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* ArchEnemy: The Beastmen have a particular hatred of mankind for their civilization directly neighbouring the Old World's forests, and they feel [[EntitledBastard they have the right to the land mankind owns]]. Though in a sense this also counts as UnknownRival, as barring Middenland, most of humanity thinks them to be nothing more then [[TheUsualAdversaries a nuisance]], and secondary to the other problems mankind faces. They also have an heated eternal conflict with the Wood Elves as they frequently fight for control of the forests.

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* ArchEnemy: The Beastmen have a particular hatred of mankind for their civilization directly neighbouring the Old World's forests, and they feel [[EntitledBastard they have the right to the land mankind owns]]. Though in a sense this also counts as UnknownRival, as barring Middenland, most of humanity thinks them to be nothing more then than [[TheUsualAdversaries a nuisance]], and secondary to the other problems mankind faces. They also have an heated eternal conflict with the Wood Elves as they frequently fight for control of the forests.



* EvilMinions: Towards the Chaos Gods, even moreso then the Warriors, whom are the ''favored'' minions.

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* EvilMinions: Towards the Chaos Gods, even moreso then than the Warriors, whom are the ''favored'' minions.



** A close cousin of the Cygor is the Ghorgon, a nightmarish horror born from the dark forest. It takes the form of a mutated, giant bull-daemon, with multiple arms ending in giant blades they use to rip apart anything unlucky enough get near them and then shove their corpses whole into their mouths before devouring them. Even more insane then the most bloodthirsty Minotaur, a Ghorgon is driven to such lengths of bloodlust it will regularly de-populate an entire forest in its blood-rage. In-game, they act as powerful monster and cavalry hunters, lightning quick and damaging to the extreme, armor does nothing against them. They also regenerate as they kill units, and have the Bloodgreed special rule.

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** A close cousin of the Cygor is the Ghorgon, a nightmarish horror born from the dark forest. It takes the form of a mutated, giant bull-daemon, with multiple arms ending in giant blades they use to rip apart anything unlucky enough get near them and then shove their corpses whole into their mouths before devouring them. Even more insane then than the most bloodthirsty Minotaur, a Ghorgon is driven to such lengths of bloodlust it will regularly de-populate an entire forest in its blood-rage. In-game, they act as powerful monster and cavalry hunters, lightning quick and damaging to the extreme, armor does nothing against them. They also regenerate as they kill units, and have the Bloodgreed special rule.



* TinTyrant: Is a good deal more heavily armored then most other beastmen, the armor in question being the legendary '''Dark Mail''', which protects him from both physical and magical damage.

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* TinTyrant: Is a good deal more heavily armored then than most other beastmen, the armor in question being the legendary '''Dark Mail''', which protects him from both physical and magical damage.



* FragileSpeedster: While ''very'' fast with his rework, Malagor can also be ripped apart even quicker then before now that he's a flying target by archers.

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* FragileSpeedster: While ''very'' fast with his rework, Malagor can also be ripped apart even quicker then than before now that he's a flying target by archers.



* AxCrazy: To put it very mildly, and even crazier then other beastmen. Sanity and Morghur have never had even a passing acquaintance -- he normally gibbers rather than speaks, wanders aimlessly through the forests, and acts more as a force of mindless chaos than like anything with a brain, communicating only through explosive bursts of random magical violence. He doesn't lead his army so much as they follow wherever he roams.

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* AxCrazy: To put it very mildly, and even crazier then than other beastmen. Sanity and Morghur have never had even a passing acquaintance -- he normally gibbers rather than speaks, wanders aimlessly through the forests, and acts more as a force of mindless chaos than like anything with a brain, communicating only through explosive bursts of random magical violence. He doesn't lead his army so much as they follow wherever he roams.
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* ShootTheMessenger: His famous rampage started after he killed a daemon sent to offer him praise from one of the Gods of Chaos. It ended up working in his favor however, when said Chaos God ended up being [[WarGod Khorne]], [[YouGotGuts who was impressed by the bull's defiance]].

