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The Wind of Death blows strong over the Known World, and the dead do not rest easy; the curse of undeath is the natural result of the short lived humans' desire to achieve immortality. It was Nagash, the first and greatest of all Necromancers, who in his great fear of what laid beyond the realm of flesh first walked this damned path, developing the malign art of raising the dead to serve a master. Ever since, the Restless Dead have plagued the world, embittered by their cursed existence, beyond death but less than life, and ambitioning to rule over it for all eternity.

to:

The Wind of Death blows strong over the Known World, and the dead do not rest easy; the easy. The curse of undeath Undeath is the natural result of the short lived humans' desire to achieve immortality. It was Nagash, the first and greatest of all Necromancers, who in his great fear of what laid beyond the realm of flesh first walked this damned path, developing the malign art of raising the dead to serve a master. Ever since, the Restless Dead have plagued the world, embittered by their cursed existence, beyond death but less than life, and ambitioning to rule over it for all eternity.
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Ulrika only died in the End times, after the timframe of the games, at the time the game starts, Karl Franz‘s coronation Ulrika was alive and wouldn‘t die for two more decades.


* SparedByTheAdaptation: In the Gotrek and Felix book ''Kinslayer'', she's mercy killed by Felix after not feeding for a long time and being imprisoned. Here she's (un)alive and well.
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* CantKillYouStillNeedYou: When he approaches most of the given Legendary Lords in the third game, their first response is to kill him for various reasons, and even most of those who don't try not so subtly imply they'd like to. However, when the Advisor explains what he can help them accomplish, they (with varying degrees of reluctance) agree to spare him, if for no other reason than only he can plot a way through the maelstrom. The only one who may ''not'' need him, Kairos (being potentially able to unpick whatever spell binds the Adivsor to the book), decides not to when the head that sees the future realizes that Advisor's offer will bear fruit.
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Trope was cut/disambiguated due to cleanup


* DropTheHammer: Ogre Maneaters, so named for the epithet of the legendary Ogre mercenary Golgfag, wield massive two-handed hammers to fight other large units with.
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* StereotypeFlip: Champions of Tzeentch are typically schemers, scholars, and {{Squishy Wizard}}s before recieving boons from their God, but Aekold himself is a warrior through and through, extremely skilled with a blade, and a former knight of the Empire. He is more or less what you expecte a champion of ''Khorne'' to be, especially since he has a skill that grants him Frenzy when fighting against Empire factions.

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* StereotypeFlip: Champions of Tzeentch are typically schemers, scholars, and {{Squishy Wizard}}s before recieving receiving boons from their God, but Aekold himself is a warrior through and through, extremely skilled with a blade, and a former knight of the Empire. He is more or less what you expecte a champion of ''Khorne'' to be, especially since he has a skill that grants him Frenzy when fighting against Empire factions.
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* StereotypeFlip: Champions of Tzeentch are typically sorcerers, scholars, and {{Squishy Wizard}}s before recieving boons from their God, but Aekold himself is a warrior through and through, extremely skilled with a blade, and a former knight of the Empire. He is more or less what you expecte a champion of ''Khorne'' to be, especially since he has a skill that grants him Frenzy when fighting against Empire factions.
* TheTeamNormal: For Tzeentch factions, anyways. Aekold is one of the very few champions of Tzeentch who is explicitly ''not'' a spellcaster and, if playing as the Daemons of Tzeentch, will be your ''only'' character unable to use magic.

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* StereotypeFlip: Champions of Tzeentch are typically sorcerers, schemers, scholars, and {{Squishy Wizard}}s before recieving boons from their God, but Aekold himself is a warrior through and through, extremely skilled with a blade, and a former knight of the Empire. He is more or less what you expecte a champion of ''Khorne'' to be, especially since he has a skill that grants him Frenzy when fighting against Empire factions.
* TheTeamNormal: For Tzeentch factions, anyways. Aekold is one of the very few champions of Tzeentch who is explicitly ''not'' a spellcaster and, if playing as the Daemons of Tzeentch, will be your ''only'' Legendary character unable to use magic.
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spelling/grammar fix(es)


* WarriorPoet: Felix wanted to be a poet rather then take over the family business, which led to disastrous consequences (including his partnership with his Slayer companion). Even now, he's a frequent writer, even when not chronicling him and his friend's adventures. And of course, he has one hell of a sword arm.

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* WarriorPoet: Felix wanted to be a poet rather then than take over the family business, which led to disastrous consequences (including his partnership with his Slayer companion). Even now, he's a frequent writer, even when not chronicling him and his friend's adventures. And of course, he has one hell of a sword arm.
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Added the Tor Elithis Refugees.

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* TheRemnant: As their name implies, Tor Elithis Refugees are all that remains of the aforementioned Asur colony and their forces consist of High Elf units. They are ostensibly on the High Elves' side, but in practice they behave like any other Rogue Army.
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The Wind of Death blows strong over the Known World, and the dead do not rest easy; the curse of Undeath is the natural result of the short lived humans' desire to achieve immortality. It was Nagash, the first and greatest of all Necromancers, who in his great fear of what laid beyond the realm of flesh first walked this damned path, developing the malign art of raising the dead to serve a master. Ever since, the Restless Dead have plagued the world, embittered by their cursed existence, beyond death but less than life, and ambitioning to rule over it for all eternity.

to:

The Wind of Death blows strong over the Known World, and the dead do not rest easy; the curse of Undeath undeath is the natural result of the short lived humans' desire to achieve immortality. It was Nagash, the first and greatest of all Necromancers, who in his great fear of what laid beyond the realm of flesh first walked this damned path, developing the malign art of raising the dead to serve a master. Ever since, the Restless Dead have plagued the world, embittered by their cursed existence, beyond death but less than life, and ambitioning to rule over it for all eternity.
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None

Added DiffLines:


->'''Voiced by:''' Richard Summers-Calvert

Added: 26276

Changed: 17812

Removed: 25153

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!! Other

[[folder:The Advisor]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/advisor_twiii.png]]
[[caption-width-right:350:"As gods battle for the world's fate, I make my own humble contribution."]]
->'''Voiced by:''' Sean Barrett

A mysterious, elderly human who serves as an advisor to the player's selected faction. Is the narrator of most faction intros, tutorials and certain trailers.

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!! Other

[[folder:The Advisor]]
Multi-Faction Legendary Heroes

[[folder:Gotrek & Felix]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/advisor_twiii.png]]
[[caption-width-right:350:"As gods
org/pmwiki/pub/images/gotrek_headpile03_rainbow_1024x576.jpg]]
[[caption-width-right:350:''"My axe thirsts!"'']]
->'''Gotrek is voiced by: Creator/BrianBlessed'''
->'''Felix is voiced by:'''

Gotrek Gurnisson, a Dwarf Slayer, and Felix Jaeger, his Human chronicler, are a duo of warriors travelling throughout the length and breath of the Old World, battling Dark Forces and stopping plots in Gotrek's quest for a heroic death against a terrible foe. The adventures of these warriors have been written down in the series of books: "My Travels with Gotrek" by Master Felix Jaeger, which outlines Felix's many adventures with his maniacal comrade throughout many of their endeavours, recording everything till the day Gotrek has finally met his doom, and will finally be allowed to enter the halls of his ancestors.
\\\
The skills of these two heroes is near unequal in the known world, their deeds becoming near legendary in the eyes of many of their own people. Their exploits have led these two warriors to places only heard of in whispers and legend. Such extraordinary lands includes them taking an expedition to the far north, towards the ancient Lost Hold of Karag Dum, being teleported to the mysterious foggy swamp-lands of Albion, travelling to the scorching sand-encrusted palaces of Araby, and even going as far east as the great cities and spires of legendary Cathay itself. In these distant lands, Gotrek has cleaved a mighty toll of beast, monsters, and warriors alike, as he tries his greatest to find the glorious deaths that seems to elude him on every battlefield. Alongside this fearsome warrior travels a young poet and swordsmen by the name of Felix Jaeger. A black sheep of a rich mercantile family, this poet and writer had been with Gotrek for nearly 20 years, fighting alongside his maniacal companion as he writes down all of his mighty deeds within one of his many published and popular books.
\\\
Though sometimes considered vigilantes of the law, and sometimes having themselves locked up by the very people they tried to protect, such is the deeds these two have achieved in their twenty long years of battles after
battle that the Old World gives them a silent prayer of deliverance and thanks, for these two have done things no mortal has ever been able to accomplish in many generations, having defended many mighty cities like Nuln and Praag from utter destruction, saved entire Kingdoms from the claws of ruination, and felling mighty warlords of the northern wastes, who seek to bring the end of the world as we know it. The forces of evil they encounter during their journeys will always be stopped, for these two are almost unrivalled in combat, and are considered among the world's fate, I make my own humble contribution."]]
->'''Voiced by:''' Sean Barrett

A mysterious, elderly human who serves as an advisor to the player's selected faction. Is the narrator of
most faction intros, tutorials powerful heroes of this age, and certain trailers.many ages since.
\\\
The duo are the main characters of the long running series Literature/GotrekAndFelix.
\\\
Gotrek & Felix appear in the second game as a Legendary Lord and Hero (both Heroes in multiplayer) respectively, recruitable only to Empire, Bretonnian and Dwarf factions. They appear in the third game's ''Immortal Empires'' combined map, where they can also be recruited by Cathay and Kislev. Rather than being recruited conventionally, they can be hired for 30 turns before they depart to parts unknown once again, though they may always return later. Both the player and the AI can gain control of them.
\\\
They are available to download as of October 17th 2019 as FLC characters (For the Mortal Empires Campaign and Custom/Multiplayer Battles), but they could be received early to those who purchased the ''Magazine/WhiteDwarf'' issue of September 2019.



* ArtEvolution: In the third game, he gains a new model that makes him slightly younger with normal eyes. [[spoiler: After all, he's in a StealthPrequel. It only makes sense for him to be younger]].
* AscendedExtra: After being a secondary character in the first game, and TheArtifact in the second, the Advisor becomes the de-facto ''protagonist'' in ''Total War: Warhammer III'', in which the main campaign specifically follows his quest to be free from his pact with Tzeentch.
* ButtMonkey: In the third game's intros, he almost always gets mistreated and/or threatened by the Lord you're playing as before they eventually agree to accept his help. In fact, the only Lords who don't attack, threaten, or otherwise insult him are the Cathay Lords, Kislev's SecretCharacter Boris Ursus, Ku'gath and Kairos, and even in Kairos' case his past-seeing head advocates they just kill him and take the Tome of Fates for themself before the future-seeing head vetoes the idea.
* ContinuitySnarl: Subverted. He seems to have mysteriously come back to life in game three after having been killed in game one, which is only explained during the campaign endings. Game three [[spoiler:is actually a StealthPrequel, with the campaigns ending with the Advisor losing his sight to the Tome of Fates and being bound to Sarthorael's will]].
* TheCreon: Invoked. The Tome of Fates provides limitless knowledge, but is cursed to ensure that the bearer cannot use it to fulfil any of their own ambitions, which stops the Advisor from simply doing everything himself. To circumvent this, the Advisor uses the book to give valuable counsel to the rulers of powerful nations, so they will act in ways that ultimately benefit him.
* DealWithTheDevil: Has one with Tzeentch, which manifests itself as a TomeOfEldritchLore. In the third game he is [[FaustianRebellion actively trying to end this pact.]]
* DemotedToExtra: In the second game, [[MisterExposition he's merely a narrator]] and isn't implied to exist in-story at all.
* EvilChancellor: When playing as an evil faction, but especially when playing as the Warriors of Chaos in the first game, as he is a cultist of Tzeentch manipulating you at the behest of his patron, Sarthorael, who intends to overthrow Archaon the Everchosen.
* FaustianRebellion: The third game reveals that the Advisor regrets serving Tzeentch and resents the [[TheCreon curse]] of the Tome of Fates, and wishes to be freed. Fortunately, the TomeOfEldritchLore provides all the information he needs to hatch a plan. [[spoiler:Sadly, while he manages to escape from the Tome's curse, Tzeentch still keeps him from using the book by [[YankTheDogsChain taking away his sight]].]]
* GilliganCut: In the intro of a Katarin campaign, he realizes that the Kislevites believe Ursun to already be dead, and notes that he must be delicate when presenting his [[SaveYourDeity proposal]] to them. Cut to him getting encased in ice by Katarin, with the Ice Court outraged by what they believe to be a cruel, heretical joke.
* TheGoodChancellor: He advises you on managing your empire, teaches you to command your forces and encourages you to grow your empire and become a force to be reckoned with. In the third game, however, [[SubvertedTrope he's plainly shown to not be altruistic]] -- Part of the Tome of Fate's ironic curse is that he can only use it to further the ambitions of others, not himself. His biggest motivation for getting out of the his bond to the Tome is the hope that he'll be "free to profit from its secrets".
* HarmlessFreezing: [[DownplayedTrope Downplayed]] in one of the Kislev opening movies, where he comes out of a whole-body encasing in ice by the Tzarina none the worse for wear. It was only for a less than a minute though and she did make it clear that she was ''going'' to kill him with that before he convinced her not to.
* HeroicWillpower: In the "A Covenant with Chaos" trailer, he manages to reject the temptation of N'Kari -— one of the most powerful, corruptive, and conniving Daemons in existence.
* InexplicablyAwesome: No matter which leader you take, or how savage their race might be, he somehow talked his way into becoming their chief adviser and setting their objectives, often with barely a HandWave given. Being a sorcerer of Tzeentch with a Lord of Change perched on his shoulder might have something to do with it. The third game demystifies things a bit by giving him more focus, and showing his often-fraught first meetings with the various leaders, but much of the Advisor's personal history and motivations remain shrouded in mystery.
* LaserGuidedKarma: Once he's freed of the Tome of Fate's curse, he ''could'' have just put it down and walked away. But no, he had to try and use its power for his own desires, didn't he? And so Tzeentch, the god of ambition and knowledge, enslaves him once again.
* LateArrivalSpoiler: Promotional materials for the third game makes no secret of the fact that he was involved with Tzeentch in the first game.
* NiceJobFixingItVillain: He's aligned with Chaos, but pick one of the more benevolent factions and play well enough and his advice could end up contributing to the biggest defeats for Chaos in history. Then again, he is associated with [[ChronicBackstabbingDisorder Tzeentch]], whose schemes are both far-reaching and self-sabotaging.
* NominalHero: In Game 3. Yes, he can help Kislev rescue Ursun and stop the EndlessWinter, or help the dragons of Cathay find their lost sister, but he's still a sorcerer of Chaos and probably wouldn't be helping people if he wasn't cursed by Tzeentch to do so. In his own private monologue, he wants to break the curse so that he'll be "free to profit from (the Tome of Fates') secrets", [[AmbiguouslyEvil whatever that means]].
* NoNameGiven: His name is never revealed, and the game merely refers to him [[EveryoneCallsHimBarkeep by his role]].
* OhCrap:
** In the first game's Warriors of Chaos campaign, he realizes pretty quickly that Sarthorael intends to kill him, and spends his final moments pleading to be spared.
** Has another instance of this in the "[[https://youtu.be/dnIEzBpsfDE A Covenant with Chaos]]" trailer for game three, where he realizes that his pact with Tzeentch has made him attract the attention of other Chaos Gods. This cements his resolve to free himself from Tzeentch's grasp.
** In the Ogre Kingdoms introduction, the Advisor is on the verge of panic when Greasus Goldtooth brushes off his promises of power and orders him cooked, with the hungry tribe of ogres slowly closing in around him.
* PlayingBothSides: Since the Advisor is obviously just a source of tutorials and exposition there's [[BlatantLies no reason to be suspicious]] that every faction is advised by the same person.
* ProphetEyes: He has milk-white eyes in the first two games, but it appears he isn't visually challenged. In game three, he gets [[ArtEvolution a new model]] with normal eyes. [[spoiler:The third game is a prequel, however -- in the epilogue, he loses his sight upon being enslaved by Sarthorael, who inflicts it just as the Advisor attempts to read the Tome of Fate]].
* RavensAndCrows: He is accompanied by an albino raven. In the Warriors of Chaos campaign, it's actually Sarthorael in disguise. He goes without it in the third game, however, alluding to his desire to escape from Tzeentch's grasp. [[spoiler:Until the campaign reveals how the raven became his familiar in the first place, as it's set ''before'' the first game.]]
* SchrodingersGun:
** He'll only be revealed to work for a greater daemon in the Beastmen/Chaos campaigns. If you play as any of the other factions, he's simply the advisor he looks like. You may even get more of his advice ''after'' you banish Sarthorael and return the world to an age of peace.
** Whichever faction the player chooses in ''Warhammer III'' is the faction that he chooses to ally with for the sake of his quest to acquire Ursun's blood. How the other factions are still capable of entering the Chaos Realms without the Advisor's assistance is unstated, but surprising to the man himself.
* ShootTheMessenger: His negotiations with the various factions in the ''Realm of Chaos'' story are fraught with peril, with most of the playable characters threatening to kill him on the spot for one reason or another. Only Boris Ursus, the Cathayan dragons and Ku'gath Plaguefather accept the Advisor's bargain without antagonizing him first.
* TomeOfEldritchLore: He carries one called the Tome of Fate, symbolizing his pact with Tzeentch. It's a GreatBigBookOfEverything that contains knowledge unknown even to daemons, but like all things of Tzeentch it is cursed -- Specifically, the owner of the book is incapable of using it for personal gain, only being able to use it to help ''others''. For the Advisor, who made the pact out of personal ambition, it's a predicament he's keen to escape from.
* TheUnfought: The moment he reveals his true nature in the first game, Sarthorael kills him.
* WhamLine: In the first game's Warriors of Chaos campaign:
-->'''The Adviser:''' Your empire dominates all. Could you rival the gods themselves? I think not, fool! (EvilLaugh)
* WhamShot: He moves a piece of paper away to reveal a map of [[AscendedExtra Cathay]] during the ''Warhammer III'' reveal trailer.
* YankTheDogsChain: [[spoiler:At the conclusion of the ''Realm of Chaos'' campaign, the Advisor is freed from the curse of the Tome of Fate, enabling him to use it for his own gain... only for his eyes to suddenly cloud over and turn blind, [[AllForNothing leaving him unable to actually read the pages]]. To make matters worse, the white raven familiar he adopted speaks to him, revealing itself to be Sarthorael the Ever-watcher.]]
* YouHaveOutlivedYourUsefulness: In the same cutscene where the Adviser reveals his treachery during the Warriors of Chaos campaign, Sarthorael kills him, dismissing the old man as nothing more than a pawn of Tzeentch.
[[/folder]]

