Follow TV Tropes


Characters / Iron Kingdoms

Go To

The Iron Kingdoms have a large number of heroes, here you can see tropes associated to them.

    open/close all folders 

  • Amplifier Artifact: The Squire robot enhances the innate powers of the warcaster controlling it.
  • Archaic Weapon for an Advanced Age: Whereas some modern orders carry advanced mechanika, sword knights fight with the same weapons and armour they have borne for centuries.
  • Church Militant: The Precursor Knights are a martial order dedicated to the warrior philosophies of the god Morrow.
  • Double Standard: Warcasters are theoretically accountable to the same code of honour and behaviour as the rest of the military, but they are seldom harshly disciplined. Some soldiers resent the double standard.
  • Drop the Hammer: The Hammersmith's massive twin forge hammers are clearly designed for pounding metal flat.
  • Earthquake Machine: The Avenger's cannon fires projectiles that unleash a violent localised earthquake upon impact.
  • Elective Monarchy: Woldred’s Covenant allows Cygnaran royalty to determine their own successors from among the noble families of Cygnar.
  • Enemy Mine: The brief alliance between Khador and Cygnar to drive Cryx from the Thornwood in 609 AR. It doesn't last.
  • The Engineer: Field mechaniks dive into the midst of battle and make necessary repairs to warjacks and armour.
  • Gatling Good: Cyclones are capable of displaying rapid firepower with dual chain guns.
  • The Good Kingdom: While it operates as a monarchy, Cygnar boasts the most progressive government in western Immoren, at least under the leadership of Leto and Julius Raelthorne.
  • The Gunslinger: Gun mage captain adepts would be among the deadliest pistoleers in all of western Immoren even without their sorcerous talents.
  • Lightning Can Do Anything: Cygnar can use it as artillery, a steroid, magnetic shield, and a tractor beam.
  • Mage Marksman: Arcane Tempest gun mages harness arcane powers to augment their gunfighting prowess.
  • Perilous Power Source: The Storm Chamber, an arcane capacitor used to power the lightening mechanicka extensively used by the Cygnarian military, has the side-effect of electrocuting anyone who comes in contact with it while active. As a result, it is only used on larger machines where it can be kept isolated from dangerous discharges, or by those wearing extensive galvanic protection (such as the Storm Knights and their armor.)
  • Robot Buddy: The Squire will follow your warcaster around and generally improve his ability at casting.
  • Spider Tank: The Storm Strider is a four-legged walker.

Coleman Stryker

"There is no defeat so total that Stryker cannot snatch victory from it. He will personally pay any price to protect the Cygnaran people." — King Leto Raelthorne

Though Commander Stryker sees himself as just another soldier fighting for the crown and his young age may deceive some into believing he has not earned his rank compared to the aged generals leading the king's army, battlefield experience has made him wise beyond his years. He goes to great lengths to preserve the lives of his men.

A fine leader, a better soldier, and one of the most accomplished warcasters in the Iron Kingdoms, Coleman Stryker was born to be a hero of Cygnar and expects to die defending her.

  • Anti-Hero: Well-Intentioned Extremist to Type III, after killing Hierarch Voyle.
  • Authority Equals Asskicking: Like many Warcasters, he is an officer and an unstoppable warrior.
  • Bad Ass In Charge: Like above, he is a Commander of the King's army. Also, when he was promoted to Lord Commander his authority rivaled one of a general.
  • BFS: The Quicksilver, later the Quicksilver MKII, which gives him the reach ability because of how big it is.
  • Captain Patriotic: He is described in-universe as such : "Coleman in a word ? Patriot."
  • Four-Star Badass: In his second Epic incarnation he was promoted to a full-blown general.
  • Heroic BSoD: a brief one in "The Blood of Kings", after witnessing the monster that is Vinter Raelthorn IV in battle
  • Jack-of-All-Stats: The spell selection his prime version has. It led that version being considered a Skill Gate Character since although he was great for people trying to learn to the play the game, hence being included in Cygnar's starter box set, he wasn't very good due his Master of None prevent him from being good enough at anything to be effective in competive play.
  • Lightning Bruiser: His Epic Incarnation is VERY powerful, VERY hard too hurt and thanks to the Velocity spell, very fast when he needs to be.
  • Gameplay and Story Segregation: His Epic version's suit has a Fatal Flaw; it can give him a massive power boost but overlords. This was fixed in story but still in game for balance reasons.
  • Well-Intentioned Extremist: Years of war made him this. So much that he his former teacher, Nemo, gave him a What the Hell, Hero? speech.