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* ShootTheMessenger: His famous rampage tranfromation started after he killed bit the head off of a daemon sent to offer him praise from one of the Gods of Chaos. It ended up working in his favor however, when said Chaos God ended up being [[WarGod Khorne]], [[YouGotGuts who was impressed by the bull's defiance]].
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* FantasticCasteSystem: Though by and large they function under AsskickingLeadsToLeadership, there is an internal hierarchy that they don’t break: Bestigors are at the top, followed by Gors, and then Ungors at the bottom. Even within those given castes, the size of one’s horns are a marking of authority, with famed and powerful Beastlords having massive, curling horns, while most Ungors having a couple of nubs at best. That being said, even if an Ungor ''were’’ to have good sized horns, no Gor would consent to serving them; at best, they'd just rank highly amongst the other Ungors.

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* FantasticCasteSystem: Though by and large they function under AsskickingLeadsToLeadership, there is an internal hierarchy that they don’t break: Bestigors are at the top, followed by Gors, and then Ungors at the bottom. Even within those given castes, the size of one’s horns are a marking of authority, with famed and powerful Beastlords having massive, curling horns, while most Ungors having a couple of nubs at best. That being said, even if an Ungor ''were’’ ''were'' to have good sized horns, no Gor would consent to serving them; them, as they are simply not strong enough; at best, they'd just rank highly amongst the other Ungors.
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* BeingEvilSucks: The moment they are born, the Beastmen belong, body and soul, to the Four Dark Gods, and are doomed to live a brutal, scorned, and likely brief existence. The smarter Beastmen seem to understand this, but also understand they can't do anything about it. Worse still, because the choice has been automatically taken out of their hands, their worship isn't considered very meaningful by the ''Dark Gods themselves'', which leads the Beastmen to be typically overlooked in favour of the Gods' human worshippers.

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* BeingEvilSucks: The moment they are born, the Beastmen belong, body and soul, to the Four Dark Gods, and are doomed to live a brutal, scorned, and likely brief existence. The smarter Beastmen seem to understand this, but also understand they can't do anything about it. Worse still, To compound matters, because the choice has been automatically taken out of their hands, their worship isn't considered very meaningful by the ''Dark Gods themselves'', which leads the Beastmen to be typically overlooked in favour of the Gods' human worshippers. The smarter Beastmen seem to understand this, but also understand that they can't do anything about it.

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* FantasticCasteSystem: Though by and large they function under AsskickingLeadsToLeadership, there is an internal hierarchy that they don’t break: Bestigors are at the top, followed by Gors, and then Ungors at the bottom. Even within those given castes, the size of one’s horns are a marking of authority, with famed and powerful Beastlords having massive, curling horns, while most Ungors having a couple of nubs at best (though even if an Ungor ‘’were’’ to have good sized horns, no Gor would consent to serving them).
* FantasyCounterpartCulture: Of the various "barbarian" tribes, or at least how "civilized" nations saw them, particularly when they sacked Rome.

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* FantasticCasteSystem: Though by and large they function under AsskickingLeadsToLeadership, there is an internal hierarchy that they don’t break: Bestigors are at the top, followed by Gors, and then Ungors at the bottom. Even within those given castes, the size of one’s horns are a marking of authority, with famed and powerful Beastlords having massive, curling horns, while most Ungors having a couple of nubs at best (though best. That being said, even if an Ungor ‘’were’’ ''were’’ to have good sized horns, no Gor would consent to serving them).
them; at best, they'd just rank highly amongst the other Ungors.
* FantasyCounterpartCulture: Of the various "barbarian" tribes, or at least how "civilized" nations saw them, particularly when they sacked Rome. References to them using wicker men for sacrifices, they're gathering around stone monoliths, and constant conflicts against a larger, more organized society, specifically bring to mind the darker accounts of the Celtic and Germanic peoples.



* ItCanThink: By and large, Beastmen are not especially bright, and what little language they do speak, they don't speak very well. But they are still more intelligent than others may give them credit for, and to underestimate them in that capacity is very dangerous.


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* SmarterThanYouLook: There is obviously no question that the Beastmen are savage and barbaric, and their animalistic appearance and behavior doesn't help. But they are far more intelligent than others give them credit for, and are capable of a deeper cunning than their actions may demonstrate. Indeed, most groups who underestimate them, inevitably end up regretting it.
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The Beastmen are playable in custom games, the Grand Campaign, and Mortal Empires (with the ''Call of the Beastmen'' DLC installed). With ''The Silence and the Fury'' DLC, the Beastmen became playable in the ''VideoGame/TotalWarWarhammerII'' ''Eye of the Vortex'' map. In ''VideoGame/TotalWarWarhammerIII'', they will be playable in the upcoming ''Immortal Empires'' combined mega-campaign for owners of ''I'', ''II'' and ''III''.

