They was until this guy came along. He was chosen to be the Harbinger's personal bodyguard, and after proving himself by Skull-humping a ton of Cryx thralls, was promoted to High Paladin. His feats of Badassary and being one of the only decent people in the Protectorate has inspired a flock of new recruits to join the paladins giving life to the once flagging order.
1381
1382In short he's basically Superman, but with a sword and no crazy powers and just as impossible to kill.
1383
1384* {{BFS}}: [[NamedWeapons Censure]]
1385* ChildProdigy: Vilmon was already a MasterSwordsman at the age of thirteen, and took only three years to graduate opposed to the normal six years.
1386* KnightInShiningArmor: Being a member of the Order of the Wall, he embodies the noblest aspects of his faith and serves as a defender of his people in their time of greatest need.
1387* MasterSwordsman: Even when only an initiate, he could see the split-second openings in his opponents' defences as they moved - something that many experienced warriors cannot do.
1388* MightyGlacier: He can literally become invincible to everything but magic and hits like a truck, but only hits once per turn and is very slow.
1389* ThePaladin: You think?
1390* ScrewTheRulesImDoingWhatsRight: When Hierarch Voyle went DrunkWithPower and ordered [[MoralEventHorizon a few thousand unarmed civilians to be killed]], Dartan openly defied him by saying it's not the will of Menoth to let the innocents die.
1391* ToBeLawfulOrGood: In the end Dartan chooses good.
1392* TokenGoodTeammate: Being a paladin of the Order of the Wall, Vilmon is one of the few genuinely good characters in the fanatical theocracy that is the Protectorate.
1393* YouShallNotPass
1394[[/folder]]
1395
1396[[folder:Cryx]]
1397* ArtificialLimbs: Necrotechs replace their own flesh with an array of customized mechanikal limbs.
1398* BloodMagic: The Satyxis have long been versed in the power connected to blood as the essence of living vitality.
1399* BodyHorror: Living priests of Toruk are horribly rotted from intense blight. Their flesh undergoes a perpetual cycle of decay, rot, and regeneration, sprouting disfiguring cancerous deformities.
1400* TheEngineer: Using a combination of necromancy and mechanikal ingenuity, the necrotechs of Cryx are responsible for creating and maintaining the undead forces that serve the Nightmare Empire.
1401* ImprobableWeaponUser: Satyxis wield bladed, hooked whips, which in real life would be both insanely difficult to wield and insanely hazardous to the wielder's health.
1402* KlingonPromotion: Calculated betrayal is routine in Cryx, where only those brilliant and strong enough to retain their positions survive. Lich lords are ever watchful of their underlings, knowing inattention can all too quickly lead to their own displacement.
1403* MeaningfulName: The liches of Cryx seem to have this one down pat, Asphyxious (asphyxia, suffocating) and Terminus (the end of something) being two examples.
1404* MechanicalMonster: The Deathjack is a nightmare construct that has haunted the Iron Kingdoms for over two centuries. Between prolonged periods of inactivity, it emerges to indulge in wanton slaughter, harvesting the souls of its victims to feed its infernal engine. Two infernal lanterns mounted on the Deathjack's shoulders seem to feed it and are the source of its many powers; it needs to warcaster to guide its rampages.
1405* TheNecrocracy: While the supreme ruler, Toruk, is a dragon and not undead, everyone else near the top is undead. While they do have a living populace, they're just as evil as the undead.
1406* {{Necromancer}}: Cryx is home to numerous profane and shadowy arcane arts, among them necromancy.
1407* OmnicidalManiac: Being Zombie Robots controlled by an EldritchAbomination, Cryx qualifies as an entire country of omnicidal maniacs.
1408* OurGhostsAreDifferent: Revenants, bound to specific ships, make up the majority of the Ghost Fleet. A number of wraiths also haunt Cryx, some fused with necrotech and put to specialised uses, or driven to kill by the violence of their own deaths. Lastly there are the banes, remnants of ancient warriors used to house maddened void spirits.
1409* {{Pirate}}: Cryx’s mortal pirate fleet is the largest but least ordered of its armadas.
1410* PirateGirl: The Satyxis serve as leaders of the pirate fleet and make up a large portion of the Black Fleet.
1411* PoweredByAForsakenChild:
1412** Most Cryxian magic is powered by the captured souls of slain foes.
1413** Cryxian machines are fuelled by necrotite, a foul fuel found in soils thick with carnage and resonant with atrocities, gathering power from the ambient suffering and considered too evil for other factions to even consider. Necrotite burns like coal but lasts significantly longer and is as toxic as it is efficient.
1414* SicklyGreenGlow: Cryxians are renowned for the sickly green emanations of their jacks' necrotite-fueled engines and their tendency to stalk swampy areas.
1415* SkeletonsInTheCoatCloset: The lighter Cryxian warjacks are known as "bonejacks" because they tend to incorporate the bones of predatory beasts into their frames, giving them the appearance of mechanical undead SavageWolves.
1416* TakingTheBullet: When a Necrosurgeon is directly hit by an enemy ranged attack, the hit can be intercepted by a stitch thrall or mechanithrall nearby.
1417* WeHaveReserves: Go ahead and destroy as many of the Cryxian robot-zombies as you want. They can always make more. Out of the tattered corpses of your own fallen warriors. And their gear. And their own casualties. And the innocent civilians caught in the crossfire. And some dead guys they stumbled across last week.
1418* WeHaveWaysOfMakingYouTalk: This is not a threat, simply a statement of fact where the Cryxians are concerned. Someone who would rather die than give up secrets they don't want Cryxians to have will find themselves disappointed that Cryxians ''prefer'' them that way, because they can channel the spirits of even the long dead and forcibly extract information they may have had in life. This is a big reason why the Cryxians are so good at reverse-engineering things which would be well-protected state secrets of other powers: they can simply interrogate the dead.
1419* WhipOfDominance: Satyxis Raiders wield enchanted [[WhipSword bladed whips]] and are a fierce and sadistic AmazonBrigade unit. They often serve as officers in the Cryx navy, as their whips are an efficient tool to intimidate and discipline the crew.
1420* YouHaveFailedMe: Refusal to follow a Cryxian warcaster's orders is met with painful death and, in many cases, the imprisonment of the immortal soul for further torments.
1421
1422!! Lord Toruk
1423
1424The oldest, biggest, and most powerful of the dragons. In the past, he mostly wreaked random destruction, but at one point, he decided to try and create a brood dragons as servants in his image, creating them by dividing his anthanc, while of course keeping the largest chunk for himself. Unfortunately for him, [[GoneHorriblyRight his brood proved to be exactly like him, right down to an unwillingness to take orders]], and turned on him. Toruk managed to kill a number of them and retake their pieces of his athanc, but some escaped. When he found some his children again, they had collectively grown large enough to fight him to a standstill, so to aid in tracking and killing them, he decided he needed an army. His first target was Cryx, which his subjected and made the inhabitants into his thralls and worshipers. He had them gather more and more BlackMagic secrets, many from the Orgoth after they were repelled, and building up an undead army while the wars on the mainland rage. He has sets his sights on bringing the entire mainland under his heel in order to aid in killing his children.
1425----
1426* ArchnemesisDad: Toruk's brood proved to be exactly like him, right down to an unwillingness to take orders. They turned on him just after they were born, and he has been seeking to consume them since then.
1427* AttackOfTheFiftyFootWhatever: More like "Attack of the 500 foot whatever."
1428* BreathWeapon: Breaths fire, he is a dragon after all.
1429* TheChessMaster: He claims that nearly everything that happens is part of his long term plan. While he is at least good at being patient, some of his cunning may be exaggerated since he certainly wouldn't want anybody to think he's not as omniscient as he claims.
1430* TheCorrupter: An expert in this, his presence on Cryx means anybody there is AlwaysChaoticEvil.
1431* DevilInPlainSight: Everybody is aware of his presence, but he plays OrcusOnHisThrone so much that him actually leading an attack himself doesn't seem likely, while trying to attack him is likely suicidal.
1432* DiabolusExNihilo: Nobody but he knows where he came from and he has no stated origin, though some in universe speculate he was spawned by the Devourer Wurm.
1433* EldritchAbomination: Giant dragon whose mere presence corrupts the land around him and turns anybody near him into his slave.
1434* GiantFlyer: Lord Toruk's toenails alone are larger than an iron lich.
1435* AGodAmI: And he isn't exaggerating, he is a god in terms of power, and even other religions have difficulty denying it.
1436* GodEmperor: Toruk is more than the ruler of Cryx: he is the Nightmare Empire's living god, and he tolerates no holds upon the souls of his subjects other than his own. The Church of Toruk is the only acknowledged religious institution in Cryx.
1437* GodzillaThreshold: The sole time Toruk took to wing personally was when an Orgoth fleet threatened Cryx, sending the entire fleet into the depths.
1438* GreaterScopeVillain: Although he is THE most powerful villain in the setting, Toruk himself is rather detached from the plot of the game: he pays so little attention to the affairs of the world, including Cryx, whose most of the governance and schemes are made by Toruk's lich lord minions.
1439* HorrifyingTheHorror: The rest of the dragons are horrifying creatures that threaten entire kingdoms and take entire armies. But even they are terrified of their father, and have a pact to put aside their differences and ally against him if he ever takes any action.
1440* ItsAllAboutMe: Everything he does and every atrocity his servants carry out is aimed at benefiting him first and foremost. Anybody else gaining from it is only because it may suit his needs.
1441* KnowWhenToFoldEm: Despite his PhysicalGod status, he knows when it's time to bail on a fight. He did it in the past when attacked by all his offsping, [[spoiler:and does it again in ''Wrath of the Dragonfather'']].
1442* LargeAndInCharge: Even the Colossals are puny next to him.
1443* {{Necromancer}}: Started his entire empire with it and taught his warcasters to use it.
1444* OffingTheOffspring: His goal is to consume all of his sons and regain his lost power.
1445* OrcusOnHisThrone: As he doesn't want to attract his children's attention, he mostly sits around without taking any action himself, leaving the actual running of matters of Cryx and the invasion of the mainland to his Lich Lords. So long as the empire and its armies answer to his will, the Dragonfather affords them considerable latitude. One of the few other times he'll does something is an EnemyCivilWar breaks out in his ranks and he considers the combatants too valuable to lose. One of the few times he does take action is in ''Wrath of the Dragonfather'', where he [[spoiler:kills and consumes a dragon in a two-on-one battle, then proceeds to take on ''every other dragon in existence'' (except Everblight). And he nearly won, too.]]
1446* PhysicalGod
1447* SuperEmpowering: Toruk can directly imbue his mightiest undead minions with the ability to wield magic after they transition to undeath, among them every iron lich. This greatly contrasts with how arcane talent is normally found only in those born with the potential.
1448* SupervillainLair: Toruk dwells in a great citadel ornamented with metal spires resembling grasping claws, attended by his priests and the lich lords. Beneath the citadel lies the Black Temple, the centre of Toruk’s worship, where his undead clergy gather at the direction of Lich Lord Divinitus to chant obeisance to the God of Caen.
1449* TimeAbyss: He claims to be as old as Caen itself.
1450* TheUnfettered: Short of risking his own life, their is no line he won't cross
1451
1452!!Lich Lord Asphyxious the Hellbringer
1453
1454Once a druid of the Circle Orboros, who swore his service to Toruk at the dawn of the Nightmare Empire. One of Cryx's most enthusiastic commanders, capable of any act, no matter how vicious.
1455----
1456* {{BFS}}: His third incarnation wields a huge one called Daimonion.
1457* TheChessmaster: Even prophecy can't keep up with him.
1458* EvilMentor: To Deneghra.
1459* JackOfAllStats: His spell list is always pretty flexible, allowing him to use his magic to either do damage or debuff enemies, and let him move around more quickly, and while not a dedicated combat monster, he's no slouch in melee.
1460* TheStarscream: Cheerfully contrived the death of Lich Lord Daeamortus, and then forged his soul into a weapon and took his rank.
1461* TheUnfettered: Flung himself into a volcano to prove his willingness to serve Toruk, and has absolutely no depth to which he will not sink to attain power for himself, Toruk or both.
1462
1463!!Wraith Witch Deneghra
1464
1465Seized as a child, Victoria Haley's sister was forged into a weapon by Asphyxious. She served as his right-hand witch and a potent caster in her own right, and still serves in this role even after her sister hijacked her Slayer helljack and used it to kill her, forcing Asphyxious to have her put back together.
1466----
1467* BackFromTheDead: After she was killed by his sister, Asphyxious raised her as undead.
1468* CainAndAbel: A very solid Cain to Victoria's Abel.
1469* CastingAShadow: Gains phenomenal shadow powers after dying and being reborn.
1470* DarkIsEvil: She really, really is.
1471* TheDragon: For most of her life, Deneghra had been Asphyxious' most trusted and valuable acolyte.
1472* DragonAscendant: After Asphyxious joined the refugees and left Caen through the gateway at the battle of Henge Hold, Toruk promoted Deneghra to replace him, attaining the role he had always envisioned for her.
1473* EvilCounterpart: Has a number of mechanical counterpoints to her sister, such as feats that spread penalties across the enemy lines and the same Focus stat.
1474* FromNobodyToNightmare: Small child + training by Asphyxious = Cryxian war witch.
1475* [[HoistByHisOwnPetard Hoist By Her Own Petard]]: Was ripped in half by her own Slayer when her sister hijacked it.
1476
1477!!Goreshade
1478
1479A charismatic Iosan noble who plunged deep into darkness to struggle against the low birth rate and creeping soullessness that pointed at doom for his people. After his actions kicked off a CivilWar, he was forced to transform himself into an eldritch and join the Nightmare Empire.
1480
1481* CursedWithAwesome: Nyssor marked him as an abomination; this has given him exactly no negative rules on his statblock.
1482* ElementalWeapon: Wields a frozen blade taken from the god Nyssor.
1483* EvilUncle: His great-nephew Lord Arcanist Ossyan Vyre, who is a Retribution warcaster, see Goreshade as one.
1484* HazyFeelTurn: Goreshade eventually leaves Cryx and comes back to Ios to serve the Retribution, becoming known as Lord Ghyrrshyld the Forgiven. And though Cryx is clearly one of the most evil factions in the setting, the Retribution isn't much better. The thoroughly evil undead elven vampire can proceed to rejoin his only slightly less evil cousins in destroying all human spellcasters, and with them human civilization.
1485* MeaningfulRename: He was born Ghyrrshyld Vyre, takes the name Goreshade after becoming an eldritch, and assumes his real name again after Scyrah purifies him and returns him to life.
1486* NamesToRunAwayFromReallyFast: While this is a standard trope for members of Cryx, Goreshade also has his [[RedBaron title]] of "the Bastard". Which alos tells you about how nice of a guy he is.
1487* PowerOfTheVoid: Has tapped rather unpleasant powers during his descent into madness.
1488* TestedOnHumans: During his time as leader of House Vyre, Ghyrrshyld conducted numerous horrifying experiments on soulless children, which eventually freaked the other Iosans to rebel against him.
1489* WellIntentionedExtremist: He will save the souls of his people even if he has to destroy the world, kill the gods, experiment on innocents, and fight for the Nightmare Empire of Cryx.
1490
1491!!Skarre, Queen of the Broken Coast
1492
1493A Satyxis pirate with great mastery over their blood magic.
1494
1495* BloodMagic: The name of her first feat. She has a lot of stuff that ties into that theme.
1496* ChainmailBikini: Her breastplate covers very little besides that.
1497* CleavageWindow
1498* HaveAGayOldTime: Let us be clear: the rule "Great Rack" refers to the antlers on her head(not to say she doesn't fit the description any ''other'' way...).
1499* PirateGirl: A very, very dark version.
1500* ShipOutOfWater: In her third incarnation, Skarre, Admiral of the Black Fleet, rides into battle atop the shattered aft section of a shipwreck, held aloft by the ancient dead as it glides across the earth.
1501* SimpleYetAwesome: Skarre is the Cryxian equivalent of a brick to the face. She's simple, but nobody can argue that she's ineffective, and she's hard as all hell to stop. Everything about her is about beating the enemy into a pulp, and she does it exceptionally well. The downside to playing her is that she has fewer tricks than most other Cryx warcasters.
1502* WindsOfDestinyChange: Her second feat, which plays destiny like a harp for a little while.
1503
1504!!Lich Lord Terminus
1505
1506A meticulous strategist and/or rampaging killing machine, depending on when you find him.
1507
1508* AuthorityEqualsAsskicking
1509* {{BFS}}: The Doomslayer
1510* BreathWeapon: Acid spray.
1511* GeniusBruiser: Armour on par with a helljack. A blade that hits as hard as a Seether. And a brilliant strategic mind.
1512* GiantFlyer: He's not just as tough as a helljack, he's the size of one, and is outfitted with massive wings due to blight-induced mutation.
1513* MightyGlacier: His size, power, and durability come at the cost of speed, though his flight means he at least ignores terrain if he doesn't land on something like a tree.
1514* WhyWontYouDie: One of his abilities uses the zombies under his command to heal him by sacrificing them. Normally not a problem. Except Terminus can resurrect the slain zombies at the start of his next turn.
1515
1516!! Lich Lord Venethrax
1517
1518* TheDragonslayer: He's Cryx's master of draconic lore, and he's supremely well-suited to root out and destroy Toruk's progeny.
1519* SkullForAHead: His skull is the only part remaining of his human body.
1520
1521!!Witch Coven of Garlghast
1522
1523* MechanicallyUnusualClass: One (or rather, three) of the weirdest warcasters in any faction. The Witch Coven is nearly completely unique and has no equivalent in any other army, which makes them exceptionally fun to play but also very hard to learn.