[[folder:The Narrator]]
[[quoteright:191:https://static.tvtropes.org/pmwiki/pub/images/tww3_narrator_portrait.png]]
%% [[caption-width-right:191:some caption text]]
The Advisor's replacement for the DownloadableContent of ''Total War: Warhammer III'', an unidentified woman who narrates story cutscenes and trailers.
----
* AndNowForSomeoneCompletelyDifferent: The factions of ''III'''s DLC campaigns have little to do with the race for Ursun that concerns the Advisor (and, if ''Champions of Chaos'' is any indication, all of them chronologically take place afterword), so their stories are narrated by this mysterious newcomer instead.
* DistaffCounterpart: To the Advisor.
* InTheHood: Her portrait introduced in ''Forge of the Chaos Dwarfs'' wears a black hood that conceals her features, with only her only distinguishing feature being a SingleTear-like facial marking.
* {{Narrator}}: Her role in ''Total War: Warhammer III'''s DLC campaigns. Unlike the Advisor before her, this lady exclusively narrates cutscenes and major story events, and has no presence in tutorial screens.
[[/folder]]

[[folder:Gotrek & Felix]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/gotrek_headpile03_rainbow_1024x576.jpg]]
[[caption-width-right:350:''"My axe thirsts!"'']]
->'''Gotrek is voiced by: Creator/BrianBlessed'''
->'''Felix is voiced by:'''

Gotrek Gurnisson, a Dwarf Slayer, and Felix Jaeger, his Human chronicler, are a duo of warriors travelling throughout the length and breath of the Old World, battling Dark Forces and stopping plots in Gotrek's quest for a heroic death against a terrible foe. The adventures of these warriors have been written down in the series of books: "My Travels with Gotrek" by Master Felix Jaeger, which outlines Felix's many adventures with his maniacal comrade throughout many of their endeavours, recording everything till the day Gotrek has finally met his doom, and will finally be allowed to enter the halls of his ancestors.
\\\
The skills of these two heroes is near unequal in the known world, their deeds becoming near legendary in the eyes of many of their own people. Their exploits have led these two warriors to places only heard of in whispers and legend. Such extraordinary lands includes them taking an expedition to the far north, towards the ancient Lost Hold of Karag Dum, being teleported to the mysterious foggy swamp-lands of Albion, travelling to the scorching sand-encrusted palaces of Araby, and even going as far east as the great cities and spires of legendary Cathay itself. In these distant lands, Gotrek has cleaved a mighty toll of beast, monsters, and warriors alike, as he tries his greatest to find the glorious deaths that seems to elude him on every battlefield. Alongside this fearsome warrior travels a young poet and swordsmen by the name of Felix Jaeger. A black sheep of a rich mercantile family, this poet and writer had been with Gotrek for nearly 20 years, fighting alongside his maniacal companion as he writes down all of his mighty deeds within one of his many published and popular books.
\\\
Though sometimes considered vigilantes of the law, and sometimes having themselves locked up by the very people they tried to protect, such is the deeds these two have achieved in their twenty long years of battles after battle that the Old World gives them a silent prayer of deliverance and thanks, for these two have done things no mortal has ever been able to accomplish in many generations, having defended many mighty cities like Nuln and Praag from utter destruction, saved entire Kingdoms from the claws of ruination, and felling mighty warlords of the northern wastes, who seek to bring the end of the world as we know it. The forces of evil they encounter during their journeys will always be stopped, for these two are almost unrivalled in combat, and are considered among the world's most powerful heroes of this age, and many ages since.
\\\
The duo are the main characters of the long running series Literature/GotrekAndFelix.
\\\
Gotrek & Felix appear in the second game as a Legendary Lord and Hero (both Heroes in multiplayer) respectively, recruitable only to Empire, Bretonnian and Dwarf factions. They appear in the third game's ''Immortal Empires'' combined map, where they can also be recruited by Cathay and Kislev. Rather than being recruited conventionally, they can be hired for 30 turns before they depart to parts unknown once again, though they may always return later. Both the player and the AI can gain control of them.
\\\
They are available to download as of October 17th 2019 as FLC characters (For the Mortal Empires Campaign and Custom/Multiplayer Battles), but they could be received early to those who purchased the ''Magazine/WhiteDwarf'' issue of September 2019.

----



[[folder:Rogue Armies]]
A type of faction introduced in the second game, Rogue Armies are independent horde forces that plague the New World, consisting of mercenaries from different races underneath one banner and unified by a similar theme and flavor -- as such, their armies can consist of units from different races' rosters. They primarily loot temples and wander the campaign map sacking and pillaging cities, but if they become strong enough they can settle down and become full-on factions in their own right. They can be either powerful enemies or strong allies depending on how the player interacts with them.

to:

[[folder:Rogue Armies]]
A type of faction introduced in
[[folder:Ulrika Magdova]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/ulrika_twwiii.jpg]]
[[caption-width-right:300:"Blood will sate me!"]]
->'''Voiced by:''' Aliona Baranova

Originally
the second game, Rogue Armies are independent horde forces that plague the New World, consisting daughter of mercenaries from different races underneath a Kislevite noble, Ulrika joined Gotrek and Felix in one banner and unified by a similar theme and flavor -- as such, of their armies can consist adventures to defend her motherland. She and Felix shared a short-lived romance, but any hopes of units reconciliation between them were forever dashed when she fell prey to a vampire, and then turned into one against her will. From then on, Ulrika served under a mistress from different races' rosters. They primarily loot temples and wander the campaign map sacking and pillaging cities, but if they become strong enough they can settle down and become full-on factions nefarious Lahmian Sisterhood, caught in their own right. They labyrinth of schemes and politics, but traces of her noble spirit still remained in her undead heart. Only time would tell if her humanity could resurface and bring the proud, loyal daughter of Kislev back to metaphorical life, or if she would fall into darkness completely, fit only to be hunted down as an enemy of the living.\\
\\
Released as a free addition to the ''VideoGame/TotalWarWarhammerIII''' ''3.0'' update if one had a Creative Assembly account, Ulrika is a Legendary Hero that
can be either powerful enemies or strong allies depending on how recruited by the player interacts with them.if they are playing as either the Empire or Kislev.



* AdaptationSpeciesChange:
** Amadri Ironbark, the leader of the Wrath of Nature, is based on a minor Wood Elf character mentioned in some background lore. In canon, he was an Asrai who was tortured to death by Daemonettes and returned as a Tree Kin. Here, he's an Ancient Treeman instead.
** Vashnaar, leader of Vashnaar's Conquest, is based on a canonical Chaos Lord that nearly conquered Lustria that happened to have Dark Elf mercenaries and a black dragon. Here, he's a Dark Elf Dreadlord who happens to have Chaos Warriors fighting for him.
* AssetActor: Some Rogue Armies use specific units to represent more generalized groups that, due to only featuring in one two Rogue Armies, don't merit dedicated models themselves. For instance, Morrslieb's Howlers use Empire flagellants, extreme devotees of the cult of Sigmar, to depict generic frenzied lunatics; a number of others use a mixture of Empire militia and Bretonnian peasant mobs to represent hordes of poorly armed pirates and brigands; and Amadri Ironbark, a wood elf-turned-tree kin in background lore, is depicted as a treeman due to there not being tree kin character options.
* TheBeastmaster:
** The Beastcatchas are led by a Night Goblin Beastmaster whose skill in taming monsters has gathered a nightmarish horde of Squigs, Warhounds, War Hydras and feral dinosaurs. To a lesser degree, the Black Spider tribe fields Bastiladons alongside Arachnarok Spiders.
** A dwarf warband, the Deathseekers, field ''captured squigs'', which are usually only used by Greenskins, as warbeasts.
* TheBrute: You have to deal with a whole army of them when the Boneclubba Tribe shows up. Black Orcs are, by a wide margin, their most intelligent representatives.
* CripplingOverspecialization: Their eclectic themed rosters often leave Rogue Armies very vulnerable to specific army builds or strategies. For instance, the Troll-Skullz, a horde of Giants, Greenskin Trolls, Chaos Trolls and Cygors, are very vulnerable to anything anti-large and will get shredded by a Slayer-heavy army.
* {{Cult}}: Morrslieb's Howlers, consisting of a mix of Skaven plague monks, Empire flagellants, fanatical night goblins, Chaos forsaken and a few related units, are themed around a fanatic cult dedicated to the Chaos moon.
* TheEngineer: The College of Pyrotechnics is a whole army of them fielding a variety of artillery and war machines.
* EqualOpportunityEvil: It's rather ironic that most interspecies armies in the history of the Warhammer world are either rogue or affiliated with the Dogs of War.
* GaiasVengeance: The Worldroot Rangers and Wrath of Nature are led by Elder Treemen who travel the world with an army of elven warriors in the former's case and forest spirits in the latter's.
* HellIsWar: In the third game, the rogue armies return as a fixture of [[FireAndBrimstoneHell the Realm of Khorne]], where they wage endless war for the amusement of the Blood God. In order to enter the Brass Citadel, the player needs to fight them and amass battle kills.
* TheHorde: What Rogue Armies often come across from the point of view of settled factions, being motley collections of barbarians, pirates, monsters and roving warmongers wandering their way through the world and waging war on whoever they encounter. Special mention goes to the Abominations, a mixed horde of monstrous Beastman units with Chaos Forsaken, Skaven monsters and ghouls thrown in for good measure, and Vashnaar's Conquest, a mixed warband of Chaos Warriors and Dark Elves waging war in the name of Chaos.
* KnightInShiningArmor:
** Subverted with the Scourge of Aquitaine, a rather sinister knightly order. The warband is composed of several units of Bretonnian Grail Knights, Royal Pegasi, and Knights of the Realm fighting alongside ''vampiric Blood Knights and Black Knights'' and led by a '''Vampire Lord''', implying they're from [[WretchedHive Mousillon.]]
** Played straight by Jerrod's Errantry Army, a group of Empire and Bretonnian Knights purging the land of evildoers.
* OurGhoulsAreDifferent: The Heirs of Mourkain consist mainly of Crypt Ghouls and Crypt Horrors, led by Strigoi Ghoul Kings.
* PrivateMilitaryContractors: Several Rogue Armies, such as Gerhardt's Mercenaries and Mengil's Manflayers, are themed as mercenary companies.
* RedAndBlackAndEvilAllOver: The color scheme of rogue armies is black, red and white. While they're decidedly neutral in the second game, they're implicitly evil in the third, where they reside in the Realm of Khorne and fight for the attention of the Blood God.
* RuthlessModernPirates: The various rogue pirate factions are poorly armed raiders that deploy mortars, free company militias, and peasant mobs.
* StuffBlowingUp: The College of Pyrotechnics consists almost entirely of Steam Tanks and Helstorm Rocket Batteries.
* TokenHeroicOrc: The Celestial Storm is a group of lightning worshipers whose ranks are taken from Lizardmen Warriors and ''Dragon Ogres'', who are normally Chaos-aligned.
* TheWildHunt: The Hunters of Kurnous are Wood Elves in service of the god of the hunt.
* ZombieApocalypse: What happens if the Wandering Dead gain a foothold, since they can only recruit low tier undead infantry and a few black knights.