Constance Blaize, Knight of the Prophet

  • Church Militant: She is a member of the Knights of the Prophet, a knightly order in service to the Church of Morrow.

Markus 'Siege' Brisbane

A highly professional soldier, Major Markus Brisbane is the most experience soldier amongst the Cygnarian warcasters. His leadership skills and determination allows him to triumph any challenge.

Voice by David Fennoy (Warmachine: Tactics).

  • Bald, Black Leader Guy
  • Drop the Hammer: Havoc his battle hammer.
  • The Mentor: Markus was Kara Sloan's mentor during her tenure as a Journeyman warcaster. His no-nonsense personality shaped her future as a soldier.
  • Old Soldier: One of the veteran warcaster in the Cyrnaran Army.
  • Scary Black Man: If you are the enemy, then yes, you should run scared.
  • Sergeant Rock: He is tough, professional and will not coddle his pupils or soldiers, but he is not prone to cruelty. Siege just want to get the job done.

Allister Caine

Edward Dominic Darius

  • Power Armor: All warcasters have steam-powered magical armor, but Darius takes it up to eleven by wearing a full body suit that borders on Mini-Mecha, complete with Shoulder Cannon and a crane.

Victoria Haley

Victoria's twin sister was taken from her as a child by Cryxian raiders. After joining the Cygnar military, she found her sister again as a Cryxian war witch.

  • Artificial Limbs: She lost an arm, and it was replaced with a mechanical one. After her death, she restored her arm when the regained her body.
  • Back from the Dead: It's pretty hard to keep the Haley sisters dead. Victoria managed to pull it off on her own, though.
  • Blade on a Stick: Her weapon of choice is a spear.
  • Cain and Abel: The Abel to her sister Deneghra's Cain.
  • My Future Self and Me: Her third incarnation can summon different versions of herself from the past and the future.

Jeremiah Kraye

Sebastian Nemo

He is the driving force behind Cygnar's technological edge and is responsible for most of their lighting-based technology.

  • Cool Old Guy
  • Expy: His wild hair is reminiscent of Albert Einstein.
  • Gadgeteer Genius: His understanding of warjacks and technology is unmatched by anyone in Cygnar, and he is the pioneer of numerous innovations in warjack cortex and weapons technology.
  • What the Hell, Hero?: delivered one to Stryker, as mentioned above.

Kara Sloan

Dalin Sturgis

Mentor of Alison Jakes.

Allison Jakes

A character made for Warmachine Tactics, she was also introduced to the tabletop.

Major Elizabeth Maddox

Black 13th

  • The Greatest Story Never Told: The Black 13th are usually assigned secret missions that earn them little recognition other than a handshake and the quiet thanks of their superiors.
  • Guns Akimbo: Darsey Ryan wields a magelock in each hand.
  • Killed Off for Real: Captain Dixon Lynch is one of the first playable characters to kick the bucket (for real) after Privateer Press rescinded their Plot Armor between Mark II and Mark III.
  • Mage Marksman: All three of them are gun mages of the Arcane Tempest order.
  • Private Military Contractors: After Lynch's death, Ryan and Watts join forces with the renegade Allister Caine in his quest to establish his own private army.
  • Two Guys and a Girl: With Dixon Lynch and Samuel Watts as the guys and Darsey Ryan as the girl; Allister Caine later replaces Lynch after his death. Absolutely no romance is ever considered.

Corporal Rourke

A soldier from the CRS, he is trained as a gun mage and brought Commander Sturgis and Lieutenant Jakes some higly sensitive information: the Khadorans were seeking an old Orgoth Relic.Voiced by: Gideon Emery.