1524* SiblingTeam
1525
1526!!Master Necrotech Mortenebra
1527
1528* JustThinkOfThePotential: She realized earlier than any other Cryissist that the necrotechnology of Cryx could be reverse-engineered and adapted for more "pure" uses. The rest of the church felt this was too great a risk to take and had her excommunicated for it. [[spoiler:[[TheExtremistWasRight She was right though]].]]
1529* SpiderLimbs: Her iron lich frame has quite a few legs that vaguely resemble a spider's.
1530* WeUsedToBeFriends: With Lucient, a mid-level priest of Cryiss who would go onto become a major figure in their sect [[spoiler:by adapting her research after voting to excommunicate her due to [[EvilIsNotAToy the methods she used to discover it]].]]
1531* WrenchWench: She is a former Cyrissist, and Cryxian necrotechs look upon her with almost religious adoration as a paragon of their craft.
1532
1533!!Lord Exhumator Scaverous
1534
1535* SinisterScythe: Scaverous wields a large scythe called Avernus.
1536* SkeletonsInTheCoatCloset: A ''lot'' of skulls are visible inside Scaverous' iron lich frame.
1537
1538!!Bane Witch Agathia
1539
1540* TheStarscream: In life, Agathia was a servant of Lich Lord Daeamortus until she betrayed him and was imprisoned in a tower as punishment.
1541
1542!!Bane Lord Tartarus
1543----
1544* ArtifactOfDoom: Within The Kalmieri Grimmr is a strange passage regarding Rathrok, shown gifted to Horfar Grimmr by a crone resembling the witch Zevanna Agha. One theory is that Rathrok was not a gift but a curse. The axe emboldened Horfar Grimmr to attack Golivant and so brought about the fall of the Molgur.
1545* BarredFromTheAfterlife: After Grimmr's death, Menite curses prevented his soul from ever reaching Urcaen or returning to Dhunia. For centuries, it languished in the shadowy abyss from which banes are drawn, and in that time it changed into something new and terrible.
1546* CruelAndUnusualDeath: After being captured, Grimmr was put on a wrack designed to torture him for days before killing him.
1547* DefiantToTheEnd: Even when wracked, Grimmr remains defiant, spitting curses upon curses on his hated enemy Golivant.
1548* FateWorseThanDeath: After his death, Grimmr's soul languished in the Void between Caen and Urcaen until Lich Lord Tenebrous recovered him and made him a general of Cryx.
1549* TrackingSpell: When he regains his body after being destroyed, Tartarus immediately seeks out his axe, Rivener, and instantly knows its location regardless of the physical distance.
1550
1551!!Gerlak Slaughterborn
1552
1553* LargeAndInCharge: He has grown to the size of an ogrun.
1554
1555!!Hellslinger Phantom
1556
1557* EvilTwin: This creature was made from a sliver of Allister Caine's soul.
1558* GoneHorriblyWrong: The Hellslinger Phantom was created when Allister Caine, looking for a lasting solution to avoiding Bolden Rebald's hired guns, sought help from a Thamarite witch who offered to create a decoy bearing his perfect likeness. The wraith proceeded to go on a rampage hunting people wronged by Caine in the past.
1559* MageMarksman: The Phantom fires runeshots akin to the ones employed by gun mages.
1560* SerialKiller: Since its creation, the phantom has been conducting a murder spree.
1561[[/folder]]
1562
1563[[folder:Retribution of Scyrah]]
1564* AntiMagic: A specialty of the faction.
1565* ArrowsOnFire: The various payloads fired by Stormfall archers include volatile incendiary charges.
1566* TheAtoner: In participating in the Retribution, House Vyre wishes to earn redemption for the dark actions of its former leader Ghyrrshyld in its past.
1567* BottomlessMagazines: Most myrmidons do not require ammunition but are also unable to charge their weapons if their generator systems are severely damaged.
1568* ColdSniper: Ghost snipers are secretive, cold-blooded killers armed with powerful rifles.
1569* DeflectorShields: House Shyeel myrmidons employs force field systems to protect their myrmidons.
1570* DyingRace
1571* TheEngineer: House Shyeel arcanists also train to master the skills necessary to maintain and repair myrmidons in the midst of battle.
1572* TheExtremistWasRight: Ultimately, the Retribution was proven both right and wrong about the cause of the elven gods' decline. The infernals were the source of both the Gift of Magic and the doom of the Iosan deities, having set their sights upon the gods of the elves centuries before agreeing to Thamar's terms. They're just wrong that killing off human magic users will fix the problem, or that humanity isn't about to be in an even-worse boat than they are.
1573* FantasticRacism: Iosans in general tend to be extremely xenophobic, while members of the Retribution are even more so. They especially hate the skorne, their ancient enemies, and human magic users, for the timing of the Rivening just so happened to nearly coincide with the time Thamar made her deal with the infernals to give humanity the Gift of sorcery.
1574* HoverTank: The Trident is an armoured assault platform that is also equipped with advanced gravity-mitigating fields, allowing it to move at great speed.
1575* HumanWeapon: The soulless are treated as expendable weapons rather than as individuals.
1576* AnIcePerson: Priests of Nyssor draw upon the powers of winter.
1577* InterserviceRivalry: Mage hunters do not appreciate the regimented style of the Retribution's professional army and chafe at taking orders from them. Conversely, the Dawnguard consider mage hunters to be lacking in discipline, respect and organisation.
1578* KungFuWizard: House Shyeel battle mages, artificers and magisters enter battle equipped with arcanika-charged gauntlets that grant supernatural strength.
1579* MageKiller: The Retribution started as a splinter sect which believed that in order to save their gods and their race, they had to kill all the humans who could use magic. The faction has since grown into a full military force but they still employ many mage hunters.
1580* MasterSwordsman: House Ellowuyr swordsmen consider themselves second to none in swordplay within Ios.
1581* TheMedic: Lys Healers serve the Retribution in the front line as physicians.
1582* NomDeGuerre: Ghost snipers frequently adopt false names or epithets, preferring to keep their background and actual names a secret.
1583* OurElvesAreDifferent: Elves live longer, are more magically gifted than humans on average, tend toward fewer elite units, and lean [[GreyAndGrayMorality darker side of grey]] in terms of morality. Oh, and they have beards.
1584* PraetorianGuard: Both Scyrah and Nyssor benefit from the protection of Scyrah’s Fane Knights, Nyssor’s clergy and an elite cadre of ryssovass, swordsmen who once protected the Nyss homelands.
1585* PunchClockVillain: Most of the Dawnguard serve the Retribution because their leaders have ordered them, not out of any commitment.
1586* ShockAndAwe: House Vyre electromancers can summon electrical fields at will.
1587* TheSoulless: For centuries the Retribution has accepted soulless children from parents who could not have them killed at birth.
1588* SpiderTank: The Arcantrik Force Generator is a four-legged machine.
1589* SwirlyEnergyThingy: The Daemon's vortex cannon fires a dense field of distorted energies, rippling outward from a central point.
1590* TakingTheBullet: The Aspis stands ready to intercept enemy fire directed at allies, literally catching bullets with its force field before they can strike.
1591* TeethClenchedTeamwork: The Retribution cooperates with the Fane of Scyrah and the Seekers as necessary, but always with an undercurrent of suspicion, dislike, and distrust.
1592* WarriorMonk: The Nyss ryssovass were proud defenders of the winding mountain passes leading to the Shard Spires. They gave up their ties to family and shard and took to the frozen peaks to embrace an isolated existence devoted entirely to the protection of their home territories.
1593* WellIntentionedExtremist: They want to save their gods and their race from extinction. To do so, they are ready and willing to destroy any human arcanist they come across.
1594* YouCantGoHomeAgain: After the Sundering, all soldiers of the Retribution of Scyrah found their way into Ios barred by the soulless. Tired by the relentless fighting—first against the infernals, then against the skorne—most of these soldiers had no appetite for further conflict, especially against their own kind. Many subsequently crossed through Rhul and established Frostbracken, a place where people could recover and regain their purpose within the world.
1595
1596!!Garryth, Blade of the Retribution
1597* AntiMagic: Knows how to go right past enemy magic defenses, and his feat makes casting spells impossible.
1598* DualWielding /GunsAkimbo
1599* EvenEvilHasStandards: [[GreyAndGreyMorality Evil bit is debatable]], but he stops one of his subordinates from desecrating the remains of a human he killed. He is also not above giving a clean death.
1600* EvilOldFolks: The oldest, most ruthless, and most zealous Retribution warcaster.
1601* MarriedToTheJob: Spends so much time in the field that he never even gets the chance to go home.
1602* MixAndMatchWeapon: Typical [[GunBlade gun/sword combo]], but unusual in that the blades extend from the grip back along his arm
1603* {{Ninja}}: In all but name
1604* WarriorMonk: He learned a style practiced by them.
1605
1606!!Ravyn, the Eternal Light
1607* TheDreaded: Was such an effective military leader that enemy armies numbering a few hundred aware of her reputation would surrender when the realized who they were fighting. She had ''ten knights.''
1608* MixAndMatchWeapon: Her signature weapon, Hellbore, is a mix of gun, staff, and polearm.
1609* TheParagon: To both Ios and later the Retribution.
1610* TheParagonAlwaysRebels: Was one of the most respected warriors of the elf nation of Ios, which was why it was shocking when she joined an extremist organization like the Retribution.
1611
1612!!Kaelyssa, the Night's Whisper
1613* BenevolentBoss: Treats her men as equals, and takes responsibility when something is her fault.
1614* {{Invisibility}}: Implied effect of her feat
1615* ManaDrain
1616* TeenGenius: Effectively. Retribution takes skill over age or seniority, so she has been able to assume a command role at a young age.
1617
1618!!Adeptis Rahn
1619* AsskickingLeadsToLeadership: He's better respected than others higher up in his House due to his sheer magic power.
1620* DeflectorShield: One of his spells.
1621* ManipulativeBastard: Has shades. His only reason for joining the Retribution is to use its success to catapult himself into power.
1622* MindOverMatter
1623
1624!!Dawnlord Vyros
1625* AuthorityEqualsAsskicking: He starts as the leader of the Dawnguard (the military arm of one of the five Great Houses) and eventually becomes the leader of the whole Retribution military.
1626* {{BFS}}: His original incarnation wields a huge hooked sword. Some of his troops (the Dawnguard Sentinels) also use them.
1627* GunBlade: His Epic incarnation wields a double-barreled version. Some of his troops (the Dawnguard Invictors) also use them.
1628* EyepatchOfPower
1629* {{Familiar}}: His falcon, Jyren, which gives him a TopDownView of the battlefield.
1630* ManipulativeBastard: Tries to turn everything to his advantage.
1631
1632!!Lord Arcanist Ossyan
1633* ArmCannon
1634* TheAtoner: His house has a bad reputation because the [[OurVampiresAreDifferent last person in charge]] started a CivilWar. Ossyan is trying to make up for it.
1635* BadassBookworm: Made magic that can distort time...and used it to make a gun.
1636** AwesomeByAnalysis: He also cultivated his forces and tactics by studying humanity. Not just humans, but the individual history of nations to figure out specific strengths and weaknesses.
1637* BrokenPedestal: Ghyrrshyld, before he became [[OurVampiresAreDifferent Goreshade]].
1638* DeathSeeker: He doesn't care about his own life if it means he might find redemption.
1639* TimeMaster
1640
1641!!Issyria, Sibyl of the Dawn
1642* AntiMagic: Can negate spells cast at her or those around her.
1643* BlindedByTheLight: Her only aggressive spell has this for flavor.
1644* TheChessmaster: Described as such.
1645* EvilChancellor: Issyria doesn't want power at all, and would rather be the chess player than the King on the board.
1646* LevitatingLotusPosition
1647* SupportPartyMember: Issyria is strictly a support warcaster, she has no weapon and no offensive ability at all.
1648* WaifProphet: Has no weapon or even offensive spells, but she can see the future.
1649* WhiteMage: Issyria is a purely support caster inclined toward buffs, without any noticeable offensive capability.
1650
1651!!Thyron Ellowuyr, Sword of Truth
1652
1653!!Magister Helynna Vahr
1654
1655!!Eiryss, Mage Hunter Commander
1656* BowAndSwordInAccord: Wields a crossbow and a saber. The Mage Hunter Strike Force troopers follow her lead and use similar weapons.
1657* MageKiller: As a mage hunter, she's trained to be this.
1658* TheMole: As a mercenary she would hire herself out to human commanders but then feed information about said commanders back to the Retribution. She is currently no longer a mercenary and works for the Retribution full time.
1659* TheWatson: Eiryss is one of the few individuals with whom Narn shares any of his thoughts, and she has never divulged them to others.
1660
1661!!Narn, Mage Hunter of Ios
1662%%* BaldOfEvil
1663* BowAndSwordInAccord: He uses a crossbow and a pair of sabers. Unlike Eiryss who uses her crossbow most of the time, he favors using his swords more often.
1664* MageKiller: One of the best.
1665* {{Ninja}}: In all but name.
1666* RenownedSelectiveMentor: He was Eiryss' teacher and is known among the Retribution as one of the best (if not THE best) non-warcaster mage hunters. Many young mage hunters come to him for training but he doesn't like training them.
1667
1668!!Cylena Raefyll
1669
1670* {{Determinator}}: She is determined in her quest to destroy Everblight and the Legion.
1671* PrivateMilitaryContractors: Cylena is willing to lend her hunters to fight in any war as long as she earns favours to be turned against the Legion of Everblight.
1672* SmallRoleBigImpact: She makes very few appearances in the story compared to warcasters and warlocks, but it is due to her actions that the Retribution is involved in the war at the first place.
1673* UnwittingPawn: Goreshade hires Cylena and her hunters with the sole purpose of turning them in to the Legion so he can secure a meeting with Thagrosh and inform him about Pyromalfic, although she manages to escape.
1674[[/folder]]
1675
1676[[folder:Dusk]]
1677----
1678* DarkIsNotEvil: Despite their vampiric existence, for the most part, the eldritch who rule Ios in the aftermath of the Claiming are not fundamentally evil. The enlightened eldritch who lead House Kallyss have dedicated their existences to defending the Iron Kingdoms as they seek to redeem their doomed people, even while accepting their unliving fate. However, the human nations are not so quick to accept a kingdom of undead elves whose predecessors sought human extermination.
1679* LivingWeapon: The Void Engine is an autonomous weapon that possesses a dark, hungry sentience.
1680* TheNecrocracy: After the deaths of Nyssor and Scyrah, most elves within the borders of Ios were slain immediately. Those who survived were transformed into eldritch, twisted undead that preyed upon the essence of the living. While the soulless, who were unaffected, outnumber the eldritch by a considerable margin, the latter now hold all political power in Ios.
1681[[/folder]]
1682
1683[[folder:Convergence of Cyriss]]
1684* ActionBomb: Reflex servitors serve to burst into countless pieces of deadly shrapnel.
1685* AmplifierArtifact: The Corollary is designed to support its warcaster and allied forces in complex ways.
1686* TheBerserker: Eradicators are encouraged to aggression as they plunge into waves of foes.
1687* ChainsawGood: The Galvanizer is armed with a circular metal saw capable of ripping through iron and steel.
1688* ChurchMilitant: The Convergence is a faith devoted to the Clockwork Goddess Cyriss. For the majority of the transcended members of the faith, combat training is a routine matter.
1689* ClockworkCreature: With a few exceptions, almost every battlefield unit the Convergence uses is driven by clockwork mechanisms. The servitors are simple mechanical automatons, while the more human-sized clockwork constructs house [[SoulJar soul vessels]] and are driven by a [[BrainUploading transcended human intellect]]. The mighty vectors on the other hand lack the cortexes that guide warjacks, and are instead operate as extensions of their warcaster's will.
1690* CyberCyclops: Many of the Convergence units invoke this design, from their vectors and servitors which have a single large lens for their optic system to helmets that have a large circular visor in the front.
1691* ElaborateUndergroundBase: Nearly all of the Convergence's over eighty hidden temple facilities are underground or mostly so, making them difficult to find and extremely defensible.
1692* EnemySummoner: The Prime Axiom's lower pivots and chassis are studded with bays containing a host of servitors which can be released during battle.
1693* FateWorseThanDeath: Convergence priests have long suspected Cyriss is unable to shelter her followers in the afterlife, being separate from the dynamic between Caen and Urcaen, which would suggest they would be marooned after death and become grymkin. Cyriss’ directive that her faithful should enter clockwork vessels is seen as the solution to this uncertainty.
1694* KillerRobot: Elimination servitors operate by one primary directive: terminate any they do not recognise as an ally.
1695* MarkedToDie: An attunement servitor hurls small glass globes containing lumichem. All members of the Convergence know to concentrate fire on anything marked with lumichem, turning them into the focus of the weapons fired by the sect’s forces.
1696* MindHive: The Constellation is a large clockwork device which hangs suspended over the nave of their central temple. Many [[SoulJar soul vessels]] have volunteered to be installed into it, some of whom only stay in it for a limited time, some who prefer to be inside it perpetually. Inside, each spirit can communicate directly with each other and all together simultaneously, and by doing so gain perspective on purely cognitive problems, working on many mathematical and theoretical issues concerning to the Convergence. The Constellation is often consulted for advice by the rest of the priesthood, and is the deciding factor in choosing who the next Iron Mother or Iron Father will be.
1697* MobileFactory: Enigma foundries are able to rapidly reconstruct fallen clockwork vessels from parts salvaged during battle.
1698* MysteryCult: Cyriss worship is a relatively new faith, with her first worshipers coming about after the rebellion against the Orgoth. Being so new and relatively small few choose to advertise that they worship Cyriss, but the faith is generally accepted as legitimate in the Iron Kingdoms, particularly in Morrowan-dominant areas. It even has some scattered shrines and even a large temple in Caspia. The actual ''Convergence'' though represents the faith's inner circle, practicing their calculations and clockwork fabrication in {{Elaborate Underground Base}}s hidden beneath the facade of their overt temples as well as more hidden locations. They use the more public-facing branch of the faith as a source of recruitment, carefully observing those who come to worship to determine if they are suited to being inducted into the deeper mysteries involving soul transference while they await the Phase of Alignment.