to:

* AdaptationSpeciesChange:
** Amadri Ironbark, the leader of the Wrath of Nature, is based on
ActionGirl: She wouldn't be a minor Wood Elf character mentioned in some background lore. In canon, he was an Asrai who was tortured to death by Daemonettes and returned as legendary hero unit if she wasn't a Tree Kin. Here, he's an Ancient Treeman instead.
** Vashnaar, leader of Vashnaar's Conquest, is based on
major butt-kicking lady.
* BowAndSwordInAccord: Ulrika possesses both
a canonical Chaos Lord that nearly conquered Lustria that happened to have Dark Elf mercenaries bow and a black dragon. Here, he's a Dark Elf Dreadlord who happens sword, opting to have Chaos Warriors fighting for him.
* AssetActor: Some Rogue Armies use specific units to represent more generalized groups that, due to only featuring in one two Rogue Armies, don't merit dedicated models themselves. For instance, Morrslieb's Howlers use Empire flagellants, extreme devotees of the cult of Sigmar, to depict generic frenzied lunatics; a number of others use a mixture of Empire militia and Bretonnian peasant mobs to represent hordes of poorly armed pirates and brigands; and Amadri Ironbark, a wood elf-turned-tree kin in background lore, is depicted as a treeman due to there not being tree kin character options.
* TheBeastmaster:
** The Beastcatchas are led by a Night Goblin Beastmaster whose skill in taming monsters has gathered a nightmarish horde of Squigs, Warhounds, War Hydras and feral dinosaurs. To a lesser degree, the Black Spider tribe fields Bastiladons alongside Arachnarok Spiders.
** A dwarf warband, the Deathseekers, field ''captured squigs'', which are usually only used by Greenskins, as warbeasts.
* TheBrute: You have to deal with a whole army of
switch between them when as necessary.
* BreakingOldTrends: Ulrika is
the Boneclubba Tribe shows up. Black Orcs are, by a wide margin, their most intelligent representatives.
* CripplingOverspecialization: Their eclectic themed rosters often leave Rogue Armies very vulnerable to specific army builds or strategies. For instance, the Troll-Skullz, a horde of Giants, Greenskin Trolls, Chaos Trolls and Cygors, are very vulnerable to anything anti-large and will get shredded by a Slayer-heavy army.
* {{Cult}}: Morrslieb's Howlers, consisting of a mix of Skaven plague monks, Empire flagellants, fanatical night goblins, Chaos forsaken and a few related units, are themed around a fanatic cult dedicated to the Chaos moon.
* TheEngineer: The College of Pyrotechnics is a whole army of them fielding a variety of artillery and war machines.
* EqualOpportunityEvil: It's rather ironic that most interspecies armies in the history of the Warhammer world are either rogue or affiliated with the Dogs of War.
* GaiasVengeance: The Worldroot Rangers and Wrath of Nature are led by Elder Treemen
first Legendary Hero who travel the world with an army of elven warriors in the former's case and forest spirits in the latter's.
* HellIsWar: In the third game, the rogue armies return as a fixture of [[FireAndBrimstoneHell the Realm of Khorne]], where they wage endless war for the amusement of the Blood God. In order to enter the Brass Citadel, the player needs to fight them and amass battle kills.
* TheHorde: What Rogue Armies often come across from the point of view of settled
can be recruited by multiple factions, being motley collections of barbarians, pirates, monsters and roving warmongers wandering their way through in this case the world and waging war on whoever they encounter. Special mention goes to the Abominations, a mixed horde of monstrous Beastman units with Chaos Forsaken, Skaven monsters and ghouls thrown in for good measure, and Vashnaar's Conquest, a mixed warband of Chaos Warriors and Dark Elves waging war in the name of Chaos.
* KnightInShiningArmor:
** Subverted with the Scourge of Aquitaine, a rather sinister knightly order. The warband is composed of several units of Bretonnian Grail Knights, Royal Pegasi, and Knights of the Realm fighting alongside ''vampiric Blood Knights and Black Knights'' and led by a '''Vampire Lord''', implying they're from [[WretchedHive Mousillon.]]
** Played straight by Jerrod's Errantry Army, a group of
Empire and Bretonnian Knights purging the land of evildoers.
* OurGhoulsAreDifferent: The Heirs of Mourkain consist mainly of Crypt Ghouls
Kislev[[note]]Gotrek and Crypt Horrors, led by Strigoi Ghoul Kings.
* PrivateMilitaryContractors: Several Rogue Armies, such as Gerhardt's Mercenaries and Mengil's Manflayers,
Felix are themed as excluded from this due to their mercenary companies.
style mechanics.[[/note]]
* RedAndBlackAndEvilAllOver: The color scheme of rogue armies GlassCannon: As a Legendary Hero, Ulrika is black, red offensively a powerhouse between being able to attack from afar, in melee, and white. While they're decidedly neutral in use the second game, they're implicitly evil in lore of shadows. Defensively though, she doesn't have a lot of armor, so she can't take a lot of damage. Due to her vampire classification, she does have HP regen as long as her leadership is high, but without some attention, she can die quickly.
* HunterOfHisOwnKind: She really, REALLY hates vampires for her current state and
the third, where they reside in tragedies she had to experience after being given the Realm blood kiss. Even one of Khorne her promotional pics has her saddled on a horse while raising her blade to strike a Vampire Lord.
* MagicKnight: She is a fighter skilled with the rapier
and fight for the attention she is also a wizard of the Blood God.
lore of shadows.
* RuthlessModernPirates: The various rogue pirate factions are poorly armed raiders that deploy mortars, free company militias, SensualSlavs: An attractive kislevite ActionGirl.
* SparedByTheAdaptation: In the Gotrek
and peasant mobs.
* StuffBlowingUp: The College of Pyrotechnics consists almost entirely of Steam Tanks
Felix book ''Kinslayer'', she's mercy killed by Felix after not feeding for a long time and Helstorm Rocket Batteries.
being imprisoned. Here she's (un)alive and well.
* TokenHeroicOrc: The Celestial Storm is a group of lightning worshipers whose ranks are taken from Lizardmen Warriors and ''Dragon Ogres'', who are normally Chaos-aligned.
* TheWildHunt: The Hunters of Kurnous are Wood Elves in service
One of the god of few vampires in the hunt.
* ZombieApocalypse: What happens if
''Warhammer'' setting who is genuinely heroic rather than simply AffablyEvil (like Genevieve, a fellow vampire), evidenced by serving in the Wandering Dead gain a foothold, since they can only recruit low tier undead infantry rosters of both the Empire and Kislev.
* TookALevelInBadass: In the books Ulrika was
a few black knights.competent fighter. Unlike her book incarnation, she has access to the [[CastingAShadow Lore of Shadows]] which gives her a substantial edge along with her gear.



[[folder:Ogre Mercenaries]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/0dxdbq5a4v871.png]]
[[caption-width-right:350:The lads are ''hungry''...]]

Hailing from a now-destroyed land far to the east of the World's Edge Mountains, Ogres are big, fat, stupid and ''hungry''. Driven by a constant need to feed, Ogres roam the land in nomadic tribes feasting on anything they can get their meaty hands on, most of them concentrated in the snowy wastelands and mountains of the Darklands.

But some opt to venture beyond the confines of home to seek out a more robust life the world over. Travelling as individuals or in close-knit groups, these Ogres often take jobs as adventurers, mercenaries, bodyguards and monster hunters. The more they accomplish the more prestigious their careers, and the better the gifts and the stories they bring home with them.

A small subfaction added to the game as part of ''The Silence and the Fury'' DLC's patch. Ogre Mercenaries are available to all players through Total War Access.

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[[folder:Ogre Mercenaries]]
[[quoteright:350:https://static.
[[folder:Aekold Helbrass]]
[[quoteright:863:https://static.
tvtropes.org/pmwiki/pub/images/0dxdbq5a4v871.png]]
[[caption-width-right:350:The lads are ''hungry''...]]

Hailing from
org/pmwiki/pub/images/aekold_helbrass_twiii_0.PNG]]
[[caption-width-right:863: "All life ends!"]]
Once the finest swordsman of the Order of the Jade Griffon, Aekold fell to Tzeentch's clutches when he joined
a now-destroyed land far seemingly innocent secret society of scholars to learn more about Sigmar's teachings. This organization turned out to be a Chaos cult dedicated to the east of the World's Edge Mountains, Ogres are big, fat, stupid Great Conspirator, and ''hungry''. Driven before long Aekold was disowned by a constant need to feed, Ogres roam the land in nomadic tribes feasting on anything they can get their meaty hands on, most of them concentrated in the snowy wastelands everyone he loved and mountains of the Darklands.

But some opt to venture beyond the confines of home to seek out a more robust life the world over. Travelling as individuals or in close-knit groups, these Ogres often take jobs as adventurers, mercenaries, bodyguards and monster
hunted down by Imperial witch hunters. The more they accomplish He fled the more prestigious their careers, Empire to save himself but it quickly dawned on him that he had nothing else left to live for, save for the desire to learn the truth behind his ill fate. And so he wandered aimlessly towards Kislev and the better the gifts and the stories they bring home with them.

A small subfaction added
beyond, eventually journeying to the game Chaos Wastes to sate his obssession with knowledge, unknowingly leading himself to eternal damnation. The climax of his journey led to his rebirth as part Aekold Helbrass: a Chaos Champion of ''The Silence Tzeentch. Imbued by Tzeentch's unholy magics, Aekold now wants nothing more than to wreak vengeance on the Empire that unjustly condemned him and to deliver his new-found God's truth to the Fury'' DLC's patch. Ogre Mercenaries are available rest of the world... at swordpoint.\\
\\
Released as a free addition
to all players through Total War Access.the ''Videogame/TotalWarWarhammerIII'' 4.0 update if one had a Creative Assembly account, Aekold is a Legendary Hero recruitable by the Daemons of Chaos, Daemons of Tzeentch, and Warriors of Chaos.



* AboveGoodAndEvil: {{Inverted}}. Ogres are genuinely too unintelligent to understand morality beyond MightMakesRight.
* {{Acrofatic}}: They may be big and chunky, but Ogres are deceptively fast for their size. Footslogging Ogres move at a speed of 54, outpacing many other monstrous infantry units. Mournfang Cavalry move at a speed of 75, allowing them to keep pace with demigyphs.
* BewareTheSillyOnes:
** Ogres off the battlefield are usually thought of as nothing more than obese cretins with funny faces and no brains, heaving their giant bellies around town. Try thinking about that when a horde of Ogre smashes clean through your lines with extreme prejudice, cause a mass-route as they tear limbs clean off, and afterwards begin to messily, and literally ''devour your soldiers'' on the field. There's a ''reason'' they're in such high demand as mercenaries.
** This is especially true for the Maneaters. Sure, it is outright silly to see a massive slab of fat and muscle crudley dressed up as everything from a pirate, Tomb King, Vampire, Lizardman, Empire Guardsman and even [[https://1d4chan.org/wiki/File:Female_Ogre.png a tavern wench]], but these guys have traveled all around the world and seen far more battles than most of their kind could ever hope for while also showing quite the ability to adapt to nearly every kind of battle tactic despite their simple nature.
* BigEater: Pretty much their whole shtick. They eat everything they can find, seeking special delicacies. Their religion is founded upon such principles. It borders on HorrorHunger when one considers that the Ogres weren't that hungry originally, but the coming of the Great Maw influenced their psyche to feel a seemingly unending appetite.
* BlueAndOrangeMorality: Ogres are only really concerned with the practicalities of food and fighting, and don't care to split hairs about anything beyond how to get them. They'll work for any faction and fight for any cause, as long as the pay's good and the food's plenty.
* CarryABigStick: Regular Ogres go to battle with Clubs, either one or [[DualWielding two]].
* DropTheHammer: Ogre Maneaters, so named for the epithet of the legendary Ogre mercenary Golgfag, wield massive two-handed hammers to fight other large units with.
* EarlyBirdCameo: The Ogre Mercenaries made their debut as a final free DLC for ''VideoGame/TotalWarWarhammerII'', serving as a teaser for the Ogre Kingdoms' proper debut as ''VideoGame/TotalWarWarhammerIII'''s pre-order DLC.
* FantasyCounterpartCulture: ''Warhammer'''s ogres are heavily modeled on the Mongols with a bit of Ice Age flavored {{Prehistoria}}.
* FoeTossingCharge: All their units boast impressive Charge Bonuses. They also have the passive ability Ogre Charge, which makes it so when they charge a bracing unit of with Charge Defense vs. Large or All, they only lose half their Charge Bonus instead of all of it.
* GiantsKnifeHumansGreatsword: The pistols one Maneaters variant carries are big enough they could easily be used as rifles or small cannons by most other races.
* GoingNative: In lore, any Ogres that spend some time working with an army or within a region will start adopting their clothing and mannerism. In-game this is only represented by the maneaters wearing clothing and facial hair styled after the lands of the Empire.
* TheGunslinger: Ranged Ogre Maneaters are a large version of this, going to battle [[SwordAndGun with a weapon in one hand]] and a massive [[HandCannon Ogre Pistol]] in the other.
* HiredGuns: Ogre Mercenaries are uniquely a neutral faction, whose units can be recruited by anyone from their camps for a steep cost. However, if you can't sustain their high upkeep, Ogre Merc units will quickly disband. Maneaters in particular are veteran mercenaries that have seen conflict across the entirety of the world.
* HorseOfADifferentColor: Mournfang Cavalry, Ogre riders mounted on a creature best described as a bear crossed with a big cat that has the tusks of a wooly mammoth sticking out of its mouth.
* ManlyFacialHair: Some Ogre models sport thick chin beards reflecting their eastern roots. Others sport a Fu-Manchu style mustache. Maneaters, meanwhile, go for thicker beards and shorter, bushier mustaches in the style of the human lands they travel in.
* OurOgresAreHungrier: Mercenary ogres that migrate to zones of conflict, offering their services as shock-troops to anyone who can pay them. They're also frightfully gluttonous, and will often demand the right to feast on their slain enemies as part of their battle pay.
* SmashMook: Without exception, ogre units are small groups of large, fear-inducing creatures, compensating for their relatively low melee attack/defence with high damage and [[FoeTossingCharge formation-disrupting mass]].
* StoutStrength: While they appear quite tubby, ogres are massive and exceptionally strong. Most of that fat gut is given over to tremendous intestinal muscles, which is how they're able to get away with eating damn near anything they please.