  • Army of Thieves and Whores: Doom reavers are conscripted from the ranks of convicted criminals.
  • Ascended Meme: Khador players joked that the Grolar warjack was a myth and would never be released. The official lore now states that production suffered numerous setbacks, delaying its deployment by years.
  • The Berserker: A few.
    • Set loose in war, doom reavers exhibit only minimal control and may strike down anyone, friend or foe, as their bloodlust grows.
    • The aptly named Berserker warjack is prone to erratic and extremely aggressive behavior caused by its decaying cortex.
  • Bigger Is Better: Khador doesn't have reliable access to a lot of the very particular resources to create cortexes, but they do have access to lots of more mundane steel and coal. As a consequence, they build their warjacks to last, with very heavy armour and weapons, doctrinally favoring fewer but larger and more powerful warjacks.
  • Canine Companion: Khadoran officers commonly bring war dogs to the battlefield and look to them as both companions and protectors.
  • Conscription: Khadoran law requires all its male citizens to serve in the military. A single tour is required of all men, with the exception of those with extreme physical disability.
  • The Empire: To its enemies, Khador is the wolf at the gates, a warlike nation characterised by vast armies and dedicated to the dream of empire.
  • Enemy Mine: The brief alliance between Khador and Cygnar to drive Cryx from the Thornwood in 609 AR. It doesn't last.
  • Evil Weapon: As befits Orgoth creations, the fellblades unearthed by the Greylords have a nasty tendency to whisper to the mind of their wielders, driving them to bloodthirsty madness and turning them into hulking muscle-bound killers. Despite, or perhaps because of their tendency to blindly slaughter whatever happens to be in their way, Khador military uses those doom reavers as suicidal shock troopers. There are also implications that the Greylord Covenant have learnt how to manufacture new fellblades.
  • Feel No Pain: Survivors of countless battlefield injuries, Black Dragons are all but inured to pain, and tales of Black Dragons fighting on despite terrible injuries are not uncommon.
  • Gender-Blender Name: Khards mostly have normal Russian or Russian-sounding surnames with one exception: they are not inflected for gender like in real life; so we have the female warcaster Sorscha Kratikoff who has a masculine surname, and there are plenty of male Khard background characters with surnames ending in the feminine suffix -a.
  • An Ice Person: Greylord magic draws power from the frozen landscape, with cold itself as a weapon.
  • Jousting Lance: Iron Fang uhlans ride in tight formations, clearing the way with blasting lances.
  • Made of Explodium: Berserker cortexes have become critically compromised by decay and are prone to massive concussive overload.
  • The Mafiya: The kayazy are tycoons all too willing to resort to violence to deal with the cutthroat competition; as they take interest in the conflict, they lend elite assassins to Khadoran forces to 'protect their investments'.
  • Master Swordsman: Kayazy assassins boast expertise in swordplay equal or superior to that of noble blade masters.
  • Mighty Glacier: While Khadoran warjacks are slower than those of the other Human kingdoms, they are all heavily armored and can deal quite a bit of damage once they get in close.
    • The same goes for Man-O-Wars who have comparable speed.
  • More Dakka: The Victor's autocannons can maintain continuous fire without long reload times.
  • Mother Russia Makes You Strong: The expies of Russians are known for their rugged, relentless and even brutish nature. Their military goes a long way in reflecting this.
  • Patriotic Fervor: Khadorans are willing to lay down their lives for the empire. Their soldiers march forward in the name of the Motherland with steadfast resolve and a love for their country.
  • Powered Armor: Men-O-War are encased in mechanikal armour that grants them the strength of steamjacks.
  • Shield Bash: The Devastator's shield fists can shove aside nearly anything in its path.
  • Short-Range Shotgun: The blunderbuss issued to Winter Guard infantry, which consists of little more than a steel canister with a wooden stock, small enough to be held and aimed single-handedly. It's effective range may be short, but it packs a considerable punch, is so simply it practically can't jam, and is easy enough to mass produce that literally every member of the Winter Guard (which is to say, close to half Khador's young adult population) can be equipped with one.
  • Simple, yet Awesome: One of Khador's defining characteristics is their preference for simpler technology, and belief that the more complicated something is the more likely it is to break and fail. What Khador lacks in sophistication they make up for in durability and damage potential.
  • Stronger with Age: According to the Black Dragons, a group of veteran Iron Fangs, their experience and skill make them as capable, if not more so, than their younger comrades.
  • Trampled Underfoot: The Winter Guard Gun Carriage serves to crash through enemy lines, slamming, and knocking them down and disrupting their formation.

Sorscha Kratikoff

A warcaster who first rose to the rank of kovnik in the Winter Guard, displaying her 'caster abilities later in life during a battle in which her superior was slain. She has since risen first to the rank of Kommander and then the Forward Kommander of the prestigious 5th Border Legion.
  • An Ice Person: Many of her spells, her weapon, and her first version's Feat involve freezing her enemies solid.
  • Four-Star Badass: She is promoted to Kommandant during the time skip between MK II. and MK III.
  • My Nayme Is: Her name is spelt as Sorscha with an extra S compared to the normal name Sorcha.
  • Power Armor: She goes through intense physical training and dons Man-O-War armor after becoming a Kommandant.
  • Sinister Scythe: A weapon named Frostfang, which can freeze enemies before Sorscha smashes them into pieces.
  • Star-Crossed Lovers: With Vlad. Time spent with him is the only time she is seen to thaw out, but their duties have a tendency to keep them apart.
  • You Killed My Father: Her father was among the Winter Guard killed in the Boarsgate Massacre by Orsus Zoktavir, THE BUTCHER OF KHARDOV! Notably she left the Butcher to die at the Battle of Fellig, and despite not regretting her choice has come to worry if the Butcher will someday respond to her quiet revenge.