1699* PainfulTransformation: The rite of soul transference is agonizing, wracking and electrocuting the body as it extracts the soul to a waiting vessel. This pain is, unfortunately, necessary to the process. Early experimentation involving anesthetic for the sake of mercy failed to allow the soul to remain in its vessel more than a few hours. [[spoiler:Only after studying Cryxian Iron Liches did the Cyrissists realize that]] immense physical pain was necessary to allow the soul to abandon the body which anchored it swiftly enough that it could be captured. Those who undergo the process seem to universally testify that the pain was {{worth it}}.
1700* RecursiveAmmo: The Disserving Microswarm javelins fired by some of the Convergence's heavier vectors are large segmented cylinders with a ballistic cap fired from a clockwork launcher. On impact, the sections of the cylinder detach, sprout tiny buzz saws, and begin to spin and whirl while using their own rotational inertia to bounce and guide themselves along to secondary targets before their interior clockwork coils lose tension. These clockwork swarms can tear a warjack apart in seconds as they find the chinks in its armor and sever critical connections.
1701* SoulJar: The actual soul vessels are cylindrical constructs that glow from one end once they house a soul and are frequently emblazoned with a relief Cyriss' symbol on that end. They can be removed from individual clockwork vessels and placed into others, so a transferred soul may occupy many bodies across its existence as need be. If any given body is damaged beyond repair, so long as the soul vessel is intact it can be extracted and placed in another one.
1702* WasOnceAMan: Clockwork vessels typically display reduced individuality and some few lose the spark of ingenuity, leading to predictability in battle. For this reason the Convergence prefers to allow souls to "mature" with experience and perspective before allowing them to undergo the rite of soul transference, as that tends to preserve more of their uniqueness.
1703* YouWillNotEvadeMe: The Prime Axiom's tow can drag targets into reach of its drill vices.
1704
1705!!Aurora, Numen of Aerogenesis
1706* AwesomenessByAnalysis: She spent much of her adolescence on the battlefield, if not in actual combat, then at least as an observer, and she was known to disappear into her quarters for days at a time after a battle reviewing and evaluating what happened and trying to come up with improvements in both armaments and strategy based off that data.
1707* BlowYouAway
1708* ChildProdigy: Started learning from the priests of Cyriss at age three. Was controlling Vectors at ''nine''.
1709* GadgeteerGenius: Is also responsible for creating flight devices at the age of twenty.
1710* HitAndRunTactics: Her favored method of warfare, and part of the reason her design for an improved arcane displacer has been used in the creation of Clockwork Angels. Her abilities focus on letting her units move more quickly and retreat out of the enemy's grasp after doing damage to them.
1711* TeenGenius: Developed an improved version of the arcane displacer at the end of her teenage years.
1712* WingedHumanoid: {{Invoked|Trope}} by the design of the improved arcane displacer she wears, which takes the form of large metallic wings on her back.
1713* WorkingForABodyUpgrade: Currently desires to become a clockwork vessel.
1714
1715!!Axis, Harmonic Enforcer
1716* BlackAndWhiteInsanity: His obsession is destroying those who are in the way of the Great Work, and he brooks no compromise. Unfortunately, he is also erratic and his standards of who is in the way of the Great Work is unpredictable and constantly shifting.
1717* BloodKnight: For all his erratic behavior, combat is the one thing which gives Axis focus, and the one thing he feels like he can do for Cyriss better than anything else.
1718* CloseRangeCombatant: His weapons are exclusively melee oriented, and his spells, abilities, and feat are centered around buffing himself and his units in melee combat.
1719* DualWielding: Essential to his combat style, which uses the kinetic energy inflicted on one hammer during its impact to wind back up the other, allowing him to keep up repeated swings with little effort as long as he has targets to engage.
1720* GoMadFromTheRevelation: Is implied to be one of Cyriss's favorites. Her revelations have not done good things for his sanity.
1721* PoweredArmor: Unlike many Convergence battlefield units, Axis is still flesh-and-blood, and worries his aging physique will not be up to the challenge. He overcomes the frailty of flesh by wearing a suit of galvanic-powered clockwork armor that allows him to swing his hammers with even greater force.
1722* SoleSurvivor: He hails from [[TheFundamentalist a radical sect of Cyrissists]] who endangered the Great Work by being too aggressive and drawing unwanted attention from the great powers of the Iron Kingdoms. That sect was [[KilledToUpholdTheMasquerade destroyed by other Cryissists to keep their activities secret]], and only Axis was spared to be turned into a weapon.
1723* UndyingLoyalty: To the women who would become Iron Mother Directrix, whom he believes is [[TheChosenOne Cryiss' chosen on Caern]].
1724
1725!!Iron Mother Directrix
1726* AttackDrones: Several combat servitors accompany her into battle.
1727* ChurchMilitant: Favors the role of Battle Priestess
1728* ImprobableWeaponUser: Her Cloak of Blades, an elaborate system of arms mounted on the back of her clockwork vessel. When not in use, the arms fit flush together, hanging down like a cloak, but when in combat it allows her to make attacks against literally ''every'' enemy in her melee range.
1729* MandatoryMotherhood: {{Invoked|Trope}} by her, she had her daughter out of a sense of obligation to pass on her genetics.
1730* ParentalHypocrisy: Justified. [[spoiler: She has deep regrets about undergoing her clockwork transcendence at the age she did and does not want her daughter to go through the same.]]
1731* RidiculouslyHumanRobot: She designed her vessel to evoke the image of Cyriss.
1732* TeenGenius: Was inducted into the inner circle of Cyriss at the age of 16.
1733* YoungAndInCharge: For a Convergence warcaster.
1734
1735!!Father Lucant, Divinity Architect
1736* ChosenOne: Of Cyriss, following his discovery of Clockwork Transcendence.
1737* DarkSecret: The Clockwork Transcendence? [[spoiler: It's based on Cryx necromancy adapted by Lucinda.]]
1738* HighPriest: He was not the first to undergo Clockwork Transcendence, but is the oldest surviving Cyrissist to have undergone it and he was the one who finally perfected the process, and for this he holds a position of high esteem in Cyriss' priesthood.
1739%% * StaffOfAuthority
1740* WeUsedToBeFriends: With Lucidia, one of the cult's most talented engineers. He even helped her capture an Iron Lich to study. However, he had second thoughts about it, feeling that the kind of study she was doing was endangering the Great Work, and voted to have her excommunicated. [[spoiler:To his hidden shame, her research actually ''was'' useful to perfecting the Clockwork Transcendence process, and he based his updates off the notes she left behind.]]
1741
1742!!Forge Master Syntherion
1743* TheEngineer: He is primarily concerned with building Cyriss' temple-complexes, which involves planning and clearing the area to build them. That includes clearing them of opposing forces which might resist the building of a temple, and his approach to that is to treat a military operation like any other engineering challenge.
1744* ImprobableWeaponUser: Possess multiple sets of arms with which he can rapidly construct things. But that which can build rapidly can also take things apart rapidly, and that includes the enemy.
1745* MachineEmpathy: He understands engineering on a level Cyrissians describe as "sublime", understanding what needs to be repaired at a glance, and able to quickly and easily evaluate how any given machine might be improved. To others, his intuition and understanding is almost incomprehensible, yet when put into practice his recommendations always work.
1746* PowerFloats: His clockwork vessel has no legs, relying instead entirely on an arcane displacer drive, one of the Convergence's newer innovations, for hovering locomotion.
1747* TheSpock: Is one of the most logical and focused minds in a priesthood that is infamous for being logical and focused. He lets nothing distract him from the Great Work, not even emotions.
1748* YouHaveFailedMe: {{Downplayed|Trope}}, as he is not a BadBoss, but he is infamous for his intolerance for error, and any serving under him who do not measure up to his standards under duress are quickly dismissed, and will never serve him again. This comes not from rage or the displacement of blame, but because he simply has no tolerance for variables under his control that he cannot count on, and if someone is not up to standard by the time they serve with him than they never will be in his estimation.
1749[[/folder]]
1750
1751[[folder:Crucible Guard]]
1752* AwesomeButImpractical: The Order of the Golden Crucible, when manufacturing weapons, has long allowed costs to bloat in pursuit of a perfectionist vision. In the past, this has caused no end of trouble. During the initial invasion of Llael, the top-performing Vanguard warjacks were too expensive to field in great number, and Llael had to resort to outdated warjacks, many as old as the Khadoran Berserker.
1753* CastFromLifespan: The lifespan of those that become trancers is shortened drastically, often to a span of no more than several weeks.
1754* EliteArmy: The majority of Crucible Guard soldiers are already veteran campaigners, recruited among former mercenaries and soldiers.
1755* GasMaskMooks: All Crucible Guard infantry wear breather masks that filter out smoke and other toxins, allowing the soldiers to operate in hostile environments for prolonged periods.
1756* JetPack: Crucible Guard rocketmen take to the skies with personal aerial conveyances.
1757* MindOverMatter: Trancers manifest an unpredictable form of psychokinetic power.
1758* SuperSerum: Following the fall of the Order, Lukas di Morray and Alyce Marc developed a serum to grant warcaster talents to ungifted individuals. Lukas took an untested prototype in desperation and successfully became a warcaster at the cost of becoming addicted to the serum, while Alyce ingested a version designed to counteract some side effects that had afflicted her husband and ended up gaining the ability to transform into a hulking beast.
1759* TankGoodness: The Railless Interceptor is a moving 150-ton fortress of weapons and plating. Driven by a steam plant designed for riverboats, the Railless Interceptor's engines produce an immense amount of power.
1760* ThrowDownTheBomblet: Combat alchemists carry a number of specialised alchemical grenades against various targets.
1761[[/folder]]
1762
1763[[folder:Trollbloods]]
1764* AcidAttack: A slag troll can voluntarily vomit up a narrow stream of acid that is both alarmingly accurate and potent enough to instantly dissolve several inches of steel or stone.
1765* AllTrollsAreDifferent: Trollbloods in the Iron Kingdoms are split into five categories (pygmy troll, trollkin, full blood troll, dire troll and troll king), but all of them adhere to a few basic distinguishing features including thick and hairless skin, four fingers and toes, no noses, short spines growing out of their heads and rock like stubble that pokes out of various places on their bodies. Trollkin and pygmy trolls are both as civilised as humans are. Trolls are capable of relatively complex thinking and can use rudimentary speech, though their minds are still simple. Elemental trolls like pyre and slag trolls are more dim-witted than others of their size. Dire trolls are giant, ravenous and previously thought too savage to coexist with their smaller cousins. The biggest are the troll kings, titanic creatures viewed by trollkin as legends come to life.
1766* AnchorsAway: One of the sea king's weapons is a discarded anchor.
1767* AsteroidsMonster: Any significant severed piece of a troll will survive to grow into a diminutive and short-lived creature called a whelp.
1768* BigEater: Pygmy trolls and trollkin are known for their big appetites. Trolls and dire trolls are known for their ''insatiable'' appetites. Their regenerative metabolisms require substantial quantities of food, preferably fresh meat.
1769* BizarreAlienBiology: One notable adaptation is that they possess not one stomach but two. The first digests while the second serves akin to a spare holding tank where the small creatures swallowed whole remain alive and undigested in that little habitat.
1770* ChariotPulledByCats: Trollkin war wagons are drawn by bison, and hearthgut hooch haulers by bears, whose strength allows the trollkin to not have to be concerned about weight.
1771* DumbMuscle: Among trolls, size goes hand-in-hand with greater ferocity and diminished mental faculty. Dire trolls are far more ferocious than trolls but were once thought to be too vicious and dim-witted for trollkin to even approach. Troll kings are even worse, having been once locked away lest they destroy or devour all the other creatures of Immoren.
1772* ElementalPowers: There are troll subspecies that demonstrate extreme adaptation to their environment. These elemental trolls have supernatural abilities and affinities drawn from their surroundings.
1773* ExtremeOmnivore: Trolls have an amazing ability to digest nearly anything, and will sometimes eat rocks or wood or even poison.
1774* TheFederation: The United Kriels is an alliance of mutual protection of the Thornwood Forest’s sizable displaced trollkin community together with support drawn from the Gnarls and other regions. In the far north a similar confederation of regional groups has taken place to form the Northkin.
1775* HealingFactor: Trollbloods' regenerative abilities allow them to recover from wounds that would be crippling or fatal to most creatures. Their blood vessels seal quickly, limbs are regrown, and pierced organs often repair themselves.
1776* TheHighwayman: For trollkin highwaymen, raiding and stealing goods and food from neighbouring communities has been a longstanding practice. Even as kriels band together such raids persist, more often directed at human merchants.
1777* HorseOfADifferentColor:
1778** Since trollkin cannot ride horses (which associate their smell with their predators, the trolls), they domesticate bison and turn them into fighting steeds.
1779** As dire trolls are naturally inclined to tolerate pygmy trolls, a number of the bravest pygs have been paired up with them to create weapons platforms.
1780* AnIcePerson: Winter trolls and glacier kings harness the raw power of ice and snow with their freezing breath.
1781* JavelinThrower: Troll impalers throw enormous javelins with bone-crushing force. Ice trolls use their connection to the cold to create frozen javelins from thin air.
1782* LukeNounverber: As a trollkin warrior earns status and acclaim, he might earn a new name or epithet serving as his surname that captures the champion’s personality, deeds, or fighting style. Names like Kegslayer, Bloodsong or Bonehammer are not given at birth; they must be earned.
1783* LuringInPrey: Night trolls lurk in the mouths of their caves, and their quills glow, catching the eye of prey, which, hypnotised, approaches heedless of instinct or judgement, only to be eaten.
1784* TheMedic: Dhunian knots call upon Dhunia to heal the wounds of those on the front lines.
1785* MoreDakka: Sluggers are repeating chain guns that can produce a steady hail of firepower.
1786* OverlyLongTongue: Swamp trolls' huge, sticky tongues can strike from a shocking distance with surprising accuracy.
1787* TheParalyzer: Night trolls' venomous claws can paralyse their prey and enemies.
1788* PlayingWithFire: Pyre trolls are able to belch gouts of combustible liquid that ignites in the air and burns.
1789* SeaMonster: Sea kings establish lairs many leagues from coastlines, hunting the nearby waters, occasionally waging battles with other leviathans or attacking ships.
1790* ShockAndAwe: Storm trolls are primed with galvanic energy and can bolt lightning from their mouth.
1791* ShotgunsAreJustBetter: Scattergunners wield powerful short-ranged weapons that use blasting powder to create a spray of shrapnel.
1792* SuperScream: Fell callers have powerful booming voices that can shatter stones and bones.
1793* ThrowABarrelAtIt: Dire troll bombers are armed with kegs of volatile explosives.
1794* TimeAbyss: Troll kings were already ancient in the Molgur times and are seemingly ageless.
1795
1796!!Madrak Ironhide, Chieftain of Thornwood and the World Ender
1797->''"Our enemies are countless and our friends few. We must unite as one people or face extinction."''
1798
1799The unfortunate chieftain of the trollbloods, leading his people to establish a place for themselves. Is now more infamously known as the World Ender, named and thanks to his cursed axe, Rathrok, the World Ender, which he wielded to save his people. The axe drives him more violent by the day and has another unfortunate side effect of killing one of his men everytime Madrak takes a hit, even if it is non-lethal. And despite his best efforts it refused to leave, until recently.
1800----
1801* DoomMagnet: THANKS RATHROK
1802* FrontlineGeneral: As the chief of the united kriels, he leads from the front and engage in battles, although he's been missing as of late.
1803* HeWhoFightsMonsters: More and more he is losing his softer, peacekeeping side.
1804* InformedAbility: Trollkin hold a unique advantage on sorcerers compared to other races because all sorcerers are born albino and receive their training early. Oddly enough, Madrak has the lowest FURY score in the faction and has the least amount of spells in disposal.
1805* JavelinThrower: Madrak switches to using javelins after being freed from his cursed axe Rathrok.
1806* PintsizedPowerhouse: As a trollkin he is still bigger than most man, but due to being an albino sorcerer breed, he's still smaller than most of his peers
1807* ScrewThisImOuttaHere: [[spoiler:As of Mk.III, Madrak and his followers have left the Iron Kingdoms behind to settle in the Alchiere Subcontinent, south of the Protectorate of Menoth.]]
1808* TragicHero: Doing everything he can to protect his people while potentially damning himself. Now the very people he's trying to protect are getting killed by his own weapon's curse, and slowly becoming a warmonger that he opposed to becoming.
1809
1810!!Hoarluk Doomshaper
1811-->''"Once one realises that all truth and wisdom lie in the blood, spilling it becomes another ritual"''
1812
1813* AxCrazy: He is the main defender of aggressive relationships with the humans.
1814* {{Determinator}}: Survived a hit from [[MightyGlacier Mulg]], cut his hand and grew it instantly back as part of a ceremony and got tortured and thrown in prison.
1815* BadassInDistress: Got captured by a Cygnar patrol. It wasn't pretty for them.
1816* FantasticRacism: Suffice to say, Doomshaper loathes humans.
1817* HairTriggerTemper:
1818* JerkAss:
1819* OffstageVillainy: Drags out an empty train car for wounded Cygnarian soldiers to everyone's horror.
1820* OldMaster: Old, ornery, and can take a punch from Mulg.
1821* PetTheDog: He has his moments. For example, after a discussion with Grissel which led her to split from him he cursed her as oath breaker. She lead her army into a slaughter at the hands of the Legion, but after escaping she found him and he helped her rescue the survivors. After the battle, he pardoned her and told her to not feel guilty for the deaths of her warriors.