to:

* AboveGoodAndEvil: {{Inverted}}. Ogres are genuinely too unintelligent to understand morality beyond MightMakesRight.
* {{Acrofatic}}: They may be big
{{BFS}}: Aekold wields the '''Windblade''', which can launch RazorWind attacks and chunky, but Ogres are deceptively fast for their size. Footslogging Ogres move at a speed of 54, outpacing many other monstrous infantry units. Mournfang Cavalry move at a speed of 75, allowing them to keep pace with demigyphs.
* BewareTheSillyOnes:
** Ogres off the battlefield are usually thought of as nothing more than obese cretins with funny faces and no brains, heaving their giant bellies around town. Try thinking about
is also an EmpathicWeapon that always returns to its wielder's hand when thrown. Additionally, in-game the Windblade has a horde of Ogre smashes clean vortex spell that Aekold can use to cleave through your lines enemy infantry.
* FallenHero: Like Archaon before him, Aekold used to be a renowned Templar of the Empire; now he's one of their greatest enemies.
* GoodPowersBadPeople: One of Tzeentch's boons to Aekold is the "Breath of Life": a strange form of life magic that grants him healing powers and also gives him FertileFeet wherever he goes. And as a servant of Chaos, Aekold happily uses these gifts for evil.
* StereotypeFlip: Champions of Tzeentch are typically sorcerers, scholars, and {{Squishy Wizard}}s before recieving boons from their God, but Aekold himself is a warrior through and through, extremely skilled
with extreme prejudice, cause a mass-route as they tear limbs clean off, blade, and afterwards begin to messily, and literally ''devour your soldiers'' on a former knight of the field. There's a ''reason'' they're in such high demand as mercenaries.
** This
Empire. He is more or less what you expecte a champion of ''Khorne'' to be, especially true for the Maneaters. Sure, it is outright silly to see since he has a massive slab of fat and muscle crudley dressed up as everything from a pirate, Tomb King, Vampire, Lizardman, skill that grants him Frenzy when fighting against Empire Guardsman and even [[https://1d4chan.org/wiki/File:Female_Ogre.png a tavern wench]], but these guys have traveled all around the world and seen far more battles than most of their kind could ever hope for while also showing quite the ability to adapt to nearly every kind of battle tactic despite their simple nature.
factions.
* BigEater: Pretty much their whole shtick. They eat everything they can find, seeking special delicacies. Their religion TheTeamNormal: For Tzeentch factions, anyways. Aekold is founded upon such principles. It borders on HorrorHunger when one considers that the Ogres weren't that hungry originally, but the coming of the Great Maw influenced their psyche to feel a seemingly unending appetite.
* BlueAndOrangeMorality: Ogres are only really concerned with the practicalities
very few champions of food and fighting, and don't care to split hairs about anything beyond how to get them. They'll work for any faction and fight for any cause, as long Tzeentch who is explicitly ''not'' a spellcaster and, if playing as the pay's good and the food's plenty.
* CarryABigStick: Regular Ogres go to battle with Clubs, either one or [[DualWielding two]].
* DropTheHammer: Ogre Maneaters, so named for the epithet
Daemons of the legendary Ogre mercenary Golgfag, wield massive two-handed hammers to fight other large units with.
* EarlyBirdCameo: The Ogre Mercenaries made their debut as a final free DLC for ''VideoGame/TotalWarWarhammerII'', serving as a teaser for the Ogre Kingdoms' proper debut as ''VideoGame/TotalWarWarhammerIII'''s pre-order DLC.
* FantasyCounterpartCulture: ''Warhammer'''s ogres are heavily modeled on the Mongols with a bit of Ice Age flavored {{Prehistoria}}.
* FoeTossingCharge: All their units boast impressive Charge Bonuses. They also have the passive ability Ogre Charge, which makes it so when they charge a bracing unit of with Charge Defense vs. Large or All, they only lose half their Charge Bonus instead of all of it.
* GiantsKnifeHumansGreatsword: The pistols one Maneaters variant carries are big enough they could easily be used as rifles or small cannons by most other races.
* GoingNative: In lore, any Ogres that spend some time working with an army or within a region
Tzeentch, will start adopting their clothing and mannerism. In-game this is only represented by the maneaters wearing clothing and facial hair styled after the lands of the Empire.
* TheGunslinger: Ranged Ogre Maneaters are a large version of this, going
be your ''only'' character unable to battle [[SwordAndGun with a weapon in one hand]] and a massive [[HandCannon Ogre Pistol]] in the other.
* HiredGuns: Ogre Mercenaries are uniquely a neutral faction, whose units can be recruited by anyone from their camps for a steep cost. However, if you can't sustain their high upkeep, Ogre Merc units will quickly disband. Maneaters in particular are veteran mercenaries that have seen conflict across the entirety of the world.
* HorseOfADifferentColor: Mournfang Cavalry, Ogre riders mounted on a creature best described as a bear crossed with a big cat that has the tusks of a wooly mammoth sticking out of its mouth.
* ManlyFacialHair: Some Ogre models sport thick chin beards reflecting their eastern roots. Others sport a Fu-Manchu style mustache. Maneaters, meanwhile, go for thicker beards and shorter, bushier mustaches in the style of the human lands they travel in.
* OurOgresAreHungrier: Mercenary ogres that migrate to zones of conflict, offering their services as shock-troops to anyone who can pay them. They're also frightfully gluttonous, and will often demand the right to feast on their slain enemies as part of their battle pay.
* SmashMook: Without exception, ogre units are small groups of large, fear-inducing creatures, compensating for their relatively low melee attack/defence with high damage and [[FoeTossingCharge formation-disrupting mass]].
* StoutStrength: While they appear quite tubby, ogres are massive and exceptionally strong. Most of that fat gut is given over to tremendous intestinal muscles, which is how they're able to get away with eating damn near anything they please.
use magic.



[[folder:Ulrika Magdova]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/ulrika_twwiii.jpg]]
[[caption-width-right:300:"Blood will sate me!"]]
->'''Voiced by:''' Aliona Baranova

Originally the daughter of a Kislevite noble, Ulrika joined Gotrek and Felix in one of their adventures to defend her motherland. She and Felix shared a short-lived romance, but any hopes of reconciliation between them were forever dashed when she fell prey to a vampire, and then turned into one against her will. From then on, Ulrika served under a mistress from the nefarious Lahmian Sisterhood, caught in their labyrinth of schemes and politics, but traces of her noble spirit still remained in her undead heart. Only time would tell if her humanity could resurface and bring the proud, loyal daughter of Kislev back to metaphorical life, or if she would fall into darkness completely, fit only to be hunted down as an enemy of the living.\\

to:

[[folder:Ulrika Magdova]]
[[quoteright:300:https://static.
[[folder:The Blue Scribes]]
!P'tarix and Xirat'p, the Blue Scribes and Tzeentch's Quaestors

[[quoteright:683:https://static.
tvtropes.org/pmwiki/pub/images/ulrika_twwiii.org/pmwiki/pub/images/twwiii_blue_scribes.jpg]]
[[caption-width-right:300:"Blood will sate me!"]]
->'''Voiced by:''' Aliona Baranova

Originally
[[caption-width-right:683:"Who's steering?!" "Not me!"]]

It is said that in ages past, Tzeentch was once
the daughter most powerful of a Kislevite noble, Ulrika joined Gotrek and Felix in one of their adventures to defend her motherland. She and Felix shared a short-lived romance, but any hopes of reconciliation between them were forever dashed when she fell prey to a vampire, and then turned into one the Chaos Gods - so much so that his ever-bickering brother Gods united against her will. From then on, Ulrika served under a mistress from the nefarious Lahmian Sisterhood, caught in their labyrinth of schemes him and politics, but traces cast him down after a massive war. Tzeentch himself was shattered into thousands of her noble spirit still remained in her undead heart. Only shards that were flung across time would tell if her humanity could resurface and bring space, eventually landing on the proud, loyal daughter of Kislev back material realms. These shards, as many legends claim, are known to metaphorical life, or if she would fall into darkness completely, fit only to be hunted down mortals as an enemy of the living."magic".\\



Released as a free addition to the ''VideoGame/TotalWarWarhammerIII''' ''3.0'' update if one had a Creative Assembly account, Ulrika is a Legendary Hero that can be recruited by the player if they are playing as either the Empire or Kislev.

to:

Released as Tzeentch has since recovered from this humiliating defeat, but now his sorcerous might is a free addition fraction of what it used to be. Pieces of his essence remain unaccounted for, to which he created two daemons, P'tarix and Xirat'p, whom he tasked with recovering them. To ensure they do not use the fragments for themselves, Tzeentch created the daemons with limits to their intellect: P'tarix can write down a lost fragment but he cannot read it, while Xirat'p can read his brother's writing but cannot comprehend its meaning.\\
\\
Thus, the Blue Scribes travel across myriads of realms atop a Disc of Tzeentch, where they believe the shards of their god could be found. Every shard or magic spell that they do encounter, the Scribes catalogue in parchment and ink, and now their Disc is almost filled
to the ''VideoGame/TotalWarWarhammerIII''' ''3.0'' update if one had a Creative Assembly account, Ulrika brim with scrolls of sorcery. Unfortunately for them, their task is an impossible one, as mortals are constantly reinventing magic to suit their purposes. The Scribes are also often drawn towards battlefields, as it is here where the most potent and most powerful spells are unleashed. To defend themselves, Xirat'p rummages through the scrolls he and his brother have accumulated, causing them to fling random spells left and right, and showering their foes with bizarre magics that even they themselves cannot predict. Once the battle is over, the Scribes scour the field of any new magic to scribble down before they move on to continue with their (unbeknownst to them, eternal) mission.\\
\\
The Blue Scribes are
a Legendary Hero that can be recruited by for the player if they are playing as either Daemons of Tzeentch, Daemons of Chaos, Warriors of Chaos Undivided or of Tzeentch, introduced in the Empire or Kislev.''Shadows of Change'' DLC.



* ActionGirl: She wouldn't be a legendary hero unit if she wasn't a major butt-kicking lady.
* BowAndSwordInAccord: Ulrika possesses both a bow and a sword, opting to switch between them as necessary.
* BreakingOldTrends: Ulrika is the first Legendary Hero who can be recruited by multiple factions, in this case the Empire and Kislev[[note]]Gotrek and Felix are excluded from this due to their mercenary style mechanics.[[/note]]
* GlassCannon: As a Legendary Hero, Ulrika is offensively a powerhouse between being able to attack from afar, in melee, and use the lore of shadows. Defensively though, she doesn't have a lot of armor, so she can't take a lot of damage. Due to her vampire classification, she does have HP regen as long as her leadership is high, but without some attention, she can die quickly.
* HunterOfHisOwnKind: She really, REALLY hates vampires for her current state and the tragedies she had to experience after being given the blood kiss. Even one of her promotional pics has her saddled on a horse while raising her blade to strike a Vampire Lord.
* MagicKnight: She is a fighter skilled with the rapier and she is also a wizard of the lore of shadows.
* SensualSlavs: An attractive kislevite ActionGirl.
* SparedByTheAdaptation: In the Gotrek and Felix book ''Kinslayer'', she's mercy killed by Felix after not feeding for a long time and being imprisoned. Here she's (un)alive and well.
* TokenHeroicOrc: One of the few vampires in the ''Warhammer'' setting who is genuinely heroic rather than simply AffablyEvil (like Genevieve, a fellow vampire), evidenced by serving in the rosters of both the Empire and Kislev.
* TookALevelInBadass: In the books Ulrika was a competent fighter. Unlike her book incarnation, she has access to the [[CastingAShadow Lore of Shadows]] which gives her a substantial edge along with her gear.

to:

* ActionGirl: She wouldn't TheDividual: Like the Sisters of Twilight, the Blue Scribes are counted as a single flying entity and cannot be commanded individually.
* GottaCatchEmAll: Tzeentch created the Blue Scribes to collect every known magic spell in existence, as these are lost fragments of his being. This is actually an ImpossibleTask because magic, especially in the material realm, is constantly evolving and new spells are being made much faster than the Scribes can hope to find and catalogue them.
* HoverBoard: They ride atop
a legendary hero unit Disc of Tzeentch laiden down with books and writing supplies.
* IMeantToDoThat: Xirat'p has a tendency to play off most of his random spellcasting as well thought out plans whenever it works in his favor. And
if she wasn't it doesn't, [[NeverMyFault he'll just blame P'tarix for giving him a major butt-kicking lady.useless spell]].
* SdrawkcabName: P'tarix and Xirat'p.
* SecurityCling: Their death animation has them holding each other in fear just as they are sucked into a Chaos Portal, likely because they know that they will be punished by Tzeentch for failure.