Gurvaldt Irusk
The Supreme Kommandant of Khador, the leader of the Motherland's front-line armies credited with the conquest of Llael and the Thornwood.

  • Enemy Mine: Is the Khadoran side of the truce and agreement that, as of Colossals, has Cygnar and Khador working together to fight Cryx in the Thornwood.
  • Four-Star Badass: Irusk is the supreme field commander of the Khadoran army.
  • My Greatest Failure: When Empress Vanar accused him of not just failing at the first assault on Northguard but of 'wasting the lives of his soldiers' he was nearly driven to suicide.
  • The Strategist: Regarded as the Sun Tzu of the setting, to the point that his text on warfare is even studied by Cygnarans. His masterwork On Conquest is named rather similarly to Carl von Clausewitz's On War

Zevanna Agha, the Old Witch of Khador

A figure out of legend long credited with guiding the fate of the Khards, even in the days of the Khardic Empire and the Orgoth Occupation. Nowadays accompanied by her chicken-legged Scrapjack and in counsel with the Vanars, she continues to guide the sons and daughters of Northern Immoren.

  • Appropriated Appellation: The name 'Zevanna Agha' was originally given to her by the northerners, which she adopted as her own name.
  • Cool Old Lady
  • Everybody Calls Him "Barkeep": She is usually just called the Old Witch.
  • Expy: With Khador in general being so obviously Russians In Immoren it should as no surprise that the Old Witch is Baba Yaga In Khador
  • Genius Loci: It's implied the Old Witch is the living will of Khard and Khador itself.
  • Genuine Human Hide: Her cloak is stitched together from the time-worn hides of countless kills.
  • Greater-Scope Paragon: She knew the Infernals were coming all along, and has been acting to thwart their plans. Ensuring that there would be mortal champions like Vlad to challenge them, and summoning the Grymkin to kill off those weak-willed enough to be swayed into betraying humanity for their own gain.
  • Humanoid Abomination: The Old Witch might look like an old human woman, but her true nature is that of a keen-eyed and razor-taloned thing in a cave.
  • Never Mess with Granny
  • Older Than They Look: She looks like a crone of over 90 years of age, but she's older than civilisation itself.
  • Time Abyss: Nobody knows how old the Old Witch really is. According to historical records she was an advisor of Priest-King Khardovic, founder of Khard, and legends have her already waiting for Menoth when he arrived on Caen.
  • To Serve Man: In her early days, this creature (long before she became known as Zevanna Agha the Old Witch) preyed upon the ancestors of today's Khadorans.
  • Well-Intentioned Extremist: She summoned the Defiers from the Void and unleashed the nightmarish Grymkin upon the world, but only because she needed to stop the Infernals.

Vladimir Tzepesci
Captain No-Peripheral-Vision himself

A warcaster made infamous for the Boarsgate Massacre, in which he killed both the Boarsgate militia who were trying to secede from Khador and the Winter Guard who tried to prevent him from killing surrendering militiamen. His expected punishment was forestalled by a pardon from Empress Ayn Vanar, effectively making him a weapon of the Empress against any who would stand against her rule, domestic or foreign. One of the greatest yet least stable weapons of the Motherland, to the point that gossip says that his superiors send him to increasingly dangerous battlefields in the hope that he will destroy himself alongside the Motherland's enemies.