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The Beastmen are playable in custom games, the Grand Campaign, and Mortal Empires (with the ''Call of the Beastmen'' DLC installed). With ''The Silence and the Fury'' DLC, the Beastmen became playable in the ''VideoGame/TotalWarWarhammerII'' ''Eye of the Vortex'' map. In ''VideoGame/TotalWarWarhammerIII'', they will be are playable in the upcoming ''Immortal Empires'' combined mega-campaign for owners of ''I'', ''II'' and ''III''.
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* BasiliskAndCockatrice: ''Shadows of Change'' adds the Cockatrice, a Chaos-warped avian GiantFlier whose "[[BrownNote petrifying gaze]]" ability passively reduces the melee attack and speed of nearby enemies by 10%. When it dies, the cockatrice's powers [[HoistByHisOwnPetard turn against itself]], as it falls to earth and shrivels into [[TakenForGranite an inert stone statue]].

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* BasiliskAndCockatrice: ''Shadows of Change'' adds the Cockatrice, a Chaos-warped avian GiantFlier whose "[[BrownNote "[[BrownNoteBeing petrifying gaze]]" ability passively reduces the melee attack and speed of nearby enemies by 10%. When it dies, the cockatrice's powers [[HoistByHisOwnPetard turn against itself]], as it falls to earth and shrivels into [[TakenForGranite an inert stone statue]].
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* BasiliskAndCockatrice: ''Shadows of Change'' adds the Cockatrice, a Chaos-warped avian GiantFlier whose "[[BrownNote petrifying gaze]]" ability passively reduces the melee attack and speed of nearby enemies by 10%. When it dies, the cockatrice's powers [[HoistByItsOwnPetard turn against itself]], as it falls to earth and shrivels into [[TakenForGranite an inert stone statue]].

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* BasiliskAndCockatrice: ''Shadows of Change'' adds the Cockatrice, a Chaos-warped avian GiantFlier whose "[[BrownNote petrifying gaze]]" ability passively reduces the melee attack and speed of nearby enemies by 10%. When it dies, the cockatrice's powers [[HoistByItsOwnPetard [[HoistByHisOwnPetard turn against itself]], as it falls to earth and shrivels into [[TakenForGranite an inert stone statue]].
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* BasiliskAndCockatrice: ''Shadows of Change'' adds the Cockatrice, a Chaos-warped avian GiantFlier whose "[[BrownNote petrifying gaze]]" ability passively reduces the melee attack and speed of nearby enemies by 10%. When it dies, the cockatrice's powers [[HoistByItsOwnPetard turn against itself]], as it falls to earth and shrivels into [[TakenForGranite an inert stone statue]].

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* AnimalisticAbomination: The Incarnate Elemental of Beasts, added in ''Shadows of Change'', is an AnthropomorphicPersonification of the [[BackgroundMagicField Amber Wind]] that resembles a giant-sized bestial humanoid with a fleshless bear-[[SinisterDeerSkull deer]] SkullForAHead.

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* AnimalisticAbomination: The Incarnate Elemental of Beasts, added in ''Shadows of Change'', is an AnthropomorphicPersonification of the [[BackgroundMagicField Amber Wind]] that resembles a giant-sized bestial humanoid with a fleshless bear-[[SinisterDeerSkull [[BearsAreBadNews bear]]-[[SinisterDeerSkull deer]] SkullForAHead.


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* DeflectorShields: Tzaangors added by ''Shadows of Change'' have the "barrier" mechanic from the Daemons of Tzeentch, providing them with a secondary health bar that replenishes when the unit isn't taking damage.
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Beastmen can also use it in the Shadows of Change DLC.