* BowAndSwordInAccord: Ulrika possesses both a bow RandomEffectSpell: Since they've been cataloging every form of magic in existance, but don't actually ''understand'' any of it, the Blue Scribes just fire off spells at random and a sword, opting to switch between them as necessary.
* BreakingOldTrends: Ulrika is
hope for the first Legendary Hero who can be recruited by multiple factions, in this case the Empire and Kislev[[note]]Gotrek and Felix are excluded from this due to best. In gameplay terms, their mercenary style mechanics.[[/note]]
* GlassCannon: As a Legendary Hero, Ulrika
available spell list is offensively a powerhouse between being able to attack random batch drawn from afar, in melee, and use the every spell lore of shadows. Defensively though, she doesn't have a lot of armor, so she can't take a lot of damage. Due to her vampire classification, she does have HP regen as long as her leadership is high, but without some attention, she can die quickly.
* HunterOfHisOwnKind: She really, REALLY hates vampires for her current state and the tragedies she had to experience after being given the blood kiss. Even one of her promotional pics has her saddled on a horse while raising her blade to strike a Vampire Lord.
* MagicKnight: She is a fighter skilled with the rapier and she is also a wizard of the lore of shadows.
* SensualSlavs: An attractive kislevite ActionGirl.
* SparedByTheAdaptation: In the Gotrek and Felix book ''Kinslayer'', she's mercy killed by Felix after not feeding for a long time and being imprisoned. Here she's (un)alive and well.
* TokenHeroicOrc: One of the few vampires
in the ''Warhammer'' setting who is genuinely heroic rather than simply AffablyEvil (like Genevieve, series. When they pick a fellow vampire), evidenced by serving in spell to cast, the rosters of both the Empire and Kislev.
* TookALevelInBadass: In the books Ulrika was a competent fighter. Unlike her book incarnation, she has access
list immediately reshuffles to the [[CastingAShadow Lore of Shadows]] which gives her a substantial edge along with her gear.provide new choices.



[[folder:Aekold Helbrass]]
[[quoteright:863:https://static.tvtropes.org/pmwiki/pub/images/aekold_helbrass_twiii_0.PNG]]
[[caption-width-right:863: "All life ends!"]]
Once the finest swordsman of the Order of the Jade Griffon, Aekold fell to Tzeentch's clutches when he joined a seemingly innocent secret society of scholars to learn more about Sigmar's teachings. This organization turned out to be a Chaos cult dedicated to the Great Conspirator, and before long Aekold was disowned by everyone he loved and hunted down by Imperial witch hunters. He fled the Empire to save himself but it quickly dawned on him that he had nothing else left to live for, save for the desire to learn the truth behind his ill fate. And so he wandered aimlessly towards Kislev and beyond, eventually journeying to the Chaos Wastes to sate his obssession with knowledge, unknowingly leading himself to eternal damnation. The climax of his journey led to his rebirth as Aekold Helbrass: a Chaos Champion of Tzeentch. Imbued by Tzeentch's unholy magics, Aekold now wants nothing more than to wreak vengeance on the Empire that unjustly condemned him and to deliver his new-found God's truth to the rest of the world... at swordpoint.\\
\\
Released as a free addition to the ''Videogame/TotalWarWarhammerIII'' 4.0 update if one had a Creative Assembly account, Aekold is a Legendary Hero recruitable by the Daemons of Chaos, Daemons of Tzeentch, and Warriors of Chaos.

to:

[[folder:Aekold Helbrass]]
[[quoteright:863:https://static.
!! Other

[[folder:The Advisor]]
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/aekold_helbrass_twiii_0.PNG]]
[[caption-width-right:863: "All life ends!"]]
Once the finest swordsman of the Order of the Jade Griffon, Aekold fell to Tzeentch's clutches when he joined a seemingly innocent secret society of scholars to learn more about Sigmar's teachings. This organization turned out to be a Chaos cult dedicated to the Great Conspirator, and before long Aekold was disowned by everyone he loved and hunted down by Imperial witch hunters. He fled the Empire to save himself but it quickly dawned on him that he had nothing else left to live for, save
org/pmwiki/pub/images/advisor_twiii.png]]
[[caption-width-right:350:"As gods battle
for the desire to learn the truth behind his ill fate. And so he wandered aimlessly towards Kislev and beyond, eventually journeying world's fate, I make my own humble contribution."]]
->'''Voiced by:''' Sean Barrett

A mysterious, elderly human who serves as an advisor
to the Chaos Wastes to sate his obssession with knowledge, unknowingly leading himself to eternal damnation. The climax of his journey led to his rebirth as Aekold Helbrass: a Chaos Champion of Tzeentch. Imbued by Tzeentch's unholy magics, Aekold now wants nothing more than to wreak vengeance on player's selected faction. Is the Empire that unjustly condemned him narrator of most faction intros, tutorials and to deliver his new-found God's truth to the rest of the world... at swordpoint.\\
\\
Released as a free addition to the ''Videogame/TotalWarWarhammerIII'' 4.0 update if one had a Creative Assembly account, Aekold is a Legendary Hero recruitable by the Daemons of Chaos, Daemons of Tzeentch, and Warriors of Chaos.
certain trailers.



* {{BFS}}: Aekold wields the '''Windblade''', which can launch RazorWind attacks and is also an EmpathicWeapon that always returns to its wielder's hand when thrown. Additionally, in-game the Windblade has a vortex spell that Aekold can use to cleave through enemy infantry.
* FallenHero: Like Archaon before him, Aekold used to be a renowned Templar of the Empire; now he's one of their greatest enemies.
* GoodPowersBadPeople: One of Tzeentch's boons to Aekold is the "Breath of Life": a strange form of life magic that grants him healing powers and also gives him FertileFeet wherever he goes. And as a servant of Chaos, Aekold happily uses these gifts for evil.
* StereotypeFlip: Champions of Tzeentch are typically sorcerers, scholars, and {{Squishy Wizard}}s before recieving boons from their God, but Aekold himself is a warrior through and through, extremely skilled with a blade, and a former knight of the Empire. He is more or less what you expecte a champion of ''Khorne'' to be, especially since he has a skill that grants him Frenzy when fighting against Empire factions.
* TheTeamNormal: For Tzeentch factions, anyways. Aekold is one of the very few champions of Tzeentch who is explicitly ''not'' a spellcaster and, if playing as the Daemons of Tzeentch, will be your ''only'' character unable to use magic.

to:

* {{BFS}}: Aekold wields ArtEvolution: In the '''Windblade''', which can launch RazorWind attacks and is also an EmpathicWeapon third game, he gains a new model that always returns to its wielder's hand when thrown. Additionally, in-game the Windblade has a vortex spell that Aekold can use to cleave through enemy infantry.
* FallenHero: Like Archaon before him, Aekold used to be a renowned Templar of the Empire; now
makes him slightly younger with normal eyes. [[spoiler: After all, he's one in a StealthPrequel. It only makes sense for him to be younger]].
* AscendedExtra: After being a secondary character in the first game, and TheArtifact in the second, the Advisor becomes the de-facto ''protagonist'' in ''Total War: Warhammer III'', in which the main campaign specifically follows his quest to be free from his pact with Tzeentch.
* ButtMonkey: In the third game's intros, he almost always gets mistreated and/or threatened by the Lord you're playing as before they eventually agree to accept his help. In fact, the only Lords who don't attack, threaten, or otherwise insult him are the Cathay Lords, Kislev's SecretCharacter Boris Ursus, Ku'gath and Kairos, and even in Kairos' case his past-seeing head advocates they just kill him and take the Tome of Fates for themself before the future-seeing head vetoes the idea.
* ContinuitySnarl: Subverted. He seems to have mysteriously come back to life in game three after having been killed in game one, which is only explained during the campaign endings. Game three [[spoiler:is actually a StealthPrequel, with the campaigns ending with the Advisor losing his sight to the Tome of Fates and being bound to Sarthorael's will]].
* TheCreon: Invoked. The Tome of Fates provides limitless knowledge, but is cursed to ensure that the bearer cannot use it to fulfil any
of their greatest enemies.
* GoodPowersBadPeople: One
own ambitions, which stops the Advisor from simply doing everything himself. To circumvent this, the Advisor uses the book to give valuable counsel to the rulers of powerful nations, so they will act in ways that ultimately benefit him.
* DealWithTheDevil: Has one with Tzeentch, which manifests itself as a TomeOfEldritchLore. In the third game he is [[FaustianRebellion actively trying to end this pact.]]
* DemotedToExtra: In the second game, [[MisterExposition he's merely a narrator]] and isn't implied to exist in-story at all.
* EvilChancellor: When playing as an evil faction, but especially when playing as the Warriors of Chaos in the first game, as he is a cultist of Tzeentch manipulating you at the behest of his patron, Sarthorael, who intends to overthrow Archaon the Everchosen.
* FaustianRebellion: The third game reveals that the Advisor regrets serving Tzeentch and resents the [[TheCreon curse]] of the Tome of Fates, and wishes to be freed. Fortunately, the TomeOfEldritchLore provides all the information he needs to hatch a plan. [[spoiler:Sadly, while he manages to escape from the Tome's curse, Tzeentch still keeps him from using the book by [[YankTheDogsChain taking away his sight]].]]
* GilliganCut: In the intro of a Katarin campaign, he realizes that the Kislevites believe Ursun to already be dead, and notes that he must be delicate when presenting his [[SaveYourDeity proposal]] to them. Cut to him getting encased in ice by Katarin, with the Ice Court outraged by what they believe to be a cruel, heretical joke.
* TheGoodChancellor: He advises you on managing your empire, teaches you to command your forces and encourages you to grow your empire and become a force to be reckoned with. In the third game, however, [[SubvertedTrope he's plainly shown to not be altruistic]] -- Part of the Tome of Fate's ironic curse is that he can only use it to further the ambitions of others, not himself. His biggest motivation for getting out of the his bond to the Tome is the hope that he'll be "free to profit from its secrets".
* HarmlessFreezing: [[DownplayedTrope Downplayed]] in one of the Kislev opening movies, where he comes out of a whole-body encasing in ice by the Tzarina none the worse for wear. It was only for a less than a minute though and she did make it clear that she was ''going'' to kill him with that before he convinced her not to.
* HeroicWillpower: In the "A Covenant with Chaos" trailer, he manages to reject the temptation of N'Kari -— one of the most powerful, corruptive, and conniving Daemons in existence.
* InexplicablyAwesome: No matter which leader you take, or how savage their race might be, he somehow talked his way into becoming their chief adviser and setting their objectives, often with barely a HandWave given. Being a sorcerer of Tzeentch with a Lord of Change perched on his shoulder might have something to do with it. The third game demystifies things a bit by giving him more focus, and showing his often-fraught first meetings with the various leaders, but much of the Advisor's personal history and motivations remain shrouded in mystery.
* LaserGuidedKarma: Once he's freed of the Tome of Fate's curse, he ''could'' have just put it down and walked away. But no, he had to try and use its power for his own desires, didn't he? And so Tzeentch, the god of ambition and knowledge, enslaves him once again.
* LateArrivalSpoiler: Promotional materials for the third game makes no secret of the fact that he was involved with Tzeentch in the first game.
* NiceJobFixingItVillain: He's aligned with Chaos, but pick one of the more benevolent factions and play well enough and his advice could end up contributing to the biggest defeats for Chaos in history. Then again, he is associated with [[ChronicBackstabbingDisorder Tzeentch]], whose schemes are both far-reaching and self-sabotaging.
* NominalHero: In Game 3. Yes, he can help Kislev rescue Ursun and stop the EndlessWinter, or help the dragons of Cathay find their lost sister, but he's still a sorcerer of Chaos and probably wouldn't be helping people if he wasn't cursed by Tzeentch to do so. In his own private monologue, he wants to break the curse so that he'll be "free to profit from (the Tome of Fates') secrets", [[AmbiguouslyEvil whatever that means]].
* NoNameGiven: His name is never revealed, and the game merely refers to him [[EveryoneCallsHimBarkeep by his role]].
* OhCrap:
** In the first game's Warriors of Chaos campaign, he realizes pretty quickly that Sarthorael intends to kill him, and spends his final moments pleading to be spared.
** Has another instance of this in the "[[https://youtu.be/dnIEzBpsfDE A Covenant with Chaos]]" trailer for game three, where he realizes that his pact with Tzeentch has made him attract the attention of other Chaos Gods. This cements his resolve to free himself from
Tzeentch's boons grasp.
** In the Ogre Kingdoms introduction, the Advisor is on the verge of panic when Greasus Goldtooth brushes off his promises of power and orders him cooked, with the hungry tribe of ogres slowly closing in around him.
* PlayingBothSides: Since the Advisor is obviously just a source of tutorials and exposition there's [[BlatantLies no reason
to Aekold be suspicious]] that every faction is advised by the same person.
* ProphetEyes: He has milk-white eyes in the first two games, but it appears he isn't visually challenged. In game three, he gets [[ArtEvolution a new model]] with normal eyes. [[spoiler:The third game is a prequel, however -- in the epilogue, he loses his sight upon being enslaved by Sarthorael, who inflicts it just as the Advisor attempts to read the Tome of Fate]].
* RavensAndCrows: He is accompanied by an albino raven. In the Warriors of Chaos campaign, it's actually Sarthorael in disguise. He goes without it in the third game, however, alluding to his desire to escape from Tzeentch's grasp. [[spoiler:Until the campaign reveals how the raven became his familiar in the first place, as it's set ''before'' the first game.]]
* SchrodingersGun:
** He'll only be revealed to work for a greater daemon in the Beastmen/Chaos campaigns. If you play as any of the other factions, he's simply the advisor he looks like. You may even get more of his advice ''after'' you banish Sarthorael and return the world to an age of peace.
** Whichever faction the player chooses in ''Warhammer III''
is the "Breath of Life": a strange form of life magic faction that grants he chooses to ally with for the sake of his quest to acquire Ursun's blood. How the other factions are still capable of entering the Chaos Realms without the Advisor's assistance is unstated, but surprising to the man himself.
* ShootTheMessenger: His negotiations with the various factions in the ''Realm of Chaos'' story are fraught with peril, with most of the playable characters threatening to kill
him healing powers on the spot for one reason or another. Only Boris Ursus, the Cathayan dragons and also gives Ku'gath Plaguefather accept the Advisor's bargain without antagonizing him FertileFeet wherever he goes. And as a servant first.
* TomeOfEldritchLore: He carries one called the Tome
of Chaos, Aekold happily uses these gifts for evil.
* StereotypeFlip: Champions
Fate, symbolizing his pact with Tzeentch. It's a GreatBigBookOfEverything that contains knowledge unknown even to daemons, but like all things of Tzeentch are typically sorcerers, scholars, and {{Squishy Wizard}}s before recieving boons from their God, but Aekold himself it is a warrior through and through, extremely skilled with a blade, and a former knight cursed -- Specifically, the owner of the Empire. He book is more or less what incapable of using it for personal gain, only being able to use it to help ''others''. For the Advisor, who made the pact out of personal ambition, it's a predicament he's keen to escape from.
* TheUnfought: The moment he reveals his true nature in the first game, Sarthorael kills him.
* WhamLine: In the first game's Warriors of Chaos campaign:
-->'''The Adviser:''' Your empire dominates all. Could
you expecte rival the gods themselves? I think not, fool! (EvilLaugh)
* WhamShot: He moves
a champion piece of ''Khorne'' paper away to be, especially since he has reveal a skill that grants him Frenzy when fighting against Empire factions.
map of [[AscendedExtra Cathay]] during the ''Warhammer III'' reveal trailer.
* TheTeamNormal: For Tzeentch factions, anyways. Aekold is one YankTheDogsChain: [[spoiler:At the conclusion of the very few champions ''Realm of Tzeentch who is explicitly ''not'' a spellcaster and, if playing as Chaos'' campaign, the Daemons Advisor is freed from the curse of Tzeentch, will be your ''only'' character the Tome of Fate, enabling him to use it for his own gain... only for his eyes to suddenly cloud over and turn blind, [[AllForNothing leaving him unable to use magic.actually read the pages]]. To make matters worse, the white raven familiar he adopted speaks to him, revealing itself to be Sarthorael the Ever-watcher.]]
* YouHaveOutlivedYourUsefulness: In the same cutscene where the Adviser reveals his treachery during the Warriors of Chaos campaign, Sarthorael kills him, dismissing the old man as nothing more than a pawn of Tzeentch.