1822
1823!!Grissel Bloodsong, Marshal of the Kriels
1824-->''"There is beauty and terror alike in that voice of hers, and she can use it to turn the tides of war."''
1825----
1826* ActionGirl: Of all the female trollkin released so far she has the best stats for combat.
1827* FieryRedHead: Not exactly hair, but her quills are red colored.
1828* MagicMusic: comes with the territory of a fell caller. Her offensive shouts are not magical however.
1829* MusicalAssassin:
1830* NumberTwo: She is this to Madrak. When he left, she was in charge of leading the United Kriels.
1831* {{Tsundere}}: Only defrosted after many tries by Turgol Redeye.
1832
1833!!Borka Kegslayer
1834-->''"Enemies and full kegs are the same to me. They exist to be killed - faster the better"''
1835----
1836* AnArmAndALeg: He lost the first and almost lost the second in a duel with Kormac. [[GoodThingYouCanHeal Good thing he can heal]]
1837* BearsAreBadNews: His epic incarnation rides one he rescued when it was a cub.
1838* BoisterousBruiser: And how!
1839* BoozeBasedBuff: He gets harder to kill and gain more fury points when his keg carrier tops him off.
1840* DrunkenMaster: While no master of martial art, his defensive capability and FURY gets a boost while drinking from his keg.
1841* ObfuscatingStupidity: He seems very foolish, but he is perceptive enough to refrain himself from breaking Madrak's arm in an arm wrestling competition so that he wouldn't lose face and offer drinks between Madrak and Doomshaper to prevent the rift from them from tearing.
1842* ReallyGetsAround: In fact thinks its his duty to have as many bastards as possible.
1843* SleevesAreForWimps: Khadoran winter? Bah, a fur lined vest is more than enough.
1844* SexyPriest: By troll standards anyway.
1845* TestosteronePoisoning: Parties hard, wear a pimpin' fur coat, has a pronounced codpiece with two bombs attached? Yeah...
1846
1847!!Grim Angus
1848-->''"There is nothing to killing. It is a natural as drawing breath. The challenge lies in the hunt."''
1849
1850%%* BadassLongcoat
1851* {{BFG}}: With axe in the stock.
1852* BountyHunter: Used to be one, but he got tired of lacking a challenge.
1853* ColdSniper
1854
1855!!Calandra Truthsayer, Oracle of Glimmerwood
1856-->""Future is never set, even when carved in stone.""
1857
1858* FortuneTeller: Also doubles as an Astrologer. She uses every method of augury and finds all of them valid for various purposes.
1859* LuckManipulationMechanic: Her primary kit.
1860* MercyKill: Her dagger's ability is to deal more damage to already damaged models.
1861* ScrewDestiny: She may see them, but she sure refuses to be held down by them.
1862* RandomNumberGod:
1863
1864!!Captain Gunnbjorn
1865-->""May Dhunia have mercy on our enemies, for I will not.""
1866
1867* {{BFG}}: Chris Walton came up with a design out of a desire for a troll to have a big gun.
1868* DefectorFromDecadence: to which degree can it be considered decadence is debatable, but he left the Cygnaran army after being ordered to relocate a kriel.
1869* DeployableCover: Arguably his best ability.
1870* AFatherToHisMen: His old trencher subordinates still think of him fondly.
1871* ImprobableCover: His feat and spell does this.
1872* SplashDamage: Offers this a plenty.
1873
1874!!Jarl Skuld, Devil of Thornwood
1875-->""They can have this wood, as their grave.""
1876
1877* EyepatchOfPower: His eye failed to regenerate after an encounter with Cryxian forces.
1878* FolkHero: Originally deconstructed (see JustLikeRobinHood) since his reputation was cleaner than he was. Eventually reconstructed once things went bad and he found himself starting to live up to the hype.
1879* GunsAkimbo:
1880* TheGunslinger:
1881* TheHighwayman: He's even standing in the iconic pose from Film/RobRoy.
1882* ImprobableAimingSkills:
1883* JustLikeRobinHood: Originally averted. Skuld preferred non-violent robberies, but he was always willing to kill if it came down to it, and would rob his own people just as readily as anyone else. However, after the war between Cygnar and Khador turned the Thornwood into a battle-scarred hell crawling with Skorne, Tharn, and Cryx troops, Jarl found he couldn't abandon his people to them all and ended up becoming an UnlikelyHero to the holdouts and refugees.
1884* RedBaron: "The Devil of the Thornwood," earned when he was just a bandit.
1885* SmokeOut: The In variant, allowing for very stealthy and well coordinated assault.
1886
1887!!Ragnor Skysplitter, the Runemaster
1888
1889Ragnor Skysplitter has long secluded himself amid the peaks and valleys of the Wyrmwall Mountains, surrounding himself by the stillness of towering geological wonders to commune with earth and stone. In combat, Ragnor’s calm and measured demeanor often gives way to fierce determination, particularly when sacred sites or lands long held by the kriels are threatened with destruction. Wide sweeps of his massive rune-covered hammer unleash tremors of explosive force on contact with foes, harnessing the power of the earth itself to hurl their broken bodies to the ground.
1890----
1891* TheHermit: He lived in a cave with the only company of a small group of full blooded trolls, tending the nearby krielstones.
1892
1893!!Kolgrima Stonetruth
1894* BrutalHonesty: Kolgrima is always honest, even when cruel, like telling a new mother she would not live to hear her newborn’s first words.
1895* AnIcePerson: She harnesses the biting cold of the north, earning mastery of the frozen world.
1896* MadOracle: Kolgrima is a half-mad, dangerous diviner.
1897* NeverMessWithGranny: She was born in 494 AR, making her 117 years old when entering the story in the year 611 AR.
1898* SkeletonsInTheCoatCloset: Her robe is adorned with specially prepared bones laden with mystical energies.
1899[[/folder]]
1900
1901[[folder:Circle Orboros]]
1902* AmazonBrigade: Tharn bloodtrackers, bloodweavers and wolf riders are exclusively female.
1903* BarbarianTribe: The Circle's allies inhabit every sizable forest, mountain range, swamp, desert, and other wild place in western Immoren.
1904* DecadentCourt: The political machinations within the Circle are many-layered and treacherous.
1905* {{Druid}}: Members of the order are called druids.
1906* FightingAShadow: Entities such as Wurmwood and the Lord of the Feast are manifestations of the Devourer Wurm on Caen. Each reflects one of the Wurm's aspect, and has its own personality, functions and purposes.
1907* HorseOfADifferentColor: Tharn wolf riders ride duskwolves. Blackclad mist riders ride Skirovik mountain goats.
1908* ManipulativeBastard: As much as possible, the blackclads avoid risking their own lives, preferring instead to sacrifice the many minions, pawns, and vassals in their service. In many instances, this relationship is one-sided: the Circle requires its allies to fight on its behalf as payment for services the blackclads may have performed generations earlier, or to prevent some vague impending calamity. Some of these arrangements are little more than extortion. In other cases the blackclads manipulate the beliefs of certain groups so they think they share the same goals as the Circle, even if that is not actually true.
1909* MookMaker: Sentry stones can cobble together animated mannikins from sticks and vines.
1910* {{Multishot}}: Reeves of Orboros prefer double crossbows that can fire in rapid succession.
1911* OrderVersusChaos: The blackclads (Chaos) focus on limiting civilisation (Order) wherever possible.
1912* PowerFloats: Woldstalkers, woldwyrds and celestial fulcrums float silently over the earth.
1913* SadistTeacher: Mentors to young druids are often cruel and unforgiving, subjecting them to a gauntlet of trials and severe training. Initiates learn to fear and respect their mentors, seeing them as all-powerful and all-knowing.
1914* SapientEatSapient: The Tharn relish ritual consumption of their enemies’ flesh.
1915* {{Teleportation}}: Long-distance teleportation is one of the greatest tools of the Circle.
1916* WeatherControlMachine: Celestial fulcrums can evoke the powers of the seasons, summoning lightning storms, blasts of heat or killing winds.
1917* WellIntentionedExtremist: The Circle insists violence on any scale against civilisation is justified and unleashes natural disasters of all sorts to cull thousands of people at a time, but they sincerely believe that if they don't, civilisation will eventually interfere with the flow of Orboros to the extent that it will compel the Devourer Wurm to come back to Caen and destroy humanity entirely in order to replenish the flow of nature's power that sustains it. The blackclads ultimately seek to preserve a place for humanity on Caen.
1918* WolverineClaws: Razorwing griffons use their sharp-edged blades to slash through the enemy ranks.
1919
1920!!Baldur the Stonesoul
1921-->''"Baldur is the Rock of Orboros. Let our enemies crash against his strength like the waters of the tide."''
1922-->''"The Devourer’s blessings come at a price terrible; one day the power that sustains him will consume him."''
1923
1924* AsskickingLeadsToLeadership
1925* BackFromTheDead: After Lylyth killed him, his soul stayed in Urcaen for a while before the Devourer returned him to Caen.
1926* {{Golem}}: His specialization in 'warbeasts'
1927* OnlySaneMan: Was this for the circle, but now is closer to RoaringRampageOfRevenge
1928* TakenForGranite: His sword, Tritus, has this effect.
1929
1930!!Bradigus Thorle the Runecarver
1931-->''"His eyes behold the raw power of Caen. His hands shape for us the tools to wield it."''
1932
1933* DishingOutDirt: Thorle attacks by magically throwing rocks at enemies.
1934* {{Golem}}: Like Baldur, he favors Wolds as warbeasts
1935* WhenAllYouHaveIsAHammer: Even more specialised than the other construct warlock (Baldur), Thorle can only control wolds, not living warbeasts. His theme list takes this even further - to get to tier 4, the only living model allowed at all in the list is Thorle himself. He doesn't help infantry at all, but when he was released he made several underused Circle models suddenly very popular, and his theme list is so good few people play him outside it.
1936
1937!!Cassius the Oathkeeper & Wurmwood, Tree of Fate
1938-->''"I seal the Oath with my blood, my life. I am nothing before Orboros."''
1939
1940* ForcedTransformation: Cassius's weapon turns killed enemies into trees
1941* MouthOfSauron: The Oathkeepers are the speakers for the Wurmwood.
1942* StealthHiBye: A rare example of a tree(!) doing this. As seen his conversation with Bradigus Thorle.
1943
1944!!Grayle the Farstrider
1945-->''"Men follow courage, not treachery."''
1946
1947Most druids awaken to their powers during childhood, but Grayle is something of a late bloomer. He served with the Wolves of Orboros before his wilding happened.
1948
1949!!Kaya the Moonhunter
1950-->''"She is bold, courageous, and utterly committed to Orboros. Kaya’s spirit is untamed and embodies what is best among us."''
1951-->''"Despite all attempts to shelter and control her, this one’s destiny blazes with the power of the unconquered sun."''
1952
1953* DecliningPromotion: She declined a promotion to potent when offered, not wishing for more responsibility and scheming, and knowing that doing so will further Morvahna's agenda.
1954
1955!!Kromac, Champion of the Wurm
1956-->''"He stepped from the battle, washed head to toe with gore. As Kromac passed, I saw the Lord of the Feast bow to him as a servant would to his master."''
1957
1958He is tuath king of the Tharn. Not a druid like the rest of the Circle warlocks, but he experienced the wilding like them, which is unique among the Tharn. His mentor was Krueger, and they often work together.
1959----
1960%%* BloodKnight
1961* DualWielding: His first incarnation wields two axes until he discards them in favour of Rathrok.
1962* HulkingOut: Can enter Beast Form, were he is really strong but loses his spells. Beast form is something every Tharn can use.
1963* MyNaymeIs: His name is spelt Kromac instead of Cormac.
1964
1965!!Krueger the Stormlord
1966-->''"To understand Krueger you must think of him not as a man but as a force of nature. He is the raging hurricane, the wild tornado obliterating anything in its path and leaving others to pick up the pieces."''\
1967''"With knowledge and power illimitable, it is inexcusable that this order remains content to stand idly as the world crumbles."''
1968
1969%%* AxCrazy
1970* BurnTheWitch: Krueger would have got burnt at the stake by his Menite father if Mohsar hadn't rescued him in time.
1971* DealWithTheDevil: Has struck a deal with Blighterghast, one of the most powerful dragons, to make the dragon alliance hunt Everblight.
1972* {{Flight}}: In fluff, he is often portrayed as hovering over the battlefield
1973* OffingTheOffspring: As a child, when Krueger manifested his wilding, his father, a Menite priest, attempted to burn him alive, but a timely intervention from the Circle saved his life.
1974%%* ShockAndAwe
1975
1976!!Mohsar the Desertwalker
1977-->''"He is not a force idly woken, nor is he easily quelled. I’d sooner endure an avalanche than Mohsar’s wrath."''
1978
1979He is actually one of the omnipotents, the highest rank inside the Circle, along with the fluff-only characters Dahlekov and Lortus. Not a nice guy.
1980
1981* BlindSeer: Mohsar's eyes are milky and clouded, signifying he's blind. This hinders him little as his awareness of Orboros is perfect.
1982* InTheHood
1983* OldMaster: He is the oldest of the omnipotents in the Circle.
1984* SinkOrSwimMentor: Mohsar is a harsh master renowned for teaching the power of desert and ocean by cruel example. He once stripped Krueger and abandoned him in the desert hills east of Acrennia, forcing him to return using his own strength and cunning.
1985* TeleFrag: He can teleport by turning on of his warriors into sand
1986
1987!!Morvahna the Dawnshadow
1988-->''"Do not mistake her sweet words for aught but naked ambition. She is as cruel as she is beautiful, and every flower that blooms at her touch exacts a price in blood."''
1989-->''"All things move toward their end, both brightest day and darkest night."''
1990
1991* BloodMagic
1992* ManipulativeBitch
1993
1994!!Tanith the Feral Song
1995
1996!!Lord of the Feast
1997----
1998* CreepyCrows: The Lord of the Feast's only companion on the fields of carnage is a jet-black raven that ranges ahead of its master and summons its lord to fresh victims.
1999* ImAHumanitarian: The Lord of the Feast rends the flesh of the fallen and claims the viscera and vital organs within.
2000* ResurrectiveImmortality: Like a force of nature itself, the Lord of the Feast is impossible to destroy completely through combat. If slain, the Lord of the Feast restores its physical form with the next rising of the Eye of the Wurm. It forms from a gathering of carrion birds or dramatically rips free from some beast that consumed its prior body. As a rule, the only way to get rid of the Lord of the Feast is to sate its desire for carrion prizes.
2001* SummonToHand: While those who vanquish the Lord of the Feast may take its Wurmblade with them, when it reforms the blade will vanish and reappear with it. It has been known to seek vengeance on any who steals the weapon.
2002* WasOnceAMan: According to legend, the Lord of the Feast was a famed human chieftain who was both a skilled hunter and a deadly warrior. He devoted all he killed to the Devourer Wurm, and as he neared death, he beseeched the Devourer for a benediction—that he would never die of starvation, and that death would not claim him as long as he was hungry. The Wurm granted this request, transforming the chieftain into the horrifying creature known as the Lord of the Feast.
2003[[/folder]]
2004
2005[[folder:Skorne]]
2006* AndIMustScream: All skorne that do not get exalted or chosen by an exalted to be its revered companions (that is, the majority of them, including all non-warriors with very few exceptions) will, upon death, be flung into the yawning Void to experience endless pain and agony and inevitably go mad.
2007* AppropriatedAppellation: When the elves still ruled much of central Immoren, before the Abyss was created, they called the primitive skorne godless. The skorne took it as a compliment, in the belief that the elven gods pampered the elves, making them weak and dependent on the gods.
2008* BarrierWarrior: The basilisk krea is a support beast with the primary function of protecting your army from ranged attacks with its Force Aura.
2009* TheBerserker: Nihilators hurl themselves wildly into the fray, seeking the most violent deaths in the quest for exaltation.
2010* {{Cyclops}}: The one-eyed, large, brutish cyclopes are one of the most common warbeasts used by the skorne.
2011* EyepatchOfPower: Skorne extollers ritually cut out an eye and replace it with a device called Oculus.
2012* FantasticCasteSystem: All skorne have a caste which largely defines one's role in skorne society. The skorne castes are, in descending order: warrior, worker, slave, and outcast. Typically a character’s caste is determined early in life, but some skorne belong to castes other than the one they were born into.
2013* FantasticRacism: Skorne tribes used to raid the elven empire of Lyoss long before the events of the game, and the enmity continues to this day. For this reason, Makeda chose Ios as the target for her invasion.
2014* FeelNoPain: Skorne nihilators use self-inflicted agonies to achieve a waking meditative state that allows them to ignore even the most crippling injuries.
2015* FlechetteStorm: Venators' reivers fire bursts of iron needles that shred their targets.
2016* HordesFromTheEast: The skorne originate in Eastern Immoren, and come to the western half of the continent for one purpose: conquest.
2017* LivingStatue: Skorne ancestral guardians and immortals are statues animated by the souls of the exalted and their revered companions.
2018* MageSpecies: Unlike the other races, all skorne have the potential to use magic in the form of mortitheurgy. As a result, in the RPG, in contrast to characters of other races can only have an ARC stat or take magic careers if they have the Gifted archetype, skorne non-Gifted characters start with an ARC stat of 1 and can take magic careers as long as they meet the prerequisites (the only exception being the Extoller career). A skorne character with the Gifted archetype is either a particularly powerful individual or one who committed early to the study of magic.
2019* NayTheist: The skorne know that gods exist. They just don't have any of their own, and view worshipping gods as a weakness, and in fact, held the Iosans' dependence on their gods against them for several millennia before the current storyline.
2020* TheNothingAfterDeath: Skorne philosophy does not include an afterlife. Avoiding this fate is the goal of ''hoksune'', earning enough glory and prestige through battle to deserve preservation in a sacral stone so the warrior may advise future generations.