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* AnimalisticAbomination: The Incarnate Elemental of Beasts, added in ''Shadows of Change'', is an AnthropomorphicPersonification of the [[BackgroundMagicField Amber Wind]] that resembles a giant-sized bestial humanoid with a fleshless bear-[[SinisterDeerSkull deer]] SkullForAHead.
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* FantasticCasteSystem: Though by and large they function under AsskickingLeadsToLeadership, there is an internal hierarchy that they don’t break: Bestigors are at the top, followed by Gors, and then Ungors at the bottom. Even within those given castes, the size of one’s horns are a marking of authority, with famed and powerful Beastlords having massive, curling horns, while most Ungors having a couple of nubs at best (though even if an Ungor ‘’were’’ to have good sized horns, no Gor would consent to serving them).
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Wrong entry


* WhipOfDominance: He is a Skaven [[TheBeastmaster Master Mutator]] whose unique weapon is the [[NamedWeapons Whip of Domination]], a special whip made from Minotaur-hide and cured in Troll digestive juices, that causes a drop in Leadership for the victim. He uses it both as a weapon and to control his [[BeastOfBattle mutated beasts]].

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* WhipOfDominance: He is a Skaven [[TheBeastmaster Master Mutator]] whose unique one of the most ruthless Beastlords among the Beastman and has complete dominance of his tribe, and appropriately his personal weapon is a barbed lash named Scourge. It is said that the [[NamedWeapons Whip mere sight of Domination]], a special his whip made from Minotaur-hide has stayed the hands of other Beastmen and cured in Troll digestive juices, that causes a drop in Leadership for the victim. He uses it both as a weapon and to control prevented infighting amongst his [[BeastOfBattle mutated beasts]].horde.
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By TRS decision Whip It Good is now a disambiguation page. Moving entries to appropriate tropes when possible.


* WhipItGood: '''Scourge''', a many-tailed whip capable of applying a wide range of poison debuffs to Khazrak's enemies.

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* WhipItGood: '''Scourge''', WhipOfDominance: He is a many-tailed Skaven [[TheBeastmaster Master Mutator]] whose unique weapon is the [[NamedWeapons Whip of Domination]], a special whip capable of applying made from Minotaur-hide and cured in Troll digestive juices, that causes a wide range of poison debuffs drop in Leadership for the victim. He uses it both as a weapon and to Khazrak's enemies.control his [[BeastOfBattle mutated beasts]].
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* GameplayAndStorySegregation: Despite being known as the lord of the Drakwald, Khazrak starts the main campaign in Estalia, a region that lorewise has almost no Beastmen in it at all due to distance from the Polar Gates. The Drakwald is instead the start location of Morghur.

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* GameplayAndStorySegregation: Despite being known as the lord of the Drakwald, Khazrak starts the main campaign in Estalia, a region that lorewise has almost no Beastmen in it at all due to distance from the Polar Gates. The Drakwald is instead the start location of Morghur. Averted for the third game's ''Immortal Empires'', which finally puts Khazrak near Middenheim.
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* ItCanThink: While they're still not the brightest in the world, they are more cunning and intuitive than most give them credit for.

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* ItCanThink: While they're still By and large, Beastmen are not the brightest in the world, especially bright, and what little language they do speak, they don't speak very well. But they are still more cunning and intuitive intelligent than most others may give them credit for.for, and to underestimate them in that capacity is very dangerous.
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[[center: [-[[{{Characters/TotalWarWarhammer}} Main characters index]] | [[Characters/TotalWarWarhammerTheEmpire The Empire of Man]] | [[Characters/TotalWarWarhammerTheKingdomOfBretonnia The Kingdom of Bretonnia]] | [[Characters/TotalWarWarhammerTheTzardomOfKislev The Tzardom of Kislev]] | [[Characters/TotalWarWarhammerTheEmpireOfGrandCathay The Empire of Grand Cathay]] | [[Characters/TotalWarWarhammerTheDwarfenKingdoms The Dwarfen Kingdoms]] | [[Characters/TotalWarWarhammerTheHighElves The High Elves]] | [[Characters/TotalWarWarhammerTheDarkElves The Dark Elves]] | [[Characters/TotalWarWarhammerTheWoodElves The Wood Elves]] | [[Characters/TotalWarWarhammerTheLizardmen The Lizardmen]] | [[Characters/TotalWarWarhammerTheVampireCounts The Vampire Counts]] | [[Characters/TotalWarWarhammerTheTombKings The Tomb Kings]] | [[Characters/TotalWarWarhammerTheVampireCoast The Vampire Coast]] | [[Characters/TotalWarWarhammerTheDaemonsOfChaos The Daemons Of Chaos]] | [[Characters/TotalWarWarhammerTheWarriorsOfChaos The Warriors of Chaos]] | [[Characters/TotalWarWarhammerTheNorscanTribes The Norscan Tribes]] | '''The Beastmen''' | [[Characters/TotalWarWarhammerTheGreenskins The Greenskins]] | [[Characters/TotalWarWarhammerTheSkaven The Skaven]] | [[Characters/TotalWarWarhammerTheOgreKingdoms The Ogre Kingdoms]] ]]-]