[[folder:The Blue Scribes]]
!P'tarix and Xirat'p, the Blue Scribes and Tzeentch's Quaestors

[[quoteright:683:https://static.tvtropes.org/pmwiki/pub/images/twwiii_blue_scribes.jpg]]
[[caption-width-right:683:"Who's steering?!" "Not me!"]]

It is said that in ages past, Tzeentch was once the most powerful of the Chaos Gods - so much so that his ever-bickering brother Gods united against him and cast him down after a massive war. Tzeentch himself was shattered into thousands of shards that were flung across time and space, eventually landing on the material realms. These shards, as many legends claim, are known to mortals as "magic".\\
\\
Tzeentch has since recovered from this humiliating defeat, but now his sorcerous might is a fraction of what it used to be. Pieces of his essence remain unaccounted for, to which he created two daemons, P'tarix and Xirat'p, whom he tasked with recovering them. To ensure they do not use the fragments for themselves, Tzeentch created the daemons with limits to their intellect: P'tarix can write down a lost fragment but he cannot read it, while Xirat'p can read his brother's writing but cannot comprehend its meaning.\\
\\
Thus, the Blue Scribes travel across myriads of realms atop a Disc of Tzeentch, where they believe the shards of their god could be found. Every shard or magic spell that they do encounter, the Scribes catalogue in parchment and ink, and now their Disc is almost filled to the brim with scrolls of sorcery. Unfortunately for them, their task is an impossible one, as mortals are constantly reinventing magic to suit their purposes. The Scribes are also often drawn towards battlefields, as it is here where the most potent and most powerful spells are unleashed. To defend themselves, Xirat'p rummages through the scrolls he and his brother have accumulated, causing them to fling random spells left and right, and showering their foes with bizarre magics that even they themselves cannot predict. Once the battle is over, the Scribes scour the field of any new magic to scribble down before they move on to continue with their (unbeknownst to them, eternal) mission.\\
\\
The Blue Scribes are a Legendary Hero for the Daemons of Tzeentch, Daemons of Chaos, Warriors of Chaos Undivided or of Tzeentch, introduced in the ''Shadows of Change'' DLC.

to:

[[folder:The Blue Scribes]]
!P'tarix and Xirat'p, the Blue Scribes and Tzeentch's Quaestors

[[quoteright:683:https://static.
Narrator]]
[[quoteright:191:https://static.
tvtropes.org/pmwiki/pub/images/twwiii_blue_scribes.jpg]]
[[caption-width-right:683:"Who's steering?!" "Not me!"]]

It is said that in ages past, Tzeentch was once the most powerful of the Chaos Gods - so much so that his ever-bickering brother Gods united against him and cast him down after a massive war. Tzeentch himself was shattered into thousands of shards that were flung across time and space, eventually landing on the material realms. These shards, as many legends claim, are known to mortals as "magic".\\
\\
Tzeentch has since recovered from this humiliating defeat, but now his sorcerous might is a fraction of what it used to be. Pieces of his essence remain unaccounted for, to which he created two daemons, P'tarix and Xirat'p, whom he tasked with recovering them. To ensure they do not use the fragments for themselves, Tzeentch created the daemons with limits to their intellect: P'tarix can write down a lost fragment but he cannot read it, while Xirat'p can read his brother's writing but cannot comprehend its meaning.\\
\\
Thus, the Blue Scribes travel across myriads of realms atop a Disc of Tzeentch, where they believe the shards of their god could be found. Every shard or magic spell that they do encounter, the Scribes catalogue in parchment and ink, and now their Disc is almost filled to the brim with scrolls of sorcery. Unfortunately for them, their task is an impossible one, as mortals are constantly reinventing magic to suit their purposes.
org/pmwiki/pub/images/tww3_narrator_portrait.png]]
%% [[caption-width-right:191:some caption text]]
The Scribes are also often drawn towards battlefields, as it is here where the most potent and most powerful spells are unleashed. To defend themselves, Xirat'p rummages through the scrolls he and his brother have accumulated, causing them to fling random spells left and right, and showering their foes with bizarre magics that even they themselves cannot predict. Once the battle is over, the Scribes scour the field of any new magic to scribble down before they move on to continue with their (unbeknownst to them, eternal) mission.\\
\\
The Blue Scribes are a Legendary Hero
Advisor's replacement for the Daemons DownloadableContent of Tzeentch, Daemons of Chaos, Warriors of Chaos Undivided or of Tzeentch, introduced in the ''Shadows of Change'' DLC.''Total War: Warhammer III'', an unidentified woman who narrates story cutscenes and trailers.



* TheDividual: Like the Sisters of Twilight, the Blue Scribes are counted as a single flying entity and cannot be commanded individually.
* GottaCatchEmAll: Tzeentch created the Blue Scribes to collect every known magic spell in existence, as these are lost fragments of his being. This is actually an ImpossibleTask because magic, especially in the material realm, is constantly evolving and new spells are being made much faster than the Scribes can hope to find and catalogue them.
* HoverBoard: They ride atop a Disc of Tzeentch laiden down with books and writing supplies.
* IMeantToDoThat: Xirat'p has a tendency to play off most of his random spellcasting as well thought out plans whenever it works in his favor. And if it doesn't, [[NeverMyFault he'll just blame P'tarix for giving him a useless spell]].
* SdrawkcabName: P'tarix and Xirat'p.
* SecurityCling: Their death animation has them holding each other in fear just as they are sucked into a Chaos Portal, likely because they know that they will be punished by Tzeentch for failure.
* RandomEffectSpell: Since they've been cataloging every form of magic in existance, but don't actually ''understand'' any of it, the Blue Scribes just fire off spells at random and hope for the best. In gameplay terms, their available spell list is a random batch drawn from every spell lore in the series. When they pick a spell to cast, the list immediately reshuffles to provide new choices.

to:

* TheDividual: Like AndNowForSomeoneCompletelyDifferent: The factions of ''III'''s DLC campaigns have little to do with the Sisters of Twilight, race for Ursun that concerns the Blue Scribes Advisor (and, if ''Champions of Chaos'' is any indication, all of them chronologically take place afterword), so their stories are counted as a single flying entity and cannot be commanded individually.
narrated by this mysterious newcomer instead.
* GottaCatchEmAll: Tzeentch created DistaffCounterpart: To the Blue Scribes to collect every known magic spell Advisor.
* InTheHood: Her portrait introduced
in existence, as these are lost fragments ''Forge of his being. This is actually an ImpossibleTask because magic, especially in the material realm, is constantly evolving and new spells are Chaos Dwarfs'' wears a black hood that conceals her features, with only her only distinguishing feature being made much faster than a SingleTear-like facial marking.
* {{Narrator}}: Her role in ''Total War: Warhammer III'''s DLC campaigns. Unlike
the Scribes can hope to find Advisor before her, this lady exclusively narrates cutscenes and catalogue them.
* HoverBoard: They ride atop a Disc of Tzeentch laiden down with books
major story events, and writing supplies.
* IMeantToDoThat: Xirat'p
has a tendency to play off most of his random spellcasting as well thought out plans whenever it works no presence in his favor. And if it doesn't, [[NeverMyFault he'll just blame P'tarix for giving him a useless spell]].
* SdrawkcabName: P'tarix and Xirat'p.
* SecurityCling: Their death animation has them holding each other in fear just as they are sucked into a Chaos Portal, likely because they know that they will be punished by Tzeentch for failure.
* RandomEffectSpell: Since they've been cataloging every form of magic in existance, but don't actually ''understand'' any of it, the Blue Scribes just fire off spells at random and hope for the best. In gameplay terms, their available spell list is a random batch drawn from every spell lore in the series. When they pick a spell to cast, the list immediately reshuffles to provide new choices.
tutorial screens.


Added DiffLines:


[[folder:Rogue Armies]]
A type of faction introduced in the second game, Rogue Armies are independent horde forces that plague the New World, consisting of mercenaries from different races underneath one banner and unified by a similar theme and flavor -- as such, their armies can consist of units from different races' rosters. They primarily loot temples and wander the campaign map sacking and pillaging cities, but if they become strong enough they can settle down and become full-on factions in their own right. They can be either powerful enemies or strong allies depending on how the player interacts with them.
----
* AdaptationSpeciesChange:
** Amadri Ironbark, the leader of the Wrath of Nature, is based on a minor Wood Elf character mentioned in some background lore. In canon, he was an Asrai who was tortured to death by Daemonettes and returned as a Tree Kin. Here, he's an Ancient Treeman instead.
** Vashnaar, leader of Vashnaar's Conquest, is based on a canonical Chaos Lord that nearly conquered Lustria that happened to have Dark Elf mercenaries and a black dragon. Here, he's a Dark Elf Dreadlord who happens to have Chaos Warriors fighting for him.
* AssetActor: Some Rogue Armies use specific units to represent more generalized groups that, due to only featuring in one two Rogue Armies, don't merit dedicated models themselves. For instance, Morrslieb's Howlers use Empire flagellants, extreme devotees of the cult of Sigmar, to depict generic frenzied lunatics; a number of others use a mixture of Empire militia and Bretonnian peasant mobs to represent hordes of poorly armed pirates and brigands; and Amadri Ironbark, a wood elf-turned-tree kin in background lore, is depicted as a treeman due to there not being tree kin character options.
* TheBeastmaster:
** The Beastcatchas are led by a Night Goblin Beastmaster whose skill in taming monsters has gathered a nightmarish horde of Squigs, Warhounds, War Hydras and feral dinosaurs. To a lesser degree, the Black Spider tribe fields Bastiladons alongside Arachnarok Spiders.
** A dwarf warband, the Deathseekers, field ''captured squigs'', which are usually only used by Greenskins, as warbeasts.
* TheBrute: You have to deal with a whole army of them when the Boneclubba Tribe shows up. Black Orcs are, by a wide margin, their most intelligent representatives.
* CripplingOverspecialization: Their eclectic themed rosters often leave Rogue Armies very vulnerable to specific army builds or strategies. For instance, the Troll-Skullz, a horde of Giants, Greenskin Trolls, Chaos Trolls and Cygors, are very vulnerable to anything anti-large and will get shredded by a Slayer-heavy army.
* {{Cult}}: Morrslieb's Howlers, consisting of a mix of Skaven plague monks, Empire flagellants, fanatical night goblins, Chaos forsaken and a few related units, are themed around a fanatic cult dedicated to the Chaos moon.
* TheEngineer: The College of Pyrotechnics is a whole army of them fielding a variety of artillery and war machines.
* EqualOpportunityEvil: It's rather ironic that most interspecies armies in the history of the Warhammer world are either rogue or affiliated with the Dogs of War.
* GaiasVengeance: The Worldroot Rangers and Wrath of Nature are led by Elder Treemen who travel the world with an army of elven warriors in the former's case and forest spirits in the latter's.
* HellIsWar: In the third game, the rogue armies return as a fixture of [[FireAndBrimstoneHell the Realm of Khorne]], where they wage endless war for the amusement of the Blood God. In order to enter the Brass Citadel, the player needs to fight them and amass battle kills.
* TheHorde: What Rogue Armies often come across from the point of view of settled factions, being motley collections of barbarians, pirates, monsters and roving warmongers wandering their way through the world and waging war on whoever they encounter. Special mention goes to the Abominations, a mixed horde of monstrous Beastman units with Chaos Forsaken, Skaven monsters and ghouls thrown in for good measure, and Vashnaar's Conquest, a mixed warband of Chaos Warriors and Dark Elves waging war in the name of Chaos.
* KnightInShiningArmor:
** Subverted with the Scourge of Aquitaine, a rather sinister knightly order. The warband is composed of several units of Bretonnian Grail Knights, Royal Pegasi, and Knights of the Realm fighting alongside ''vampiric Blood Knights and Black Knights'' and led by a '''Vampire Lord''', implying they're from [[WretchedHive Mousillon.]]
** Played straight by Jerrod's Errantry Army, a group of Empire and Bretonnian Knights purging the land of evildoers.
* OurGhoulsAreDifferent: The Heirs of Mourkain consist mainly of Crypt Ghouls and Crypt Horrors, led by Strigoi Ghoul Kings.
* PrivateMilitaryContractors: Several Rogue Armies, such as Gerhardt's Mercenaries and Mengil's Manflayers, are themed as mercenary companies.
* RedAndBlackAndEvilAllOver: The color scheme of rogue armies is black, red and white. While they're decidedly neutral in the second game, they're implicitly evil in the third, where they reside in the Realm of Khorne and fight for the attention of the Blood God.
* RuthlessModernPirates: The various rogue pirate factions are poorly armed raiders that deploy mortars, free company militias, and peasant mobs.
* StuffBlowingUp: The College of Pyrotechnics consists almost entirely of Steam Tanks and Helstorm Rocket Batteries.
* TokenHeroicOrc: The Celestial Storm is a group of lightning worshipers whose ranks are taken from Lizardmen Warriors and ''Dragon Ogres'', who are normally Chaos-aligned.
* TheWildHunt: The Hunters of Kurnous are Wood Elves in service of the god of the hunt.
* ZombieApocalypse: What happens if the Wandering Dead gain a foothold, since they can only recruit low tier undead infantry and a few black knights.
[[/folder]]

[[folder:Ogre Mercenaries]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/0dxdbq5a4v871.png]]
[[caption-width-right:350:The lads are ''hungry''...]]