2021* SufferTheSlings: The sling has served as a primary hunting tool since the skorne's days as nomads and remains in use by Venators, especially those from less wealthy houses that cannot equip them with reivers and other advanced weapons.
2022* ATasteOfTheLash: Lashes are an important tool of paingiver beast handlers in the task of conditioning warbeasts.
2023* TortureTechnician: All skorne paingivers are masters of torture.
2024* TouchOfDeath: Void spirits can siphon away an enemy’s vitality through a single touch.
2025* VertebrateWithExtraLimbs: The titans and mammoths used by the skorne have six limbs each.
2026* WarElephants: Titans (which can be described as small, four-armed elephants) and their larger cousins, the mammoths, are widely used as warbeasts by skorne warlocks.
2027* WhipOfDominance: Whips play a big part in [[TheEmpire Skorne Empire]], with its warmogenring and enslaving culture.
2028** The [[TheBeastmaster Paingiver Beast Handlers]] wield whips to [[BadPeopleAbuseAnimals symbolize the cruelty in how they subjugate, enslave, and tame their warbeasts]]. They also wield them in actual battle not only to command and direct the warbeasts but also as their own personal weapon, as the barbed whips can actually pierce heavy armor. One of the Skorne Empire's named characters who fit this archetype is Beast Master Xekaar, who is notable for DualWielding the barded whips.
2029** The Paingiver Bloodrunner Master Tormentor is the highest ranking of the [[TortureTechnician Paingiver units]] as well as their most sadist and cruel. Their signature weapon is a whip made of serrated blades, which are said to deal extreme agony to those struck by it.
2030
2031!!Supreme Archdomina Makeda
2032-->''I swear upon the legacy of my ancestors that I will forge our people into one nation, one army. Thus united, our imperishable dominion will claim the world."
2033
2034Supreme Archdomina Makeda is the ruler of the [[ScaryDogmaticAliens Skorne Empire]], [[HordesFromTheEast a malevolent civilization from beyond the deserts of eastern Immoren]] who've marched west in order to [[TakeOverTheWorld conquer the Iron Kingdoms]]. Makeda is the second person in recent times to hold this office, and the first skorne to do so, having overthrown the Conqueror, Vinter Raelthorne, who sought to use the skorne to reclaim Cygnar for himself. While Vinter may have been deposed, Makeda sees no reason to stop what Vinter had begun: the skorne shall sweep across the world, conquering all in their path.
2035
2036* ActionGirl: In a society as martial as the skorne, she'd have to be.
2037* AncestralWeapon: Makeda initially wields the [[DualWielding Swords of Balaash]].
2038* AsskickingLeadsToLeadership: Fought her way to her position. Only Vinter has ever beaten her.
2039* CainAndAbel: And Adam, too! Makeda killed her brother to claim control of her House, after he did the same to their father.
2040* TheEmperor: After overthrowing Vinter Raelthorne, Makeda also claims his title of Supreme Archdomina, ruler of the entire Skorne Empire.
2041* TheStarscream: To Vinter Raelthorne.
2042* SurvivalMantra: Before she killed her brother, he had her poisoned. She fought the poison for ten days and ten nights, reciting the [[BigBookOfWar hoksune code]] the entire time.
2043* UnPerson: Makeda orders all mention of her brother's name wiped from skorne history.
2044* WorthyOpponent: What she considered Tyrant Naram, the first enemy she fought as a commader, to be. Her brother's failure to live up to this in the end is the reason she has his name struck from history.
2045
2046!!Xerxis
2047-->''We have no gods, only battle. In war is the spirit forged."
2048
2049Tyrant Xerxis is the greatest warrior and cruelest champion of the skorne people, and the greatest general under Supreme Archdomina Makeda's command. He has fought at Makeda's side since before she slew her brother, and now serves her in the same way that Makeda herself once served Vinter. After suffering debilitating wounds from fighting off TWO Circle Orboros casters, he refused to undergo extensive medical treatment, and
2050
2051* {{BFS}}: Xerxis weapons of choice are the Pillars of Halaak, a pair of gigantic maces that most Cataphracts struggle to lift even only one of them.
2052* BloodKnight: Xerxis lives for battle.
2053* {{Determinator}} : even when ganged up on by two Circle Warlocks, bleeding profusely, and with both lungs punctured, Xerxis still won't go down.
2054* DualWielding
2055* FourStarBadass
2056* HandicappedBadass: After being crippled in a two-on-one fight against Circle Orboros, Xerxis demanded to be released back to the frontlines. Rather than a wheelchair, though, Xerxis now rides a war rhino. And people wondered how Creator/PrivateerPress could ever make him even more awesome.
2057* MadeOfIron
2058* MightyGlacier: Xerxis is the second slowest skorne warlock, with only [[FatBastard Rasheth]] being slower, but Xerxis hits like an avalanche.
2059* StoutStrength: While by no means fat, Xerxis is still a very bulky warrior, making the speed with which he fight all the more impressive given the bulk of his armor and the weight of his weapons.
2060
2061!!Rasheth
2062-->"Rasheth's appetites are exceeded only by his cruelty and his unnatural power."
2063
2064Dominar of House Telaar, Rasheth is an anomaly amongst the skorne people. Rather than being the slim, honor-obsessed warrior so typical of his station, Rasheth is an obese, greedy creature with no regard for the Hoksune code or those that follow it. He's concerned with profit, the breeding of animals, and feeding his impressive apetite. [[EvenEvilHasStandards Naturally, all of these qualities are things that disgust his fellow Tyrants and Dominars]], but Rasheth's considerable wealth, [[{{Mons}} herds of Titans]], [[BlackMagic and sorcerous abilities keep him safe]].
2065
2066* AdiposeRex: His position is tantamount to that of a king, so this fits.
2067* TheBeastMaster: Rasheth is so fat and lazy, he litterally needs his warbeasts to fight for him.
2068* EvilSorcerer: Rasheth's disdain for the Hoksune code means that he's no great warrior, but he more than compensates for that deficiency with his impressive magical abilities.
2069* FatBastard: Oh so very much...
2070* TheHedonist: Rasheth spends much of his time snacking on skorne delicacies, like glazed eyeballs and pieces of tongue, even in battle.
2071* PlagueMaster: Several of Rasheth's spells center around.
2072* TooImportantToWalk: Rasheth is carried into battle atop a lectice carried by a trio of Agonizers.
2073* VillainousGlutton: He's an obese skorne and is so vile that skorne and other races alike view him as evil.
2074* WeakButSkilled: Rasheth cannot fight and has bad stats, but is one of the most skilled mortitheurges in the Skorne Empire.
2075
2076!!Lord Arbiter Hexeris
2077
2078* TheStarscream: To Makeda.
2079
2080!!Master Tormentor and Lord Assassin Morghoul
2081
2082* BodyguardBabes: Both of Dominar Morghoul's escorts are female paingivers with a prominent CleavageWindow.
2083* CombatHandFan: Morghoul wields the Fan of Shadows in his second incarnation.
2084* TortureTechnician: He's a master tormentor.
2085
2086!!Zaal, the Ancestral Advocate
2087----
2088* EyepatchOfPower: As with all extollers, Zaal has removed one of his eyes and replaced it with an oculus.
2089* OldMaster: He's the leader of all skorne extollers and over 170 at the beginning of the game.
2090
2091!!Naaresh
2092-->"Truth can be measured by the length of lines scored in flesh, the weight of flesh carved from bone."
2093
2094Naaresh is the epitome of the Nihilator discipline; a warrior who has drawn strength and vitality from his own suffering to the point where he has lived for over 200 years without visibly aging. With the wars against the Iron Kingdoms escalating, Naaresh has come west in the hopes of finally perfecting his art: becoming strong enough that not even death can claim him.
2095
2096* BladeBelowTheShoulder: Naaresh fights with a pair of Katara, bladed weapons that work as push daggers/swords.
2097* CombatSadomasochist: Naaresh, like most nihilators, draws strength from his own pain. He doesn't seem to enjoy the suffering of others much, however.
2098* DualWielding: He wields a ''katara'' on each of his hands.
2099* MadeOfIron: The amount of punishment this guy can take is astonishing.
2100* Really700YearsOld: Skorne live about 120 years on average. Naaresh has lived over 80 years past that without slowing down, so presumably he's doing something right.
2101* SinkOrSwimMentor: Whenever someone has sought out Naaresh to study under him, they've died.
2102* WalkingShirtlessScene: As can be seen in his model and artwork.
2103
2104!!Void Seer Mordikaar
2105
2106* BackFromTheDead: In some way or another, Mordikaar has managed to return from the Void with his body and sanity fully intact.
2107* SwallowedWhole: Mordikaar is [[spoiler:drawn into the maw of the Devourer Wurm when the beast briefly returns to Caen]].
2108
2109!!Beast Master Xekaar
2110
2111* AscendedExtra: Prior to his proper introduction as a playable warlock at the beginning of Mark III, Xekaar first appeared in the Trollbloods book in Mark II, where he was just another generic enemy warlock that gets blown up by Captain Gunnbjorn.
2112[[/folder]]
2113
2114[[folder:Legion of Everblight]]
2115* ArmlessBiped: A shredder's body consists of a tooth-filled maw, a tail and two legs attached to a torso.
2116* TheBerserker: Blighted ogrun possess an unquenchable bloodlust that only the most sturdy-minded can keep in check, and then only for so long. Reeking of slaughter, they're unmindful of their carnage, and willing to slay friend or foe alike.
2117* BreathWeapon: Many Legion warbeasts employ blighted breath as a primary weapon.
2118* HybridMonster: Nephilim are born from pregnant Nyss who has been exposed to the blood of a warlock.
2119* HyperactiveMetabolism: When given ample nourishment, they can be restored to full vitality and size with alarming speed.
2120* ImAHumanitarian: Shredders are naturally prone to cannibalism and in moments of frenzy might attempt to consume others of their ilk.
2121* InASingleBound: A raek can catch is prey with a single great leap.
2122* JavelinThrower: Blighted ogrun warspears hurl their massive spears with enough force to pierce iron and impale a human at thirty paces.
2123* MentalFusion: Everblight and his warlocks can share thoughts, memories, and experiences across the network forged from slivers of his athanc no matter how widely separated they are; distance means nothing to them.
2124* OminousFog: From a distance, ash expelled from a blightbringer’s body appears as a roiling wall of grey cloud.
2125* OurBansheesAreLouder: Banshees are grotesques who possess strengthened vocal cords, expanded chest cavities and highly elastic lungs, allowing them to emit high-frequency cries intense enough to collapse the bones and rupture the organs of Everblight's enemies.
2126* OvernightAgeUp: Everblight’s influence has wrought a change in the reproductive cycle of the Nyss. Their birthrates have increased markedly, as has their rate of maturation.
2127* PoisonousPerson:
2128** A single dose of blight wasp toxin is enough to kill a human.
2129** Each stinger bears a massive barbed tail capable of injecting a victim with venom.
2130** Nagas can use their fanged maws to spew their caustic venom from a distance.
2131* ScaledUp: Blighted Nyss have become more draconic in their forms and more instinctive and animalistic in their thinking. Patches of scales erupt across flesh, giving each of them an unquestionably reptilian cast.
2132* SuperToughness: Lgeion warlocks are able to endure even extreme injury without being slain.
2133* ThroatLight: A blue glow produced by the heat within the Ravagore's belly emanates from its maw.
2134* TookALevelInJerkass: In almost all instances the blighted Nyss have become more prone to cruelty, their ethics and morality eroded by their devotion to Everblight.
2135* WingedHumanoid: Leathery wings sprout from grotesques' backs, along with drastically altered musculature, which they use to propel themselves in flight.
2136
2137!!Everblight
2138-->''"Men die. Empires crumble. Only the power of dragon is eternal."''
2139
2140The dragon himself, also known in the past as Ethrunbal. The weakest but cleverest of all the dragons; while the rest of his brothers just allow their blight to infect the area like a wild fire, Everblight learned to control and refine it, resulting in different types of dragonspawns suited for many types of situations. Later he took an interest in elves; first the Iosans, until they found him under one of their cities and, after a bloody battle that took half the city, locked him away. After Thagrosh freed him, he began corrupting the Nyss, and was successful thanks to Vayl Hallyr who betrayed her own people. He shares pieces of his athanc shard with his warlocks, essentially creating a HiveMind.
2141
2142* TheCorrupter: How he built his army.
2143* EldritchAbomination: Was already one by default as a [[DraconicAbomination dragon]] but managed to take it even further than his brethren by learning how to weaponize his own blight, allowing him to act as a disembodied spirit fuser directly with his blight.
2144* EvilutionaryBiologist
2145* TheGhost: If he wanted to, he could regenerate his whole body and act on his own, but at the moment his staying in his athanc form since it lets him stay hidden.
2146* AGodAmI: He has his followers worship him, and being a dragon in the Iron Kingdoms world, he pretty much is a god.
2147* HealingFactor: As with all other dragons. If his athanc is not consumed, he can simply reform his body.
2148* ItsAllAboutMe: Standard for a dragon, everything he does is aimed at the goal of consuming the other dragons' athancs.
2149* MadArtist: Considers his creations to be works of art.
2150* MoreThanMindControl: Every Nyss afflicted by his blight becomes instinctually loyal to Everblight. Though not bound to his will, the blighted Nyss are predisposed to basking in his glory. This loyalty cannot be broken, for it is woven into the very being of each affected Nyss; to unravel it would be to unravel that individual’s mind and body.
2151* NamesToRunAwayFromReallyFast: '''Ever blight'''.
2152* NormalFishInATinyPond: The other dragons are bigger and stronger than him, but he is still nothing to sneeze at.
2153* SummonBiggerFish: When he was chased by Toruk, Everblight decided to lure his father to the lair of his more powerful brother Nektor. Exactly as he planned, Toruk left him alone to fight and consume Nektor's bigger athanc.
2154* WeakButSkilled: Everblight is one of the weakest dragons by himself, but since he learned to shape his blight he has a deadly weapon other dragons lack.
2155
2156!!Thagrosh Hellborne, Messiah of Everblight
2157-->''"Even this most lowly vessel is made godlike in my image."''
2158
2159Thagrosh was formerly an ogrun slave, but after he broke free of his slavery, he stumbled upon Everblight's resting place and became Everblight's first warlock.
2160
2161* BreathWeapon: Due the mutations from Everblight
2162* DarkMessiah: It's even in his epic version's title.
2163* DoubleWeapon: Rapture
2164* TheDragon: To Everblight, as the holder of his biggest athanc piece.
2165* FromNobodyToNightmare: He started out as a simple ogrun slave. He escaped, Everblight's whispers reached him and he opened his chest to shove in the dragon's athanc. Next thing we know, he's destroying and corrupting an elven civilization.
2166* HornedHumanoid: Grows two horns after he became Everblight's servant.
2167* LargeAndInCharge: He's an [[OurOgresAreHungrier ogrun]], so not only his he bigger than the Legion's warriors, he's at least as big as some of its warbeasts.
2168* MightyGlacier: Standard for an ogrun model, his speed is nothing to write home about (though his epic incarnation being able to fly gives him some extra mobility), but both his incarnations have pretty good melee skill and hit pretty damn hard, his epic one being able to hit harder than most of warbeasts.
2169* MouthOfSauron: Thagrosh is the physical embodiment of Everblight’s will and the closest thing the dragon possesses to a physical form.
2170* NamesToRunAwayFromReallyFast: Thagrosh Hellborne.
2171* TheOneGuy: Thagrosh is the only male warlock in the Legion of Everblight (Kallus is also referred to with masculine pronouns but is a sexless, artificial creature).
2172* PhlebotinumOverdose: He expects this may happen to him someday as Everblight is getting stronger, as he holds the majority of his master's athanc, and thus power.
2173* PowerGivesYouWings: When Everblight consumed his brother Pyromalfic, the power boost he got also powered up Thagrosh, the effects among which include wings.
2174* PraetorianGuard: The blighted Nyss legionnaires serve as the personal guard of Thagrosh.
2175* SmarterThanYouLook: One of the main reasons why Everblight hasn't fully taken over.
2176* WalkingShirtlessScene
2177* WasOnceAMan: Thagrosh no longer resembles what he once was, his body transformed by prolonged intimate contact with concentrated blight.
2178* WingedHumanoid: As Messiah.
2179
2180!!Vayl, Consul of Everblight
2181
2182One of the first warlocks in Everblight's ranks in recent times. When she was a Nyssor priestess, she was already a blasphemous priestess shunned by her peers. When she learned of a prophecy that Everblight would conquer the Nyss, she immediately swore allegiance to Everblight, resulting in the Nyss' near destruction. She also sponsored Bethayne's entry into Everblight's army.
2183
2184* AnIcePerson
2185* EvilGenius
2186* ImprobableWeaponUser: The Oraculus which is some sort of weird [[SpikeBallsOfDoom spiky metal ball]] that [[AlwaysAccurateAttack never misses its target]] also doubles as a CrystalBall for her.
2187* TreacherousAdvisor: Played this role towards Bethayne.
2188* VainSorceress: She's offended that Thragosh and Everblight create Kallus without consulting her.
2189
2190!!Lylyth, Reckoning of Everblight
2191
2192Legion warlock who is considered to be the best archer. Some time before she became a warlock, her tribe killed a human, causing the humans to retaliate by massacring some Nyss hunters from her tribe, including her father, causing [[ViciousCycle her to kill more humans, causing the humans to kill more of her tribe, until eventually so many were dead]]. She would have been another casualty had Thagrosh not found her and offered her to be a warlock, an offer she took with little judgement. When Everblight decided to invade Pyromalfic, she was his scout, but she botched up and nearly got killed, causing Everblight to nearly just abandon her, though she was welcomed back after Pyromalfic was defeated.
2193
2194* BlindfoldedVision: She wears a helmet that covers her eyes, but that doesn't impede her vision at all.
2195* ColdSniper: With a bow rather than a rifle.