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[[center: [-[[{{Characters/TotalWarWarhammer}} Main characters index]] | [[Characters/TotalWarWarhammerTheEmpire The Empire of Man]] | [[Characters/TotalWarWarhammerTheKingdomOfBretonnia The Kingdom of Bretonnia]] | [[Characters/TotalWarWarhammerTheTzardomOfKislev The Tzardom of Kislev]] | [[Characters/TotalWarWarhammerTheEmpireOfGrandCathay The Empire of Grand Cathay]] | [[Characters/TotalWarWarhammerTheDwarfenKingdoms The Dwarfen Kingdoms]] | [[Characters/TotalWarWarhammerTheHighElves The High Elves]] | [[Characters/TotalWarWarhammerTheDarkElves The Dark Elves]] | [[Characters/TotalWarWarhammerTheWoodElves The Wood Elves]] | [[Characters/TotalWarWarhammerTheLizardmen The Lizardmen]] | [[Characters/TotalWarWarhammerTheVampireCounts The Vampire Counts]] | [[Characters/TotalWarWarhammerTheTombKings The Tomb Kings]] | [[Characters/TotalWarWarhammerTheVampireCoast The Vampire Coast]] | [[Characters/TotalWarWarhammerTheDaemonsOfChaos The Daemons Of Chaos]] | [[Characters/TotalWarWarhammerTheWarriorsOfChaos The Warriors of Chaos]] | [[Characters/TotalWarWarhammerTheNorscanTribes The Norscan Tribes]] | [[Characters/TotalWarWarhammerTheChaosDwarfs The Chaos Dwarfs]] | '''The Beastmen''' | [[Characters/TotalWarWarhammerTheGreenskins The Greenskins]] | [[Characters/TotalWarWarhammerTheSkaven The Skaven]] | [[Characters/TotalWarWarhammerTheOgreKingdoms The Ogre Kingdoms]] ]]-]
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Asskicking Leads To Leadership is the new name of the trope.


* AsskickingEqualsAuthority: Beastmen leadership is almost always decided by who is the strongest and most powerful. ''Any'' sign of weakness is usually met with a dagger to the back, or an axe to the skull. The only reason that most Minotaurs don't dominate these contests is that they're literally too stupid to bother, but the Doombulls accordingly reign supreme when they show up.

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* AsskickingEqualsAuthority: AsskickingLeadsToLeadership: Beastmen leadership is almost always decided by who is the strongest and most powerful. ''Any'' sign of weakness is usually met with a dagger to the back, or an axe to the skull. The only reason that most Minotaurs don't dominate these contests is that they're literally too stupid to bother, but the Doombulls accordingly reign supreme when they show up.



* HandicappedBadass: One eye has been hacked out by Todbringer's Runeblade, leaving a pus and blood-weeping hole. Despite this, he is still a deadly warrior -- the fact he survives at all in the [[AsskickingEqualsAuthority brutal]] [[MightMakesRight culture]] of Beastmen is proof of that.

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* HandicappedBadass: One eye has been hacked out by Todbringer's Runeblade, leaving a pus and blood-weeping hole. Despite this, he is still a deadly warrior -- the fact he survives at all in the [[AsskickingEqualsAuthority [[AsskickingLeadsToLeadership brutal]] [[MightMakesRight culture]] of Beastmen is proof of that.
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an axe to grind was disambiguated. This example isn't actually a trope.


* AnAxeToGrind: Like their fellow Chaos followers, the Warriors of Chaos, they heavily favour axe weapons, wielding hatchets, great axes, and occasionally, polearms.