Hailing from a now-destroyed land far to the east of the World's Edge Mountains, Ogres are big, fat, stupid and ''hungry''. Driven by a constant need to feed, Ogres roam the land in nomadic tribes feasting on anything they can get their meaty hands on, most of them concentrated in the snowy wastelands and mountains of the Darklands.

But some opt to venture beyond the confines of home to seek out a more robust life the world over. Travelling as individuals or in close-knit groups, these Ogres often take jobs as adventurers, mercenaries, bodyguards and monster hunters. The more they accomplish the more prestigious their careers, and the better the gifts and the stories they bring home with them.

A small subfaction added to the game as part of ''The Silence and the Fury'' DLC's patch. Ogre Mercenaries are available to all players through Total War Access.
----
* AboveGoodAndEvil: {{Inverted}}. Ogres are genuinely too unintelligent to understand morality beyond MightMakesRight.
* {{Acrofatic}}: They may be big and chunky, but Ogres are deceptively fast for their size. Footslogging Ogres move at a speed of 54, outpacing many other monstrous infantry units. Mournfang Cavalry move at a speed of 75, allowing them to keep pace with demigyphs.
* BewareTheSillyOnes:
** Ogres off the battlefield are usually thought of as nothing more than obese cretins with funny faces and no brains, heaving their giant bellies around town. Try thinking about that when a horde of Ogre smashes clean through your lines with extreme prejudice, cause a mass-route as they tear limbs clean off, and afterwards begin to messily, and literally ''devour your soldiers'' on the field. There's a ''reason'' they're in such high demand as mercenaries.
** This is especially true for the Maneaters. Sure, it is outright silly to see a massive slab of fat and muscle crudley dressed up as everything from a pirate, Tomb King, Vampire, Lizardman, Empire Guardsman and even [[https://1d4chan.org/wiki/File:Female_Ogre.png a tavern wench]], but these guys have traveled all around the world and seen far more battles than most of their kind could ever hope for while also showing quite the ability to adapt to nearly every kind of battle tactic despite their simple nature.
* BigEater: Pretty much their whole shtick. They eat everything they can find, seeking special delicacies. Their religion is founded upon such principles. It borders on HorrorHunger when one considers that the Ogres weren't that hungry originally, but the coming of the Great Maw influenced their psyche to feel a seemingly unending appetite.
* BlueAndOrangeMorality: Ogres are only really concerned with the practicalities of food and fighting, and don't care to split hairs about anything beyond how to get them. They'll work for any faction and fight for any cause, as long as the pay's good and the food's plenty.
* CarryABigStick: Regular Ogres go to battle with Clubs, either one or [[DualWielding two]].
* DropTheHammer: Ogre Maneaters, so named for the epithet of the legendary Ogre mercenary Golgfag, wield massive two-handed hammers to fight other large units with.
* EarlyBirdCameo: The Ogre Mercenaries made their debut as a final free DLC for ''VideoGame/TotalWarWarhammerII'', serving as a teaser for the Ogre Kingdoms' proper debut as ''VideoGame/TotalWarWarhammerIII'''s pre-order DLC.
* FantasyCounterpartCulture: ''Warhammer'''s ogres are heavily modeled on the Mongols with a bit of Ice Age flavored {{Prehistoria}}.
* FoeTossingCharge: All their units boast impressive Charge Bonuses. They also have the passive ability Ogre Charge, which makes it so when they charge a bracing unit of with Charge Defense vs. Large or All, they only lose half their Charge Bonus instead of all of it.
* GiantsKnifeHumansGreatsword: The pistols one Maneaters variant carries are big enough they could easily be used as rifles or small cannons by most other races.
* GoingNative: In lore, any Ogres that spend some time working with an army or within a region will start adopting their clothing and mannerism. In-game this is only represented by the maneaters wearing clothing and facial hair styled after the lands of the Empire.
* TheGunslinger: Ranged Ogre Maneaters are a large version of this, going to battle [[SwordAndGun with a weapon in one hand]] and a massive [[HandCannon Ogre Pistol]] in the other.
* HiredGuns: Ogre Mercenaries are uniquely a neutral faction, whose units can be recruited by anyone from their camps for a steep cost. However, if you can't sustain their high upkeep, Ogre Merc units will quickly disband. Maneaters in particular are veteran mercenaries that have seen conflict across the entirety of the world.
* HorseOfADifferentColor: Mournfang Cavalry, Ogre riders mounted on a creature best described as a bear crossed with a big cat that has the tusks of a wooly mammoth sticking out of its mouth.
* ManlyFacialHair: Some Ogre models sport thick chin beards reflecting their eastern roots. Others sport a Fu-Manchu style mustache. Maneaters, meanwhile, go for thicker beards and shorter, bushier mustaches in the style of the human lands they travel in.
* OurOgresAreHungrier: Mercenary ogres that migrate to zones of conflict, offering their services as shock-troops to anyone who can pay them. They're also frightfully gluttonous, and will often demand the right to feast on their slain enemies as part of their battle pay.
* SmashMook: Without exception, ogre units are small groups of large, fear-inducing creatures, compensating for their relatively low melee attack/defence with high damage and [[FoeTossingCharge formation-disrupting mass]].
* StoutStrength: While they appear quite tubby, ogres are massive and exceptionally strong. Most of that fat gut is given over to tremendous intestinal muscles, which is how they're able to get away with eating damn near anything they please.
[[/folder]]
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%%[[caption-width-right:863:]]

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%%[[caption-width-right:863:]][[caption-width-right:863: "All life ends!"]]



[[caption-width-right:683:]]

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[[caption-width-right:683:]]
[[caption-width-right:683:"Who's steering?!" "Not me!"]]
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A small subfaction added to the game as part of the ''The Silence and the Fury'' DLC's patch. Ogre Mercenaries are available to all players through Total War Access.

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A small subfaction added to the game as part of the ''The Silence and the Fury'' DLC's patch. Ogre Mercenaries are available to all players through Total War Access.

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Updated Ulrika's description + added her VA (https://www.imdb.com/name/nm8488103)


Originally the daughter of a Kislevite noble, Ulrika joined Gotrek and Felix in one of their adventure to defend her motherland. unfortunately for her, she fell prey to a vampire.

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->'''Voiced by:''' Aliona Baranova

Originally the daughter of a Kislevite noble, Ulrika joined Gotrek and Felix in one of their adventure adventures to defend her motherland. unfortunately for her, She and Felix shared a short-lived romance, but any hopes of reconciliation between them were forever dashed when she fell prey to a vampire.
vampire, and then turned into one against her will. From then on, Ulrika served under a mistress from the nefarious Lahmian Sisterhood, caught in their labyrinth of schemes and politics, but traces of her noble spirit still remained in her undead heart. Only time would tell if her humanity could resurface and bring the proud, loyal daughter of Kislev back to metaphorical life, or if she would fall into darkness completely, fit only to be hunted down as an enemy of the living.\\
\\
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[[folder:The Blue Scribes]]
!P'tarix and Xirat'p, the Blue Scribes and Tzeentch's Quaestors

[[quoteright:683:https://static.tvtropes.org/pmwiki/pub/images/twwiii_blue_scribes.jpg]]
[[caption-width-right:683:]]

It is said that in ages past, Tzeentch was once the most powerful of the Chaos Gods - so much so that his ever-bickering brother Gods united against him and cast him down after a massive war. Tzeentch himself was shattered into thousands of shards that were flung across time and space, eventually landing on the material realms. These shards, as many legends claim, are known to mortals as "magic".\\
\\
Tzeentch has since recovered from this humiliating defeat, but now his sorcerous might is a fraction of what it used to be. Pieces of his essence remain unaccounted for, to which he created two daemons, P'tarix and Xirat'p, whom he tasked with recovering them. To ensure they do not use the fragments for themselves, Tzeentch created the daemons with limits to their intellect: P'tarix can write down a lost fragment but he cannot read it, while Xirat'p can read his brother's writing but cannot comprehend its meaning.\\
\\
Thus, the Blue Scribes travel across myriads of realms atop a Disc of Tzeentch, where they believe the shards of their god could be found. Every shard or magic spell that they do encounter, the Scribes catalogue in parchment and ink, and now their Disc is almost filled to the brim with scrolls of sorcery. Unfortunately for them, their task is an impossible one, as mortals are constantly reinventing magic to suit their purposes. The Scribes are also often drawn towards battlefields, as it is here where the most potent and most powerful spells are unleashed. To defend themselves, Xirat'p rummages through the scrolls he and his brother have accumulated, causing them to fling random spells left and right, and showering their foes with bizarre magics that even they themselves cannot predict. Once the battle is over, the Scribes scour the field of any new magic to scribble down before they move on to continue with their (unbeknownst to them, eternal) mission.\\
\\
The Blue Scribes are a Legendary Hero for the Daemons of Tzeentch, Daemons of Chaos, Warriors of Chaos Undivided or of Tzeentch, introduced in the ''Shadows of Change'' DLC.
----
* TheDividual: Like the Sisters of Twilight, the Blue Scribes are counted as a single flying entity and cannot be commanded individually.
* GottaCatchEmAll: Tzeentch created the Blue Scribes to collect every known magic spell in existence, as these are lost fragments of his being. This is actually an ImpossibleTask because magic, especially in the material realm, is constantly evolving and new spells are being made much faster than the Scribes can hope to find and catalogue them.
* HoverBoard: They ride atop a Disc of Tzeentch laiden down with books and writing supplies.
* IMeantToDoThat: Xirat'p has a tendency to play off most of his random spellcasting as well thought out plans whenever it works in his favor. And if it doesn't, [[NeverMyFault he'll just blame P'tarix for giving him a useless spell]].
* SdrawkcabName: P'tarix and Xirat'p.
* SecurityCling: Their death animation has them holding each other in fear just as they are sucked into a Chaos Portal, likely because they know that they will be punished by Tzeentch for failure.
* RandomEffectSpell: Since they've been cataloging every form of magic in existance, but don't actually ''understand'' any of it, the Blue Scribes just fire off spells at random and hope for the best. In gameplay terms, their available spell list is a random batch drawn from every spell lore in the series. When they pick a spell to cast, the list immediately reshuffles to provide new choices.
[[/folder]]
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Several edits to Aekold's entry (i.e. alphabetization, additions, clarifications, plus correction about his In Universe age)


Once the finest swordsman of the Order of the Jade Griffon, Aekold's fall to Tzeentch's clutches began when he joined a seemingly innocent secret society of scholars to learn more about Sigmar's teachings. This organization turned out to be a Chaos cult dedicated to the Great Conspirator, and before long Aekold was disowned by everyone he loved and hunted down by Imperial witch hunters. He fled the Empire to save himself but it quickly dawned on him that he had nothing else left to live for, save for the desire to learn the truth behind his ill fate. And so he wandered aimlessly towards Kislev and beyond, eventually journeying to the Chaos Wastes to sate his obssession with knowledge, unknowingly leading himself to eternal damnation. Thus he was reborn as Aekold Helbrass: a Chaos Champion of Tzeentch. Imbued by Tzeentch's unholy magics, Aekold now wants nothing more than to wreak vengeance on the Empire that unjustly condemned him and to deliver his new-found God's truth to the rest of the world... at swordpoint.\\

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Once the finest swordsman of the Order of the Jade Griffon, Aekold's fall Aekold fell to Tzeentch's clutches began when he joined a seemingly innocent secret society of scholars to learn more about Sigmar's teachings. This organization turned out to be a Chaos cult dedicated to the Great Conspirator, and before long Aekold was disowned by everyone he loved and hunted down by Imperial witch hunters. He fled the Empire to save himself but it quickly dawned on him that he had nothing else left to live for, save for the desire to learn the truth behind his ill fate. And so he wandered aimlessly towards Kislev and beyond, eventually journeying to the Chaos Wastes to sate his obssession with knowledge, unknowingly leading himself to eternal damnation. Thus he was reborn The climax of his journey led to his rebirth as Aekold Helbrass: a Chaos Champion of Tzeentch. Imbued by Tzeentch's unholy magics, Aekold now wants nothing more than to wreak vengeance on the Empire that unjustly condemned him and to deliver his new-found God's truth to the rest of the world... at swordpoint.\\



* {{BFS}}: Aekold wields the '''Windblade''', which in the lore can launch RazorWind attacks and is also an EmpathicWeapon that always returns to its wielder's hand when thrown.
* GoodPowersBadPeople: One of Tzeentch's boons to Aekold is the "Breath of Life": a strange form of life magic that grants him healing powers and also gives him FertileFeet wherever he goes.
* FallenHero: Like Archaon after him, Aekold used to be a renowned Templar of the Empire; now he's one of their greatest enemies.
* StereotypeFlip: Champions of Tzeentch are typically sorcerers, scholars, and {{Squishy Wizard}}s before recieving boons from their God, but Aekold himself is a warrior through and through, extremely skilled with a blade, and a former knight of the Empire. He is more or less what you expecte a champion of ''Khorne'' to be.