2196* ImprobableAimingSkills: And one of her Feats passes that improbable accuracy to the rest of her army.
2197* RoaringRampageOfRevenge: When some humans massacred her tribe as a revenge for killing a human, she responded in kind, kickstarting a bloody cycle of revenge among her tribe and the humans.
2198
2199!!Rhyas and Saeryn, Talons of Everblight
2200
2201Twin Nyss warlocks. Their destiny as Everblight's warlocks were first discovered by Saeryn via a propethic vision, and when Thagrosh paid them a visit, they bested him in combat, but spared him per Saeryn's advice, and they joined the Legion. Rhyas specialises in combat, while Saeryn is more skilled in the arcane.
2202
2203* GlassCannon: Both of them, but in different ways.
2204%%* [[MasterSwordsman Master Swordswoman]]: Rhyas.
2205%%* SwordAndSorcerer: Rhyas and Saeryn, respectively.
2206* TagTeamTwins: They fight together as a unit in their 2nd incarnation.
2207
2208!!Absylonia, Daughter of Everblight
2209
2210The most monstrous of Everblight's warlocks. She knows little about her life before the Legion and acts mostly on instinct. Her form is unstable, as she can mutate her body even during combat if necessary. During a battle with Lich Lord Venethrax, she was nearly killed, but Everblight's will jumpstarted her, given her permanent wings and ending her transformations.
2211
2212* GlassCannon: Really strong in melee, but not durable
2213* {{Flight}}: She gains fully functional wings in her second version.
2214* VoluntaryShapeshifting: Her first version could switch between reach increasing tentacles, wings and increased strength.
2215
2216!!Bethayne, Voice of Everblight
2217
2218Former Nyssor priestess who was corrupted by Vayl to become Everblight's warlock. She has a personal warbeast called Belphagor, with whom she can merge upping her combat powers considerably.
2219
2220* AnimatedArmor -> PoweredArmor: Belphagor's main function.
2221* WolverineClaws: In both forms.
2222
2223!!Kallus, Wrath of Everblight
2224
2225An artificial warlock created by Everblight. He is similar to the dragons in that as long as his athanc shard is safe, he can be regenerated if provided a fresh body.
2226
2227* ArtificialHuman: Kallus is created from a piece of Everblight's athanc.
2228* {{BFS}}: His main weapon is a two-handed sword, remarkably different from the claymores used by the blighted Nyss of the Legion.
2229* GoodThingYouCanHeal: As long as his piece of athanc is intact, he can heal. Crosses over to GrandTheftMe by way of HeartDrive when he is killed.
2230* NoSocialSkills: Due to being an unnatural being spawned by an EldritchAbomination, he fails to understand even basic body language. Vayl notes that while kneeling in submission his facial expression suggests lordly arrogance.
2231* ShouldersOfDoom: Warcraft level.
2232* UnskilledButStrong
2233
2234!!Kryssa, Conviction of Everblight
2235
2236[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/kryssa_horz.jpg]]
2237
2238Initially just one legionnaire among many, her service was to change drastically after she witnessed the destruction of a Legion warlock by a rival dragon. Kryssa recovered that warlock’s athanc by thrusting it into her own heart before fleeing to reach her master Thagrosh. Kryssa expected to be ordered to surrender the shard. Instead, she was granted a place leading the dragon's armies.
2239
2240* HeroicSelfDeprecation: As she wasn't chosen like the other warlocks of Everblight, she doesn't feel like she belongs with them. In an after battle report to Thragosh, she downplays her achievements, prompting him to a YouAreBetterThanYouThinkYouAre speech.
2241* HornedHumanoid
2242* KillItWithFire: One of her spells is a spray of fire
2243[[/folder]]
2244
2245[[folder:Grymkin]]
2246* TheAlcoholic: Cask imps and mad caps are grymkin arising from the lost souls of drunkards and alcoholics.
2247* BetterToDieThanBeKilled: Some grymkin, like the murder crows, will allow their prey to end their own lives to evade existence as a grymkin. When faced with that horror, many find it a price easy to pay.
2248* ChainedByFashion: Rattlers are wrapped in a network of iron chains.
2249* CharmPerson: Witchwoods can turn enemies against each other, sowing confusion and betrayal.
2250* ChildEater: Although trapperkin will claim and eat any victim they can get their talons on, they seem to prefer abducting children from their beds.
2251* CorruptPolitician: Murder crows were once corrupt bureaucrats, thieving through the larceny of graft.
2252* DeityOfHumanOrigin: Each Defier has become an ageless creature of unfathomable power that borders on godhood.
2253* EarlyBirdCameo: Gremlins, the first playable grymkin units, are of the Sneak Peek type. They were introduced in 2015 as minions that can work for all four Hordes faction, two years before the release of the whole grymkin faction.
2254* EveryoneCallsHimBarkeep: Since their banishment, the real names of the Defiers have been lost. Instead, they are most commonly identified by the fundamental concepts that each represents: the Child, the Dreamer, the Heretic, the King of Nothing, the Wanderer.
2255* EyeScream: Glimmer imps crave stealing the eyes of others to see through them.
2256* TheFairFolk: All grymkin have a desire to bring mischief and danger to the world of the living, to invoke fear and nightmares, to punish the wicked.
2257* FallenAngel: Defiled archons are Menite archons who were captured by grymkin and dragged down into their nightmarish reality.
2258* FateWorseThanDeath: Menoth punished the Defiers by subjecting them to torment from their own nightmares for all eternity.
2259* GenuineHumanHide: The Skin & Moans wears a cloak stitched together from the flesh of the cursed.
2260* GripingAboutGremlins: Gremlins are mischievous grymkin that delight in rooting around in mechanikal constructs with the intent of causing as much damage as possible for their own amusement. They are attracted to the hiss and clank of warjacks on the battlefield and have been known to bring mechanika grinding to a halt at the most inopportune times.
2261* HellHound: Gorehounds are nightmares bearing a strong resemblance to hounds.
2262* LivingDream: Grymkin nightmares are dreamed into existence by the horrifying visions the Defiers endured during their imprisonment in Urcaen.
2263* MentalFusion: Urcaen forced them together for so long that all Defiers can feel one another’s presence no matter the distance, whispering into each other’s minds and dreams with but a thought.
2264* MirrorMonster: Glimmer imps lurk behind the looking glass and fall upon those enraptured by their own reflections.
2265* MixAndMatchCritters: A crabbit resembles a monstrous rabbit with crab claws.
2266* MovingBuildings: A home or that has been the site of unspeakable cruelty or violence can attract gremlins like moths to a flame. The residual malevolence of the acts performed inside the house begins to solidify and coagulate, and if the gremlins are not dealt with in time, the house will spring to 'life' and uproot itself from its foundations, becoming a slaughterhouse.
2267* ObjectShifting: A cask imp can switch between its true form and a body of alcoholic liquid with the same approximate volume as its normal form.
2268* OurFairiesAreDifferent: Grymkin are classified as fey in both ''TabletopGame/DungeonsAndDragons'' 3rd and 5th Editions, and share many aspects with traditional fey (being known primarily through bedtime stories and children's rhymes and serving as cautionary tales against certain vices), but they are something else altogether. They are denizens of the wilderness of Urcaen, twisted by their existence in Urcaen and the presence of the Defiers. Shaped by the sins they indulged in while they were alive, each grymkin is marked by some expression of wicked, selfish behaviour and forced to exist as a mockery of humanity.
2269* PumpkinPerson: Dread rots are grymkin with the heads of pumpkins.
2270* RageAgainstTheHeavens: The Defiers once rebelled against Menoth to be free of his demands and the gifts he thought to offer humanity.
2271* TheScourgeOfGod: The Wicked Harvest's prey is the malfeasants who were the greatest allies of the infernals on Caen. As the grymkin take their toll, they would provide a warning to others who might fall to similar corruption.
2272* TimeAbyss: The Defiers are nearly as old as civilisation and the Gifts of Menoth themselves, and the oldest grymkin are only slightly younger.
2273* TheVirus: Some grymkin possess the power to transform others to become like them, spreading their nature like an infection.
2274* WasOnceAMan: The grymkin were originally sinners who died and wandered in Urcaen until stumbling into the Defiers' domain.
2275
2276!!The Child
2277
2278First of the Defiers, the Child wants nothing more than to play and not be told what to do. Accompanied by her companion, Dolly, woe upon the fool who tries to take her grymkin 'toys' away or tries to harm her. Only the Child decides what she gets to do—anyone else who tries will be ripped apart like a broken doll in a fit of rage.
2279----
2280* BigGuyLittleGuy: The Child is the little guy; the big guy is Dolly, a powerful and terrible beast that utterly loves the Child as much as the Child loves it.
2281* CreepyChild: She looks like a child that can control nightmares made manifest and puts continuous fire on everything in her control range.
2282* {{Delinquents}}: Menoth’s laws place parents above children, and they were expected to devise and enforce petty rules about what was acceptable and what forbidden, what could be done and what shouldn't. The Child hated these laws because they prevented her from doing what she wanted for no good reason at all. The Child chose to be defiant and would not obey.
2283* TheDividual: The Child and Dolly are treated as one single unit for all gameplay-related purposes.
2284
2285!!The Dreamer
2286----
2287* DreamWeaver: She dreams so powerfully she shapes the world around her.
2288* IRejectYourReality: The Dreamer wanted nothing to do with the reality Menoth had created, and she refused to accept the laws he wrote defining what is and what isn't. Instead, she dreamed up wholly new realities to reside in.
2289* RealityWarper: The Dreamer dreams up wholly new realities so vivid and vibrant that the world around her takes on fanciful life in its envy of what she imagines.
2290* SpawnBroodling: The Dreamer can create Phantasm allies from boxed enemies.
2291* SquishyWizard: The Dreamer's very weak stats mean that she dies very easily to anything that can get at her.
2292
2293!!The Wanderer
2294
2295* WallsOfTyranny: The Wanderer wishes to walk wherever he pleases and regards the Wall as a constraint to his freedom.
2296
2297!!The Heretic
2298
2299The last of the Defiers to spurn Menoth, the Heretic is a self-styled god who rebelled against his creator. Believing all are able to become divine, he fashioned himself into a paragon of his own distorted virtues. Now the Heretic wishes to dethrone the God of Man and free all of his creation from his laws.
2300
2301* AlwaysAccurateAttack: The Heretic's sword Execrator automatically hits targets in close combat.
2302* AppropriatedAppellation: He gained his nickname from his enemies, but has since embraced it.
2303* BlasphemousBoast: The Heretic spat a proclamation at his Creator as Menoth plunged him into the void:
2304-->''Since this land was first turned for the bounty it would grow, stood fast one truth that all mortal men know, choose ye wrong or choose ye right, feed ye darkness or feed ye light, at the end of your days, you shall reap what you sow.''
2305* BreakTheBeliever: The Heretic was the first priest-king who spread civilisation and Menoth's word. Then he saw that Menoth was not a just god: Menoth did not punish the wicked, nor did he reward the selfless; the god rewarded only obedience, punished only defiance. From that point forward the Heretic refused to wield his power in Menoth’s name.
2306* EvilCounterpart: Evil bit is debatable, but the Heretic bears quite a few similarities with the Harbinger of Menoth: both share the Divinity trait, protecting them against pop-and-drop assassinations; both have auto-hitting close combat attacks; and despite that, neither of them is a frontline warcaster/warlock.
2307* AGodAmI: The Heretic views himself singular and special, a god equal to Menoth himself.
2308* TheHeretic: Natch. He used to be a Menite priest-king before he turned against his god.
2309* PowerCopying: The Heretic can cast any non-animus spell that was cast last turn by an enemy warlock or warcaster while they were were in the Heretic's control range.
2310* UnPerson: Immorese history records Cinot as the first great Menite priest-king and never even mentions the Heretic, who was erased and stricken from all records. In truth, Cinot was only the Heretic's student, and much that is credited to Cinot should be cast at the feet of the Heretic instead.
2311
2312!!The King of Nothing
2313
2314The King of Nothing wants nothing more than to be left alone. Rejecting Menoth’s desire to see humanity band together, the King of Nothing wishes to have no part in society. Having been cast down as a Defier, he rules over an empty, barren wasteland. And like any good king, he desires to see its borders expand.
2315
2316* StrawNihilist: Hating all creation and everything in it, the King of Nothing seeks to render Caen a vast field of nothingness, devoid of man, beast, and his fellow Defiers alike.
2317* WalkingWasteland: His theme is him being the ultimate hermit, he just wants to be left alone and so everything near him begins to wither and die off.
2318* WeakButSkilled: He has no attacks but is a very strong spellcaster.
2319
2320!!Lord Longfellow
2321
2322* GiantSpider: Though in the modern age he walks as a man, his true form is that of a great, black spider.
2323* GunsAkimbo: Thanks to his anatomy, Longfellow is able to wield multiple sets of his ornately crafted pistols at once.
2324
2325!!Karianna Rose
2326
2327* OutlivingOnesOffspring: Karianna Rose was driven mad by the deaths of her children.
2328[[/folder]]
2329
2330[[folder:Infernals]]
2331Ruthless demonic predators with a thirst for mortal souls hailing from the Outer Abyss, a mysterious realm that is beyond both Caen and Urcaen. They organize themselves into various orders, and compete against the gods, and each other, for souls. Prevented from directly interfering on Caen for much of history, they would acquire a loyal infernalist via a DealWithTheDevil, and have their cults working behind the scenes.
2332
2333One such order, the Nonokrion Order, eventually gained a massive foothold on Caen after a dark bargain struck centuries ago, and spent all that time preparing to collect their due: two-thirds of the souls of humanity. Now, they have come to claim their due.
2334
2335The Infernals faction represents the Nonokrion Order's invasion of Immoren, known as the Claiming.
2336
2337----
2338* BizarreAlienBiology: Viktor Pendrake notes that although infernal horrors have blood and tissue, their physiology defies scientific reasoning, demonstrating that they are as natural as a steamjack.
2339* ChronicBackstabbingDisorder: Infernals resent having to report to a master, and their relationships are treacherous and full of betrayals.
2340* DealWithTheDevil: Infernalists strike deals with mortals, known as infernalists, who are taught the rituals to summon infernals to Caen and are rewarded in turn with boons. The only way for a mortal to bargain with an infernal is to offer it souls—both the infernalist's own and those of the myriad victims the infernalist pledges to seize and sacrifice.
2341** [[spoiler: The goddess Thamar made a deal with the Infernals to help humanity fight off the Orgoth. Thamar struck a deal wherein the Infernals would reshape reality to give humanity access to arcane magic. In exchange, Thamar gave the Infernals the location of the Elven gods, and agreed to allow the Infernals to claim the souls of two-thirds of Humanity at a later date.]]
2342* DefeatEqualsExplosion: When a foreboder storing a spell is killed, it explodes in a burst of arcane energy.
2343* DemonLordsAndArchdevils: Each infernal society recognises its own distinct hierarchy. Among the Nonokrion Order, above the curators and executors are two tiers who never directly deal with mortals. Collectively known as the Cadre Architectia, architects are great planners who set the executors in motion and evaluate the harvest of resources. Above all is the Magnate Tritorium, a trio who speaks as one, whose unity is considered the absolute ruler of the Nonokrion Order. As the architects are akin to gods, the trio is beyond their comprehension.
2344* DemonOfHumanOrigin: Becoming a horror is the unthinkable fate awaiting the many unfortunate souls bartered to infernals by those who serve them, as well as souls stripped from mortals when infernals are summoned to Caen.
2345* DumbMuscle: Howlers are some of the least intelligent infernals, have no fear of destruction, and are unleashed when infernals want to smash their mortal foes in melee combat.
2346* EvilVersusEvil: The infernals are divided into orders who war against one another. The Nonokrion Order, from whom Thamar secured the Gift of Magic, were enemies of the Fellgoeth Order, patrons of the Orgoth.
2347* FateWorseThanDeath: Many believe, perhaps rightly, that becoming a horror is the worst fate any soul could experience—even worse than being imprisoned in the soul cage of a Cryxian lich. Every other possible fate holds out the hope of reversal or recovery, but nothing remains of a soul transformed into a horror.
2348* GodzillaThreshold: Just as it appeared inevitable that the infernals would claim their terrible price, all the nations in the land united in an unprecedented show of force to drive them off. Khador and Cygnar, enemies for ages, declared a truce. Cryxian undead fought shoulder to shoulder alongside Menite holy warriors and clockwork priests of Cyriss, while the skorne and the Iosans forged an unlikely partnership. Throughout western Immoren, bitter enemies set aside their differences to combat a shared foe, even though such arrangements would have been unthinkable in ages past.
2349* GreaterScopeVillain: The Magnate Tritorium, collective leader of the Nonokrion Order, is ever focused on rival infernal orders like the Fellgoeth, and have nothing whatsoever to do with the invasion of Caen. To them, it's a lowly harvesting operation, and lesser beings might as well not exist; only infernals matter.
2350* HeavenVersusHell: The infernals constantly battle against the gods for souls. Infernals constantly try to tempt mortals to into making a DealWithTheDevil for their souls. The various gods, meanwhile, preach against the infernals, and grant faithful souls an afterlife protected from the infernals. When the infernals directly manifested on the mortal plains, the gods responded by sending archons to aid their mortal followers against the infernals.
2351* HellGate: Infernal gates serve as long-lasting conduits to the outer realms, connecting to the repositories of souls held by infernal masters. Reality slips and shivers around the gate, and it can unleash bursts of spectral flame to consume those who would seek to prevent the arrival of infernal masters and horrors.
2352* KillTheGod: The Infernals hunted down and killed most of the Elven Pantheon, and forced the surviving gods Scyrah and Nyssor into hiding. They would love to do this to the other deities.