* AnAxeToGrind: He carries [[DualWielding two of them]], known as the '''Rune-Tortured Axes'''. Both of them are [[FlamingSword on fire]], and when he uses them it gives him a massive boost to damage alongside flaming attacks.
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* WeakButSkilled: Ungors are the weakest of their kind, translated as their models having nothing above 3 in stats except leadership and movement. On the other hand, they are crucial to the Beastmen because they can actually do stuff with their hands, like tending to the weapons or building structures. It translates as their ability to use bows, and Ungor Raiders are one of the rare shooting units in the faction.

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* WeakButSkilled: Ungors are the weakest of their kind, translated as their models having nothing above 3 30 in stats except leadership and movement. On the other hand, they are crucial to the Beastmen because they can actually do stuff with their hands, like tending to the weapons or building structures. It translates as their ability to use bows, and Ungor Raiders are one of the rare shooting units in the faction.
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* AnnoyingArrows: Morghur starts the game with a massive 75% missile resistance and can easily boost it beyond that, becoming all but impervious to ranged attacks.
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* EliteMook: The Beastmen brings forth the Bestigor Herds, their biggest and meanest cloven freaks that are not minotaurs. Though they may not be as heavily armored as many other elite mooks from the other factions, they make up for it in greater speed and mobility, able to outrun many other equivalents from their foes. They also double as HeavilyArmoredMook, as they're the only unit in the Beastman roster besides Minotaurs that carry heavy plate, and have high-ish armor ratings.

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* EliteMook: The Beastmen brings forth EliteMooks: Bestigors, the Bestigor Herds, their biggest and meanest of the cloven freaks that ones apart from Minotaurs. While they are not minotaurs. Though they may not be quite as heavily armored as many other elite mooks similar units from the other factions, they make up for it in greater speed and mobility, able to outrun many other equivalents from their foes. They also double as HeavilyArmoredMook, as they're the only unit in the Beastman roster besides Minotaurs that carry heavy plate, and have high-ish armor ratings.
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* FantasyCounterpartCulture: Of the various "barbarian" tribes, or at least how "civilized" nations saw them, particularly when they sacked Rome.
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Up To Eleven is a defunct trope


* AxCrazy: You thought the Norscans were bad? Think again. Because of their tainting by Chaos, each and every Beastman is a boiling volcano of psychotic, feral rage filled with a desire to see any trace of civilization they come across burned to the ground. The Minotaurs take this UpToEleven, as they go into unstoppable rampages soon as they smell blood, referred to as the Bloodgreed.
** If the Minotaurs are this UpToEleven, then the ''Ghorgon'' is '''beyond''' that, a psychotic bull-daemon in the flesh, that lives only to rend and tear everything they come across.

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* AxCrazy: You thought the Norscans were bad? Think again. Because of their tainting by Chaos, each and every Beastman is a boiling volcano of psychotic, feral rage filled with a desire to see any trace of civilization they come across burned to the ground. The Minotaurs take this UpToEleven, as they go into unstoppable rampages soon as they smell blood, referred to as the Bloodgreed.
** If the Minotaurs are this UpToEleven, then the The ''Ghorgon'' is '''beyond''' that, a psychotic bull-daemon in the flesh, that lives only to rend and tear everything they come across.



** Taken UpToEleven with his special stance, "Despoiler" which causes everyone in the region to take constant attrition! Meaning Morghur is so defiled and corrupted he causes the very land to turn foul and ''begin to attack people living there'' just from his unholy presence.

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** Taken UpToEleven with his His special stance, "Despoiler" which "Despoiler", causes everyone in the region to take constant attrition! Meaning Morghur is so defiled and corrupted he causes the very land to turn foul and ''begin to attack people living there'' just from his unholy presence.
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The Beastmen are playable in custom games, the Grand Campaign, and Mortal Empires (with the ''Call of the Beastmen'' DLC installed). With ''The Silence and the Fury'' DLC, the Beastmen became playable in the ''VideoGame/TotalWarWarhammerII'' ''Eye of the Vortex'' map.

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The Beastmen are playable in custom games, the Grand Campaign, and Mortal Empires (with the ''Call of the Beastmen'' DLC installed). With ''The Silence and the Fury'' DLC, the Beastmen became playable in the ''VideoGame/TotalWarWarhammerII'' ''Eye of the Vortex'' map.
map. In ''VideoGame/TotalWarWarhammerIII'', they will be playable in the upcoming ''Immortal Empires'' combined mega-campaign for owners of ''I'', ''II'' and ''III''.

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