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* {{BFS}}: Aekold wields the '''Windblade''', which in the lore can launch RazorWind attacks and is also an EmpathicWeapon that always returns to its wielder's hand when thrown.
thrown. Additionally, in-game the Windblade has a vortex spell that Aekold can use to cleave through enemy infantry.
* FallenHero: Like Archaon before him, Aekold used to be a renowned Templar of the Empire; now he's one of their greatest enemies.
* GoodPowersBadPeople: One of Tzeentch's boons to Aekold is the "Breath of Life": a strange form of life magic that grants him healing powers and also gives him FertileFeet wherever he goes.
* FallenHero: Like Archaon after him,
goes. And as a servant of Chaos, Aekold used to be a renowned Templar of the Empire; now he's one of their greatest enemies.
happily uses these gifts for evil.
* StereotypeFlip: Champions of Tzeentch are typically sorcerers, scholars, and {{Squishy Wizard}}s before recieving boons from their God, but Aekold himself is a warrior through and through, extremely skilled with a blade, and a former knight of the Empire. He is more or less what you expecte a champion of ''Khorne'' to be.be, especially since he has a skill that grants him Frenzy when fighting against Empire factions.
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* StereotypeFlip: Champions of Tzeentch are typically sorcerers, scholars, and {{Squishy Wizard}}s before recieving boons from their God, but Aekold himself is a warrior through and through, extremely skilled with a blade, and a former knight of the Empire.
* TheTeamNormal: For Tzeentch factions, anyways. Aekold is one of the very few champions of Tzeentch who is explicitly ''not'' a spellcaster.

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* StereotypeFlip: Champions of Tzeentch are typically sorcerers, scholars, and {{Squishy Wizard}}s before recieving boons from their God, but Aekold himself is a warrior through and through, extremely skilled with a blade, and a former knight of the Empire.
Empire. He is more or less what you expecte a champion of ''Khorne'' to be.
* TheTeamNormal: For Tzeentch factions, anyways. Aekold is one of the very few champions of Tzeentch who is explicitly ''not'' a spellcaster.spellcaster and, if playing as the Daemons of Tzeentch, will be your ''only'' character unable to use magic.

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%%[[caption-width-right:863:]]



Released as a free addition to the ''Videogame/TotalWarWarhammerIII'' ''4.0'' update if one had a Creative Assembly account, Aekold is a Legendary Hero recruitable by the Daemons of Chaos, Daemons of Tzeentch, and Warriors of Chaos.

to:

Released as a free addition to the ''Videogame/TotalWarWarhammerIII'' ''4.0'' 4.0 update if one had a Creative Assembly account, Aekold is a Legendary Hero recruitable by the Daemons of Chaos, Daemons of Tzeentch, and Warriors of Chaos.



* GoodPowersBadPeople: One of Tzeentch's boons to Aekold is the '''Breath of Life''': a strange form of life magic that grants him healing powers and also gives him FertileFeet wherever he goes.

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* GoodPowersBadPeople: One of Tzeentch's boons to Aekold is the '''Breath "Breath of Life''': Life": a strange form of life magic that grants him healing powers and also gives him FertileFeet wherever he goes.
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* TheteamNormal: For Tzeentch factions, anyways. Aekold is one of the very few champions of Tzeentch who is explicitly ''not'' a spellcaster.

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* TheteamNormal: TheTeamNormal: For Tzeentch factions, anyways. Aekold is one of the very few champions of Tzeentch who is explicitly ''not'' a spellcaster.
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* TheteamNormal: For Tzeentch factions, anyways. Aekold is one of the very few champions of Tzeentch who is explicitly ''not'' a spellcaster.
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A minor addition to Aekold's entry.


* GoodPowersBadPeople: One of Tzeentch's boons to Aekold is a strange form of life magic that gives him FertileFeet wherever he goes.

to:

* GoodPowersBadPeople: One of Tzeentch's boons to Aekold is the '''Breath of Life''': a strange form of life magic that grants him healing powers and also gives him FertileFeet wherever he goes.

Added: 672

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Expanded Aekold's entry a bit, with his history taken from the "Liber Chaotica" book.


A former knight of the Empire, Aekold's thrist for knowledge has led to him dsicovering more and more secrets, until he drew the attention of Tzeentch himself, who made him of one of his champions.

Released a free addition to the ''Videogame/TotalWarWarhammerIII'' ''4.0'' update if one had a Creative Assembly account, Aekold is a character recruitable by Daemons of Chaos, Daemons of Tzeentch, and Warriors of Chaos.

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A former knight [[quoteright:863:https://static.tvtropes.org/pmwiki/pub/images/aekold_helbrass_twiii_0.PNG]]
Once the finest swordsman
of the Empire, Order of the Jade Griffon, Aekold's thrist for knowledge has led fall to him dsicovering Tzeentch's clutches began when he joined a seemingly innocent secret society of scholars to learn more about Sigmar's teachings. This organization turned out to be a Chaos cult dedicated to the Great Conspirator, and before long Aekold was disowned by everyone he loved and hunted down by Imperial witch hunters. He fled the Empire to save himself but it quickly dawned on him that he had nothing else left to live for, save for the desire to learn the truth behind his ill fate. And so he wandered aimlessly towards Kislev and beyond, eventually journeying to the Chaos Wastes to sate his obssession with knowledge, unknowingly leading himself to eternal damnation. Thus he was reborn as Aekold Helbrass: a Chaos Champion of Tzeentch. Imbued by Tzeentch's unholy magics, Aekold now wants nothing more secrets, until he drew than to wreak vengeance on the attention of Tzeentch himself, who made Empire that unjustly condemned him of one of and to deliver his champions.

new-found God's truth to the rest of the world... at swordpoint.\\
\\
Released as a free addition to the ''Videogame/TotalWarWarhammerIII'' ''4.0'' update if one had a Creative Assembly account, Aekold is a character Legendary Hero recruitable by the Daemons of Chaos, Daemons of Tzeentch, and Warriors of Chaos.


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* {{BFS}}: Aekold wields the '''Windblade''', which in the lore can launch RazorWind attacks and is also an EmpathicWeapon that always returns to its wielder's hand when thrown.
* GoodPowersBadPeople: One of Tzeentch's boons to Aekold is a strange form of life magic that gives him FertileFeet wherever he goes.
* FallenHero: Like Archaon after him, Aekold used to be a renowned Templar of the Empire; now he's one of their greatest enemies.

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Released as a free addition to the ''VideoGame/TotalWarWarhammerIII''' ''3.0'' update, Ulrika is a Legendary Hero that can be recruited by the player if they are playing as either the Empire or Kislev.

to:

Originally the daughter of a Kislevite noble, Ulrika joined Gotrek and Felix in one of their adventure to defend her motherland. unfortunately for her, she fell prey to a vampire.

Released as a free addition to the ''VideoGame/TotalWarWarhammerIII''' ''3.0'' update, update if one had a Creative Assembly account, Ulrika is a Legendary Hero that can be recruited by the player if they are playing as either the Empire or Kislev.


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[[folder:Aekold Helbrass]]
A former knight of the Empire, Aekold's thrist for knowledge has led to him dsicovering more and more secrets, until he drew the attention of Tzeentch himself, who made him of one of his champions.

Released a free addition to the ''Videogame/TotalWarWarhammerIII'' ''4.0'' update if one had a Creative Assembly account, Aekold is a character recruitable by Daemons of Chaos, Daemons of Tzeentch, and Warriors of Chaos.
----
* StereotypeFlip: Champions of Tzeentch are typically sorcerers, scholars, and {{Squishy Wizard}}s before recieving boons from their God, but Aekold himself is a warrior through and through, extremely skilled with a blade, and a former knight of the Empire.
[[/folder]]
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The Wind of Death blows strong over the Known World, and the dead do not rest easy; the curse of Undeath is the natural result of the short lived humans' desire to achieve immortality. It was Nagash, the first and greatest of all Necromancers, who in his great fear of what laid beyond the realm of flesh first walked this damned path, developing the malign art of raising the dead to serve a master. Ever since, the Restless Dead have plagued the world, embittered by their cursed existence, beyond death but less than life, and ambitioning to rule over it for eternity.

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The Wind of Death blows strong over the Known World, and the dead do not rest easy; the curse of Undeath is the natural result of the short lived humans' desire to achieve immortality. It was Nagash, the first and greatest of all Necromancers, who in his great fear of what laid beyond the realm of flesh first walked this damned path, developing the malign art of raising the dead to serve a master. Ever since, the Restless Dead have plagued the world, embittered by their cursed existence, beyond death but less than life, and ambitioning to rule over it for all eternity.
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Old, declining, yet proud beyond measure, the Elder Races were present in the Dawn Times, when the first of their kind were sculpted by the hand of the Old Ones themselves. Thus, they tend to be far more resistant to Chaos than humans. In times past all of them built magnificent civilizations, grander than anything mankind has achieved so far, but millenia of strife and tragedy have inevitably led to their decline and they are now a shadow of their former selves. Despite all this, they still are formidable powers, and have an important part to play in the fate of the world.

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Old, declining, yet proud beyond measure, the Elder Races were present in the Dawn Times, dawn times, when the first of their kind were sculpted by the hand of the Old Ones themselves. Thus, they tend to be far more resistant to Chaos than humans. In times past all of them built magnificent civilizations, grander than anything mankind has achieved so far, but millenia of strife and tragedy have inevitably led to their decline and they are now a shadow of their former selves. Despite all this, they still are formidable powers, and have an important part to play in the fate of the world.
Is there an issue? Send a MessageReason:
None


The Wind of Death blows strong over the Known World, and the dead do not rest easy; the curse of Undeath is the natural result of the short lived humans' desire to achieve immortality. It was Nagash, the first and greatest of all Necromancers, who in his great fear of what laid beyond the realm of flesh first walked this damned path, developing the malign art of raising the dead to serve a master. Ever since, the Undead have plagued this world, embittered by their accursed existence, beyond death but less than life, and ambitioning to rule over it for all eternity.

to:

The Wind of Death blows strong over the Known World, and the dead do not rest easy; the curse of Undeath is the natural result of the short lived humans' desire to achieve immortality. It was Nagash, the first and greatest of all Necromancers, who in his great fear of what laid beyond the realm of flesh first walked this damned path, developing the malign art of raising the dead to serve a master. Ever since, the Undead Restless Dead have plagued this the world, embittered by their accursed cursed existence, beyond death but less than life, and ambitioning to rule over it for all eternity.
Is there an issue? Send a MessageReason:
None


The Wind of Death blows strong over the Known World, and the dead do not rest easy; the curse of Undeath is the natural result of the short lived humans' desire to achieve immortality. It was Nagash, the first and greatest of all Necromancers, who in his great fear of what laid beyond the realm of flesh first walked this damned path, developing the malign art of raising the dead to serve a master. Ever since, the Restless Dead have plagued this world, embittered by their accursed existence, beyond death but less than life, and driven to rule over it for all eternity.

to:

The Wind of Death blows strong over the Known World, and the dead do not rest easy; the curse of Undeath is the natural result of the short lived humans' desire to achieve immortality. It was Nagash, the first and greatest of all Necromancers, who in his great fear of what laid beyond the realm of flesh first walked this damned path, developing the malign art of raising the dead to serve a master. Ever since, the Restless Dead Undead have plagued this world, embittered by their accursed existence, beyond death but less than life, and driven ambitioning to rule over it for all eternity.
Is there an issue? Send a MessageReason:
None


The Wind of Death blows strong over the Known World, and the dead do not rest easy; the curse of Undeath is the natural result of the short lived humans' desire to achieve immortality. It was Nagash, the first and greatest of all Necromancer, who in his great fear of what laid beyond the realm of flesh first walked this damned path, developing the malign art of raising the dead to serve a master. Ever since, the Restless Dead have plagued this world, embittered by their accursed existence, beyond death but less than life, and driven to rule over it for all eternity.

to:

The Wind of Death blows strong over the Known World, and the dead do not rest easy; the curse of Undeath is the natural result of the short lived humans' desire to achieve immortality. It was Nagash, the first and greatest of all Necromancer, Necromancers, who in his great fear of what laid beyond the realm of flesh first walked this damned path, developing the malign art of raising the dead to serve a master. Ever since, the Restless Dead have plagued this world, embittered by their accursed existence, beyond death but less than life, and driven to rule over it for all eternity.
Is there an issue? Send a MessageReason:
None


The Wind of Death blows strong over the Known World, and the dead do not rest easy; the curse of Undeath is the natural result of the short lived humans' desire to achieve immortality. It was Nagash, the first and greatest of all Necromancer, who in his great fear of what laid beyond the realm of flesh first walked this damned path, developing the malign art of raising the dead to serve a master. Ever since, the Restless Dead have plagued the world, embittered by their accursed existence, beyond death but less than life, and driven to rule over it for all eternity.

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The Wind of Death blows strong over the Known World, and the dead do not rest easy; the curse of Undeath is the natural result of the short lived humans' desire to achieve immortality. It was Nagash, the first and greatest of all Necromancer, who in his great fear of what laid beyond the realm of flesh first walked this damned path, developing the malign art of raising the dead to serve a master. Ever since, the Restless Dead have plagued the this world, embittered by their accursed existence, beyond death but less than life, and driven to rule over it for all eternity.
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The Wind of Death blows strong in the Warhammer World, and the dead have long and bitter memories. The Undead are the logical result of the short-lived humans' efforts to achieve immortality, no matter the cost. Nagash, first of the Necromancers, was responsible for developing the malign art of raising the dead to serve a master, which indirectly contributed to the rise of the Vampires and their diverse bloodlines, who control armies of cadavers of all sorts and are megalomaniacal in their pursuit of eternal un-life.

to:

The Wind of Death blows strong in over the Warhammer Known World, and the dead have long and bitter memories. The Undead are do not rest easy; the logical curse of Undeath is the natural result of the short-lived short lived humans' efforts desire to achieve immortality, no matter the cost. immortality. It was Nagash, the first and greatest of all Necromancer, who in his great fear of what laid beyond the Necromancers, was responsible for realm of flesh first walked this damned path, developing the malign art of raising the dead to serve a master, which indirectly contributed to master. Ever since, the rise of Restless Dead have plagued the Vampires and world, embittered by their diverse bloodlines, who control armies of cadavers of accursed existence, beyond death but less than life, and driven to rule over it for all sorts and are megalomaniacal in their pursuit of eternal un-life.
eternity.

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