2353* TheLegionsOfHell: Invaders from the Outer Abyss beyond the worlds of both the living and the dead, infernals represent the greatest threat, both real and existential, ever faced by the people of western Immoren. Emerging onto Caen through portals of darkness and smoke, they warp and tear reality wherever they stride.
2354* NoBodyLeftBehind: When killed, an infernal horror's physical form slowly dissolves into a putrescent ooze before dissipating into choking vapour and vanishing from mortal sight. Invisible detritus left behind is soon collected by small, invisible parasites that descend like locusts to return this material to the infernals for future reconstitution. The rendered essence that makes up a horror is entirely useless to necromancers.
2355* OurDemonsAreDifferent: Infernals are incredibly powerful supernatural entities from beyond Caen and Urcaen that covet mortal souls, which they use to create horrifying creatures and lesser servants. In pursuit of this most precious resource, infernals cut deals with those willing to bargain away their souls (and the souls of others) in exchange for great power. Under ''TabletopGame/DungeonsAndDragons'' 5th Edition rules, they are classified as fiends.
2356* TheRemnant: Although the Nonokrion Order was defeated, many infernal agents remain throughout all the nations of western Immoren, and the work of tracking down and rooting out those who have not already been revealed, as well as those who escaped, remains.
2357* SpannerInTheWorks: The Old Witch releasing the grymkin, who proved wildly successfuly in finding and killing infernalists, really screwed up their plans. The Nonokrion Order was forced to accelerate their plans before they were fully prepared.
2358* SuddenNameChange: When the infernals became a faction in the miniature wargame, three horrors were given new English names to replace the invented names they had in the original RPG[[note]]Foreboder (Bivether), Lamenter (Quelvitar) and Desolator (Quavash)[[/note]].
2359* YourSoulIsMine: Infernals collect the souls of mortals, which they view as the ultimate resource.
2360
2361!!Agathon, The Voice in the Darkness
2362
2363!!Omodamos, The Black Gate
2364
2365!!Zaateroth, The Weaver of Shadows
2366
2367Leader of the Reclaiming.
2368
2369* CastingAShadow: As her name implies. One of her attacks, Long Shadows, literally fires a bolt of darkness at an enemy.
2370* GodGuise: Worshipped as a god of darkness and entropy in times past.
2371
2372[[/folder]]
2373
2374[[folder:Orgoth]]
2375----
2376* BeastOfBattle: Vicious scavengers that live high the settled territories and along the jagged coasts of the Orgoth's homeland, the rhoks are captured, broken and trained for war.
2377* ShootTheMessenger: Attempts at diplomacy with the Orgoth were met only with the return of the emissaries' severed heads, or the ripping of their screaming souls from their bodies.
2378* ShroudedInMyth: Even though the Orgoth ruled western Immoren for centuries, very little is known about them, since when it became clear that their hold was lost, they destroyed every record they kept and demolished their citadels. It helps that, even at the height of their power, the Orgoth ruled through proxy nobles and never directly interacted with the local populace.
2379* SoulPoweredEngine: Where the forces of Immoren designed cortexes to interface and bond with, the Orgoth know only enslavement and dominance. To achieve their goals, the souls of tamed monsters are bound to their warjacks.
2380* WillingChanneler: Orgoth warcasters, both rare and precious, are carefully insulated and guarded within their largest ships, and use their finest warriors in battle like puppets. The mightiest combatants compete for the honour of being the vessel for the will of their revered leaders.
2381[[/folder]]
2382
2383[[folder:Mercenaries and Minions]]
2384* AnchorsAway: A Mariner can clear a deck of defenders with a single anchor sweep.
2385* BreakOutTheMuseumPiece: The common Talon, Mule and Nomad are all decommissioned Cygnaran warjacks that continue to see use among mercenaries.
2386* BuriedAlive: The fourth step in the creation of a blind walker is to bury the blackhide in question for at least two days. How it survives this process is unknown, though some scholars believe the venom of Kossk may slow respiration to a point that little oxygen is needed.
2387* CastFromHitPoints: Mercenary companies and pirate crews often graft a jury-rigged arcane turbine to a Freebooter's engine, allowing warcasters to infuse it with a surge of speed at the cost of a few shredded gears.
2388* CivilWarcraft: Discussed in the charter of the Steelheads. From time to time different chapters of Steelheads end up fighting on both sides of a conflict, but they even have a code of conduct in this case, mainly to treat each other as enemies but make sure the Steelheads on the losing side get returned to the company and not fed to something large and nasty. The dwarves, on the other hand, defy this trope: they might be hired on both sides of a conflict but always take care during negotiations to ensure members of the same company do not face each other in battle, preferably by having them fight on two different ends of the same front.
2389* ExactWords: Most successful mercenary companies have become adept at interpreting the letter of their charters to suit their needs. Additionally, any mercenary worth his salt must learn contract negotiation and trade laws as a side vocation. Less legitimate outfits tend to have vague, incomplete, or contradictory charters, or no charter at all.
2390* HamsterWheelPower: A scorching-hot steel cylinder holding panicked razor boars allows a meat thresher to move.
2391* HumanResources: Gatormen place no sacred value on bodies of their dead, seeing them as functional resources. Their meat is repurposed as food for warbeasts or as raw material for bokors fabricating arcane totems and fetishes.
2392* ImprovisedWeapon: The majority of Rhulic warjacks are actually nothing more than excavation equipment re-purposed to use against enemies instead of rocks.
2393* ItsPersonal: Some dwarves in Horgenhold have kinsmen or friends who died on the Khadoran attack on the Llaelese town of Riversmet, make it clear that they'd prefer Llael to be free of its occupants, and as a result refuse Khadoran coin while accepting payment from the Protectorate of Menoth.
2394* MeanBoss: The relationship between a farrow warlock and farrow warbeasts is an adversarial one based purely on domination. Farrow warlocks subject their beasts to pain, beatings and subdual, abusing and harassing the creatures to instil a healthy measure of respect or fear.
2395* MercenaryUnits: Mercenary and Minion models normally can included in the armies of other factions as friendly, non-faction models on a theme-by-theme basis. Mercenaries and Minions can also be run as armies in their own right, comprised of numerous, mostly unrelated theme forces that allow wildly different models from nearly every faction in the game.
2396* OnlyInItForTheMoney: Whether offered Cygnaran, Khadoran, or Cryxian coin, Steelheads never ask why and have no interest in the broader implications of their battles.
2397* OurDwarvesAreAllTheSame: Downplayed. Apart from being gun-wielding, mecha-commanding, short folk, the dwarves of Rhul often have no beards.
2398* PigMan: Farrow are porcine humanoids with boar-like faces, prominent tusks, coarse, sparse fur, broad three-fingered hands and cloven hoofs.
2399* {{Pirate}}: A motley assortment of pirates and privateers are available for hire.
2400* PrivateMilitaryContractors: The long history of bloody conflict in the Iron Kingdoms has created endless opportunity for soldiers of fortune whose only loyalty lies on the paymaster currently filling their pockets.
2401* LaResistance: The Llaelese Resistance fights an endless war against the Khadorans who invaded their homeland and took over the country. They are mercenaries by necessity, taking contracts to help pay the enormous costs of their rebellion.
2402* SuperSerum: Each battle boar augmented by Dr. Arkadius is fitted with an alchemical pump system that supplements natural adrenaline. A complex mixture of strength-inducing chemicals is stored in a tank mounted to the boar's back, and connected to the circulatory system by a series of tubes. When the system is engaged, it pumps the glowing green serum directly into the battle boar's heart and bloodstream, inducing an immediate surge of strength and speed and facilitating battle instincts.
2403* TeamSwitzerland: The dwarven nation of Rhul has maintained their neutrality in foreign affairs for many millennia, while maintaining an extensive network of expatriate mercenaries. Throughout recorded history, this policy was only broken twice: when the Orgoth attempted an invasion (and, after being repelled, never bothered the dwarves again before they were pushed out of Immoren altogether), and during the Claiming, since the infernals were seen as a threat that could threaten the future of Caen itself.
2404* ViciousCycle: Unsuccessful companies can enter a downward spiral when they lose battles, then clients, and finally become unable to afford the equipment they need to be effective combatants.
2405
2406!! Durgen Madhammer
2407
2408A Rhulic Warcaster famous for astonishing levels of collateral damage, Durgen Madhammer is one of the most infamous independent warcasters available for hire in the Iron Kingdoms. He began his work as a miner within Clan Lignum, but after less than a decade of employment was exiled from his family and excised from their tree. His name "Madhammer," has been earned from decades of mercenary work amassing a stable of warjacks and crafting his unique arms and armor. Numerous incidents of friendly fire and collateral damage have earned him a reputation for destructiveness that few can stomach for more than a single venture before sending him on his way to another unsuspecting employer. Despite his obvious delight in dangerous tactics, the fees Durgen commands are continually paid.
2409
2410* {{BFG}}: His signature cannon, Buster, is an arm-mounted artillery cannon that can cause wide spread destruction or crack heavy armor from significant range.
2411* {{BFS}}: His signature hammer, Leveler, is a huge maul with a head that causes a large detonation every time he hits someone with it.
2412* EnergyAbsorption: Rounding out Madhammer's weaponry is his Blast Armor, absorbing any blast damage and turning it back into the arcane energy common amongst all warcasters. This means his exploding troopers and his weapons end up making him more durable where any other warcaster/warlock would end up hurting themselves.
2413* MadBomber: Started out as a demolitionist for a Rhulic mining venture. Winds up a wandering warcaster who blows everything up and has crafted an enviable suite of arms and armor to do so. Given that his spell list encompasses generating some of the most powerful explosive effects in the game, and his feat makes even the least distressing blast damage rolls significantly moreso, and it's plain to see how neatly Durgen fits this trope.
2414* MadeofExplodium: Durgen's signature spell Primed makes his troops much, much better at killing things. The downside is they're easier to kill. The upside is that if they die, they explode. The downside is that they explode. The upside is that they explode.
2415* PsychoForHire: see MadBomber.
2416* StuffBlowingUp: If this isn't happening, you're not using him properly.
2417* ThereIsNoKillLikeOverkill: Every single one of Durgen's abilities is conductive to him destroying whatever he needs to die, and if he can't get to you before you get to him, he has the means to punish you astoundingly for getting there first. Rhulic warcasters and their battlegroups are all capable of huge damage potential, but none spread it on quite as thick as Madhammer.
2418
2419!! Asheth Magnus the Warlord
2420
2421An officer in the Cygnaran Army under king Vinter Raelthorne, Magnus feels that the Usurper has lead Cygnar into weakness as with the tolerance of the Menite's ceding from the kingdom and allowing the Menites and Khadorans to seize Lael instead of annexing it for the kingdom. Magnus figures the best solution is to bring back Vinter as king of Cygnar. Working as a mercenary for anti-Cygnar interests has allowed him to build up a network of Vinter loyalists amongst remenants of the old government. Notably including Orin Midwinter, former head of the Cygnaran inquisition. After discovering that Vinter went west, he pursued him in hopes of aiding the deposed king. Instead he was captured by the skorne and subjected to interrogation at the hands of Morghoul, which ha lead him to question his loyalty to Vinter and now instead he seeks Vinter's heir, a more malleable king that will bring about his vision for Cygnar.
2422----
2423* {{BFS}}: Foecleaver and Foecleaver X, not the biggest swords in the setting but they are big and unlike the others quite efficient with magic.
2424* ChainsawGood: The Renegade warjack, a signature light warjack chasis of Magnus, has a giant chainsaw for one arm.
2425* {{Determinator}}: Nothing has stopped him
2426* GeniusBruiser: 2, retconned from 3, warjack chasis have been invented by Magnus since he turned against Cygnar. His feat is not magical like others but a demonstration of his tactical skill.
2427* JackOfAllStats: Unlike Stryker who he sort of mirrors, non-epic Magnus's generalised kit is quite effective and allows him to run mixed-arms quite well.
2428* ShoutOut: A quiet one to Ash from the Evil Dead movies.
2429
2430!!Ashlynn d'Elyse
2431
2432* RebelLeader: She leads the Llaelese Resistance, with the goal of driving the Khadorans from occupied Llael.
2433
2434!!Drake [=MacBain=]
2435
2436* BloodKnight: Drake [=MacBain=] fights because he enjoys it. Additionally, his deft handling of clients and his subtle yet deviously effective contract manipulations are akin to a man playing a game against opponents who have little chance of besting him. To Drake [=MacBain=] war is a game, and he is the greatest of players.
2437* OnlyInItForTheMoney: Drake [=MacBain=] is the archetypical amoral professional mercenary whose only concern is coin.
2438
2439!!Fiona Galraith
2440
2441* AlmightyJanitor: She is not officially the captain of her ship, but it is widely known that the captain is only her puppet.
2442
2443!!Bartolo Montador
2444
2445* SeadogBeard: A very prominent one.
2446
2447!!Amador Damiano
2448
2449!!Phinneus Shae
2450
2451!!Exulon Thexus
2452
2453* MyBrainIsBig: Thexus has massively expanded his brain mass.
2454
2455!!Cognifex Cyphon
2456
2457!! Bloody Barnabas
2458
2459The leader and founder of the Blindwater Congregation, "Bloody" Barnabas is an ancient gatorman with his eyes set on ascending to godhood.
2460----
2461* AuthorityEqualsAsskicking
2462* DeityOfHumanOrigin: During a clash with the Thornfall Alliance, the proof of Barnabas' divinity was made manifest. When his chest was torn open by Carver's cleaver, this killing strike only served to trigger his transformation. His body was already filled with the energies arisen from the carnage around him. He eluded death to become the Lord of Blood, the god he had long boasted it was his destiny to become.
2463* GodEmperor: Whether by choice or coercion, every gatorman in the Congregation is expected to worship Barnabas, the Lord of Blood.
2464* GodhoodSeeker: Barnabas had long dreamt of escaping his own flesh and the limitations of mortality to become a god.
2465* OlderThanTheyLook:
2466
2467!!Calaban the Grave Walker
2468
2469Another warlock from the Blindwater Congregation, he is subserviant to Bloody Barnabas.
2470----
2471* DragonWithAnAgenda: Calaban had never truly believed Barnabas would succeed in his goal, anticipating instead his inevitable destruction. Were Barnabas to be toppled, Calaban was perfectly situated to declare himself supreme.
2472* TheManBehindTheMan: Fancies himself the brains to Barnabas' brawn.
2473* NotSoDifferentRemark: During their meeting, both Calaban and Dr. Arkadius remark that they are the more cerebral, distrusted advisors to the headstrong leaders of their faction, [[spoiler:who've recently found their advice ignored by their leaders in favor of the female Warlocks of their factions (in Barnabas' case, he's ignoring Calaban's advice in favor of Jaga-Jaga, who supports him more actively in his goals to become a God, since she sees Barnabas as an avatar of Kossk, where Calaban only sees him as an easily manipulated figurehead.]]
2474
2475!!Maelok the Dreadbound
2476
2477Maelok is an undead gatorman bokor and warlock who exists in a torturous state as an animated corpse bound to the will of Calaban the Grave Walker. The terrible ritual that animates Maelok's corpse has left him a husk, an empty necromantic weapon wielded by his former rival. Despite his decaying physical form, his evocations are terribly effective.
2478
2479* PeoplePuppets: Is one, due to Calaban betraying and then resurrecting him.
2480* TheUndead: An undead Crocodile.
2481
2482!!Jaga-Jaga the Death Charmer
2483----
2484* HighPriest: As the high priestess of Barnabas' faith, Jaga-Jaga commands greater power and influence than nearly any other living gatorman, with the possible exception of Calaban.
2485* ImprobableWeaponUser: Her weapon is an undead snake
2486
2487!! Lord Carver, BMMD, Esq. III
2488
2489Leader of the Thornfall Alliance, and Immoren's most unsubtle would-be conqueror.
2490
2491* AuthorityEqualsAsskicking
2492* BigBookOfWar: Carver has gone so far as to publish a book about how he intends to conquer the world: ''The Glorious Rise of the Mighty Lord Carver: In His Own Words''.
2493* OverlyLongName: His full name reads "Lord Carver, Bringer of Most Massive Destruction, Esquire III".
2494* PigMan
2495* SmallNameBigEgo: Part of his motivation for waging war is that the more civilized nations treat him like a regular mercenary captain, instead of the king amongst Farrow he thinks himself.
2496* TakeOverTheWorld: His end goal.
2497
2498!! Dr. Egan Arkadius
2499
2500Second-in-command of the Thornfall alliance, and Lord Carver's most (mis)trusted ally.
2501
2502* BadassLongcoat
2503* DeadlyDoctor
2504* EvilutionaryBiologist
2505* InstantSedation: One of the functions of his main weapon.
2506* MadDoctor: Was thrown out of the University of Corvis for his unethical experiments, altering the physiology of the Farrow.
2507* NotSoDifferentRemark: During their meeting, both Arkadius and Calaban remark that they are the more cerebral, distrusted advisors to the headstrong leaders of their faction, [[spoiler:who've recently found their advice ignored by their leaders in favor of the female Warlocks of their factions (in Carver's case, he's ignoring Arkadius' advice for caution in favor of bold actions to win the favor of Helga the Conqueror.]]
2508
2509!!Sturm & Drang
2510
2511An experiment by Arkadius to create a superior general by fusing two great Farrow leaders together.
2512
2513* FleshGolem: Essentially Frankenstein-ed together from two Farrow leaders, plus various other procine parts and machinery.
2514* GoneHorriblyRight: Created by Arkadius to be, essentially, a super-farrow. However, Sturm & Drang proved so powerful, and so difficult to control, that the Dr. had them both lobotomized, inducing dementia in Sturm and causing Drang to devovle to simple-minded psychosis.
2515
2516!!Midas
2517
2518A Farrow Bonegrinder and Warlord, and one of the last to openly challenge Carver. After he was defeated, Carver invited him to join the Thornfall Alliance. Naturally, Midas accepted.
2519
2520* DefeatMeansFriendship: Joined Lord Carver and the Thornfall Alliance after Carver spared his life after their clash with eachother.
2521* ThePowerOfBlood: Bonegrinders make us of all possible remains of their enemies in their spellcasting and fetish crafting. The more fresh (and thus bloodier) the better.
2522
2523!!Helga, the Conqueror
2524
2525Another farrow warlord, she is odd among her species because she instills discipline in her troops, rather than having them act like a barbarian horde.
2526
2527* SoldierVsWarrior: Helga and her troops are the Soldiers to the rest of the Thornfall Alliance's Warriors. Where Lord Carver and his horde act like a disorganized mob, Helga has tried to turn her forces into a more coordinated army, with drills and marching formations.
2528
2529[[/folder]]
2530
2531!Gods
2532[[folder:In General]]
2533Immoren is home to many deities, each of which are active in the setting. With the arrival of the Infernals of the Nonokrian Order and the initiation of their Claiming, many of the gods have summoned Archons, supernatural champions sent into battle by the gods themselves to aid mortals against the infernals.
2534
2535----
2536* EnemyMine: Regardless of their disagreements, all are united against the Infernals.
2537* HeavenVersusHell: Each of the gods has a very distinct agenda and values, and they often clash with each other. However, they do provide their followers with an afterlife, and shelter them from the Infernals. When the Infernals directly manifested on the mortal plains, the gods have even manifested their own angelic beings, the Archons, to aid their mortal followers against the Infernals.
2538* OurGodsAreDifferent: What they are remains an open mystery. They seem to be lifeforms that native to Urcaen. Some say they are kin to the infernals.
2539[[/folder]]
2540
2541[[folder:Cyriss]]
2542A relatively new goddess whose faith has only emerged in the last three hundred years. The Cult of Cyriss became known only when Men and dwarves began to build sophisticated machines and delve into new kinds of math and philosophy. Cyriss is a very secretive goddess, who seems to spend most of her time with overseeing the natural laws that govern the realm of science and engineering, though she will take action directly or through her followers when something threatens the natural order of things.
2543
2544Her followers believe that her will is revealed through studying mathematical formulae, and natural science, her mortal clergy spend much of their time studying the motions of the planets and advancing the sciences of mathematics and engineering. Her cults tend to be small and private affairs, attracting mainly philosophers, scientists, engineers and other members of the intelligentsia.
2545----
2546* AboveGoodAndEvil: A major focus of the Cult of Cyriss is to transcend common notions of morality.
2547* BrainUploading: Considered to be a divine work.
2548* GeniusLoci: Cyriss' celestial body is a whole constellation that would become the setting of ''TabletopGame/WarcasterNeoMechanika''.
2549* ThePlan: They followers of Cyriss seek to control ley lines and natural magical sites to power their Great Work of turning all of Immoren into a vessel in which Cyriss can manifest.
2550* SpannerIntheWorks: At the Battle of Hedge Hold, the ritual was reversed. Rather than bring Cyriss here, the ritual opened a portal to the Cyriss galaxy, to which various people could flee the Infernals. The descendants of these people would eventually set up the various factions that would spark the events of ''Warcaster Neo-Mechanika''.
2551[[/folder]]
2552
2553[[folder:Devourer Wurm]]
2554The Devourer Wurm is the spirit of raw, natural chaos, of nature red in tooth and claw. It no single form, and depicted as a wide variety of enormous monsters and distorted beasts. It is opposed to everything civilized, which makes it a particular enemy of Menoth. Many pair see a connection between the Devourer and Dhunia, and some even say they are two aspects of one entity.
2555
2556With the spread of science and civilization, there are no longer any large territories dedicated to the Devourer. Nevertheless, the Devourer has always drawn worshipers among many races, particularly those living in the wilds or of chaotic alignment.
2557----
2558* ChildByRape: According to many tales, the Devourer Wurm became father of all life on Caen by forcing himself upon Dhunia. Many of these tales say that Dhunia, tired of the abuse, eventually brought forth Menoth to hunt the Devourer Wurm and give Dhunia some respite.
2559* DestroyerDeity: Feared to be so by the Cirlce Oroboros, and the Menites.
2560* EternalRecurrence: A more generous interpretation of what it is. According to its believers, the Devourer Wurm clears out the stagnant, creating room for new growth.
2561* GaiasVengeance: One possible interpretation, at least among his worshippers.
2562* GodCouple: Many cults connect the Devourer Wurm with Dhunia. To followers, Dhunia is seen as "Mother" and in dichotomy, the Devourer Wurm is seen as "Father".
2563* GodOfChaos: Specifically of the natural world, free of any civilization.
2564* TheMaker: According to its followers, the Devourer Worm gave shape to the world and brought forth life.
2565* MakerOfMonsters: The Devourer is credited for creating many of the monsters that plague the humanity.
2566* NatureIsNotNice: The Wurm is revered in the wild places by those who have forsaken civilisation. It is the restless spirit of dark forests, the harsh indifference of hostile landscapes, the feral violence of wild animals, and the raw fury of barbarian berserkers. There's a reason why so many humans abandoned the Devourer Wurm for Menoth.
2567* NatureSpirit: In particular, of the harsh predatory aspects of nature, distinguished from Dhunia, who tends to embody the more nuturing and life-affirming aspects.
2568* OrderVsChaos: The chaos to Menoth's order. Even adherents to other faiths recognize the struggle between Menoth and the Devourer.
2569[[/folder]]
2570
2571[[folder:Dhunia]]
2572Dhunia is the goddess of life itself, of Caen, of the seasons, and of the cycle of birth, death, and rebirth. Always been a distant and mysterious goddess, she nevertheless advocates community and defense of family. Although not typically associated with violence, many of her shamans are also accomplished warriors.
2573
2574She has been worshipped by nonhuman races since time immemorial. Her shrines are plentiful at the edges of civilization, and some are quite impressive. Those few found in cities are only ever found in the areas dominated by trollkin, gobbers and ogrun.
2575----
2576* ChildByRape: Many mythologies say that Dhunia gave birth to life when the the Devourer Wurm forcibly impregnated her. Those same tales say that Menoth was created by Dhunia to protect her from the Devourer Wurm.
2577* GaiasVengeance: When she is angry
2578* GodCouple: Dhunia is often paired with the Devourer Wurm. Many cults connect the Devourer Wurm with Dhunia. To followers, Dhunia is seen as "Mother" and in dichotomy, the Devourer Wurm is seen as "Father".
2579* GoodIsNotSoft: Although she is often depicted as a nurturing goddess, Dhunia's wrath can be great, especially when roused against those who harm her chosen people or threaten Caen itself.
2580* MotherNature: Dhunia is the goddess of life, Caen and the seasons, as well as the cycle of birth, death and rebirth.
2581* NatureSpirit: In particular, of the more nurturing, life-afforming aspects of nature, especially when compared to the Devourer Wurm.
2582[[/folder]]
2583
2584[[folder:Menoth]]
2585Menoth was the (original) God of Humanity, and is normally depicted as a masked man towering over his worshippers. A primal god whose worship coincides with the invention of written human history on Caen, the worship of Menoth was once the most widespread faith among humanity, but has steadily been declining and supplanted by other faiths. Followers, known as Menites, are expected to adhere to strict commandments laid ou in the ''Canon of the True Law'', deviation from which is to be severely punished. While the faith has been forced to change over time, one primary edict is that Menoth wants humanity to bring law and order to the rest of creation. For that piety, however, he protects Man from the wilds and the predations of the Devourer Wurm in all its forms. The faithful are said to join Menoth in the City of Man in Urcaen, to serve in his ranks for eternity.
2586----
2587* AntiMagic: Menoth suppressed the divine spark in humanity, denying them access to Arcane magic. His followers likewise tend to have a very negative view on mages and are practitioners of arcane magic.
2588* ArchEnemy: Historically, Menoth's enemy has been the Devourer Wurm.
2589* ClassicalHunter: He is said to spend his days hunting the beasts of the Devourer Wurm. According to the Dhunians, Dhunia wished a reprieve from the Wurm and so fostered a great hunter from the greatest of her children, which became Menoth, who was set upon the task of hunting the Devourer who had repeatedly ravaged her
2590* EthnicGod: Menoth is credited with the creation of humanity and tied strongly to humans. It is extremely difficult for members of races other than mankind to be accepted by Menites. Even the zealous and intolerant Protectorate has no objection to Rhulfolk or Iosans, as neither are part of Menoth's plans. Dhunian races are tolerated as long as their people are respectful and show no indications of being servants of the Wurm.
2591* HunterOfMonsters: A god who spends his time hunting the Devourer Wurm and its predatory offspring.
2592* GodOfOrder: Both in its positive connotations (structure and civilization), and its negative associations (oppression and total control).
2593* GoodIsNotNice: Supporters liken Menoth to a stern father who does not want to baby his children. Menoth and his followers do work to protect civilizations from the beasts of the Devourer Wurm, as well as the infernals, but such methods often include harsh punishment and torture for even the slightest disagreement.
2594* JerkassGod: Critics have often accused Menoth of being a cruel and uncaring tyrant. This is one of the reasons why his faith is no longer as widespread as it once was. Many of Menoth's recorded actions are certainly perceived be perceived in a negative light.
2595** According to some, Menoth did not even intentionally make humanity. Humans just sprang up in his shadow while he was walking the earth fighting the Devourer Wurm.
2596** When humanity was first created, Menoth suppressed humanity's divine spark, denying humanity access to Arcane Powers.
2597** The Grymkin are lead are lead by the Defiers, five humans who were banished to the wilds of Urcaen for refusing Menoth's law. Their wills were so strong that they each unlocked the divine spark within themselves and became demigods, and they have dedicated themselves to opposing Menoth and punishing his creation, which they see as corrupt and wicked.
2598** The faiths of Morrowism and Thamarism started out as rebellions against the oppressive rule of the Menite priests. While Menoth preached absolute obedience, the Twins Morrow and Thamar preached that anyone could achieve divinity. Eventually, Morrowism became the most popular faith among humanity, supplanting Menoth.
2599* TheMaker: Widely accepted as teh creator of humanity, even by rival and antagonistic faiths. Menites also view Menoth as the self-begotten creator of all reality, a claim that other faiths strongly disagree with.
2600* OrderVsChaos: Firmly on the side of Order.
2601* PetTheDog: Nevertheless, Menoth is credited with have some positive aspects.
2602** He did give humanity fire, and writing, and the first steps towards civilization.
2603** He does grant loyal followers an afterlife at his side, and protects their souls from predations in Urcaen.
2604** When both Thamar and Morrow ascended, he recognized them both and permitted them a place in Urcaen.
2605** He sent archons to help defend mortals from the Claiming of the infernals.
2606[[/folder]]
2607
2608[[folder:The Twins]]
2609According to what history remains, around 1930 BR, a pair of twins were born at the city of Caspia. Raised in a time when Menite priest-kings oppressively ruled all aspects of humanity, both eventually found ways of transcending mortality and ascending to godhood. However, Morrow preached ascension via benevolence and selflessness, while Thamar preached pragmatism and selfishness. Nevertheless, their emphasiss on individualism that drew the ire of the hierarchical Menites. The two joined forces and together overthrew the priest-king of Caspia. Thamar betrayed and killed Morrow, who at death ascended to divinity. When Morrow's followers struck Thamar down in revenge, she too became divine.
2610
2611Today, the two Twins are collectively referred to as the Gods of Humanity. Despite their vast differnces regarding morality, the philosophy of self-ascension shared by both Morrowans and Thamarites has made the two gods so popular that the Twins are now considered in the eyes of many to have supplanted Menoth. Many mortals follow in their footsteps, and a very few have ascended, leaving their mortal shells behind. These ascendants of Morrow and scions of Thamar are revered as akin to patron saints.
2612----
2613* DeityOfHumanOrigin: Born to human parents, both siblings ascended to godhood upon their deaths. By proving that individual humans had the power to attain divinity, the Twins gave countless souls an alternative to the worship of Menoth.
2614* SiblingRivalry: Aside from Thamar stabbing Morrow in the back and killing him when he was mortal, the Twins have mutually opposed doctrines. While Thamar emphasizes selfishness and pragmatism, Morrow preaches that self-improvement and transcendence are achieved through selflessness and service to others.
2615
2616!!Morrow
2617
2618One of the Twins who found ascension through individual self-improvement, Morrow taught that transcending the limitations of the mortal life came through individual benevolence, charity, and selflessness.
2619
2620Like Thamar Morrow emphasizes the individual quest for self-improvement and transcendence from wordly bondage, but Morrow states this must be achieved by doing good works, being kind to one another, and selfless service to the common good. Those few who have successfully followed Morrow's path of ascending to divinity are known as the Ascendants of Morrow Overall, the Morrowan faith is the dominant religion of the Iron Kingdoms, with organized churches across all kingdoms, and is the state religion of Cygnar.
2621----
2622* AllLovingHero: Among all the gods, he is the most well-known for his compassionate and benevolent nature.
2623* EnemyMine: He is not averse to working with other, less savoury deities if he views it as necessary to protect his flock.
2624** When he and his sister ascended, by all accounts he agreed to focus on the mortal world so that Menoth could focus on his fight with the Devourer Wurm in Urcaen.
2625** When the Orgoth came, he agreed with Thamar's proposal to make a deal with the Infernals to grant humanity arcane powers.
2626* GodOfGood: Morrow emphasizes compassion and charity towards others, and teaches that the path to transcending the limitations of this world is through selfless service. Among all the deities, he seems to be the one primarily associated with compassion and acceptance.
2627* GoodIsNotSoft: He is not afraid to throw down when necessary. As a mortal, he was a warrior that led a campaign overthrew the priest-king of Morrow. Among his followers are paladins and battle chaplains.
2628* HealerGod: He is known as the Healing Teacher, and his clerics often specialize in some form of healing magic.
2629* LightIsGood: Yes it is, especially when compared to his sister Thamar. A lot of Morrowan imagery revolves around light.
2630* PatronSaint: A few mortals have managed to follow Morrow's path of Ascension and transcend the mortal world. These are known as the Ascendants of Morrow.
2631* TheRedeemer: To his sister's [[TheCorruptor corruptor]]
2632* TheTheocracy: The Sancteum, holy centre of the Morrowan religion, though located within the Cygnaran capital of Caspia, is a sovereign kingdom in its own right, and is not subject to the laws of Cygnar, although the Church is on good terms with the Crown.
2633
2634!!Thamar
2635
2636One of the Twins who found ascension through individual self-improvement, Thamar taught that transcending the limitations of the mortal life came through breaking the shackles of morality and pursuing self-interest.
2637
2638Like Morrow, Thamar preaches in the individual quest for self-improvement and transcendence from worldly bondage, but Morrow states this must be achieved by ruthlessly exploiting others, subverting establishmets for one's own gain, and the ruthless pursuit of personal power. Basically, the complete opposite of her brother. Those few who have successfully followed Thamar's path of ascending to divinity are known as the Scions of Thamar. Many of the activities carried out by Thamarites are criminal, so the faith is loosely organized by cults that tend to keep a very low-profile. Nevertheless, whether it be among ghettoes of the desperate, or the halls of the ambitious, the followers of Thamar can be found all over Immoren.
2639----
2640* TheCorruptor: Thamar delights in destroying innocence through corruption and vice. Her preferred targets of corruption are the priests of Morrow.
2641* DarkIsEvil: Especially in contrast to the light of Morrow. A lot of Thamarite imagery revolves around Darkness.
2642* DealWithTheDevil: In order to save humanity from the Orgoth, Thamar brokered a deal with the eldritch infernals that waited in the Outer Abyss, clawing at the edges of reality. She was able to wrest the Gift of Magic from them, but the price they demanded was terrible indeed. Centuries hence, they would come to claim their due—an event which the world now knows as the Claiming.
2643* FemmeFatale: Both as a mortal, and as a goddess. She is known as the Temptress, after all.
2644* FunctionalMagic: She gave humanity access to Arcane Magic.
2645* GodOfEvil: Pretty much, especially when compared to her brother Morrow. although Thamar's aim is to subvert established institutions for her own ends, not to destroy them outright.
2646* HotGod: Reputedly a strikingly beautiful woman as a mortal, Thamar was described as youthful and vigorous at the time of her Dark Ascension.
2647* IDidWhatIHadToDo: A firm believer in this attitude, and something she encourages in her followers. Thamar will never hesitate to make moral compromises to achieve her goals.
2648** For example, Thamar was the one who made the deal with the Nonokrian Order, selling out the Elven gods and promsing two-thirds of the souls of humanity, to give humanity, and her followers, the Gift of Magic to fight against the Orgoth.
2649* ItsAllAboutMe: She has an entire religion based around this.
2650* PragmaticVillainy:
2651** Her ultiamte aim is personal profit, not apocalyptic destruction. As such, she is adamantly opposed to outright destroying civilization.
2652** While she enjoys corrupting her brothers church, she will not destroy it. She knows that the Morrowans are far more tolerant to her followers than Menoth or other gods. Plus, she enjoys seducing her brothers priests the most.
2653** She also gave humanity Arcane magic to fight the Orgoth.
2654** Also, despite what many think, she is adamantly opposed to the Infernals. Her followers hunt down infernalist cults, and even sends her own angels, the Thamarite Archons, to fight the claiming.
2655** She also does take care of the souls of her faithful and protects them from Infernals. Otherwise, no one would follow her religion.
2656* PatronSaint: A few mortals have managed to follow Thamar's path of Ascension and transcend the mortal world. These are known as the Scions of Thamar.
2657* SociopathicHero: What her supporters view her as. While she advocates horrible crime and corruption, her actions do tend to benefit humanity and civilization.
2658* TheSociopath: She sure acted like it, and she encourages others to act that way too.
2659* TokenEvilTeammate: To her brother, and the other Civilized gods.

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