  • And There Was Much Rejoicing: The general reaction to his supposed death. A lot of people felt like he had it coming and the High Kommand let out a collective sigh of relief to finally have him gone. It didn't last long.
  • An Axe to Grind: Named Lola, of all things. Rumor says that the axe is named after a love lost, which drives the Butcher to his infamous rage.
  • Atop a Mountain of Corpses: His epic model has him, literally, standing on a pile of dead troops. Some from his own side...
  • Attack! Attack! Attack!: His one and only strategy in battle, to the point where he sees anything that isn't causing harm to the enemy as cowardice. He charges his forces head long into the enemy and doesn't stop until they're dead or he is.
  • Ax-Crazy: He does not take prisoners, he just butchers entire towns.
  • Bad Boss: For the record, he killed 80 of his own men when they attempted to restrain him.
  • Beast of Battle: In his third incarnation, the Butcher is accompanied by two argus (aka two-headed wolves).
  • Blood Knight: More than a hundred men died at Boarsgate. He killed every single one, and he really hasn't stopped since.
  • The Butcher: Orsus Zoktavir earned the sobriquet 'Butcher of Khardov' after he slaughtered his own men when they tried to convince him against killing surrendered enemies.
  • But for Me, It Was Tuesday: Zoktavir doesn't even remember the name of Luka Kratikoff, Sorscha's father, when she confronts him about his murder.
  • Canine Companion: The Butcher's third incarnation is accompanied by two argus companions.
  • Disproportionate Retribution: He'll murder just about any man for anything he perceives as wrong
  • Draft Dodging: As a youth, his boss paid off the officials to keep Orsus' name off the conscription census, so he wouldn't have to serve in the Winter Guard.
  • The Dreaded: Very much. His own men are likely to be more scared of him than the enemy.
  • Everybody Calls Him "Barkeep": His real name is Orsus Zoktavir, though most people just call him 'The Butcher'.
  • The Fettered: Surprisingly so. The only thing keeping him in check is his promise to the Empress to obey orders.
  • General Ripper: He's violent and uncontrollable, so much so that he will always completely wipe all enemy opposition, including whole towns, regardless of whether or not they surrender, which has much of Khador brass concerned his massacres will make their enemies less willing to accept Khador's rule. Pretty much nobody likes him but the Empress likes him, which is also what kept him from getting executed.
  • I Call It "Vera": His axe is named Lola, after The Lost Lenore.
  • Large and in Charge: By far the largest human in the game. Standing 7'6 and and almost 4 feet wide, Zoktavir's model has to be put on a medium base, which is normally reserved to male Tharn, gatormen, trollkin, ogrun and light 'jacks/beasts.
  • Magic Knight: The Butcher is a warcaster and one of the strongest men in western Immoren.
  • Mighty Glacier: Orsus is a killing machine in all incarnations, possess the highest combination of Melee Attack and Power + Strength, is a durable as light warjack, and his spell lists are geared towards dealing damage, especially by aiding him in it. But he's always very slow.
  • One-Man Army: Every warcaster is capable of it on the table but he's the only one explicitly stated to be one in the story too. His third version goes into overdrive, offering nothing to his army and being a singular powerhouse.
  • Red Baron: THE BUTCHER OF KHARDOV. He is far more often referred to as 'the Butcher' than as his real name Orsus Zoktavir.
  • Roaring Rampage of Revenge: After being wounded he was found and nursed back to health by a servant girl. After discovering how her lord had been abusing her, Orsus killed him and destroyed his estate. Sadly this didn't help at all as it simply left the girl with no home or job.
  • Stout Strength: The strongest human in Immoren, with a size to match.
  • The Friend Nobody Likes: Most of the Khador army hates him and only puts up with him because of the Empress wants him around. And with good reason, not only did he kill his own men when they tried to restrain him from killing that surrendering garrison, he wipes out entire settlements rather than accepting surrenders, something Khador does not want as it will make the people they conquer more opposed to their rule.
  • You Will Not Evade Me: His third form has a spell that reels anyone nearby into his melee range. Its name? Impending Doom...

Oleg Strakhov

  • Blood Knight: Strakhov lives to test himself in the heat of battle.
  • Eye Patch Of Power: He gains one during the time skip between Mk II and III.
  • Goggles Do Something Unusual: The alchemically treated lenses in his goggles allow him to see through smoke clouds.
  • Military Maverick: Strakhov has a bad habit of executing his own operations without waiting for approval from his superiors. The only reason Irusk has yet to punish him being how often these unsanctioned missions succeed.

Alexander Karchev

  • Almighty Janitor: In spite of his seniority, Karchev only holds the rank of Kommander, the lowest rank of full-fledged Khadoran warcasters and the equivalent of a Cygnaran captain. That being said, the High Kommand, who technically outrank him, views him as a national treasure and listens when he speaks.
  • The Archmage: He was already the most powerful Khadoran warcaster before his integration into the warjack frame.
  • An Axe to Grind: Karchev wielded a runed greataxe during the Thornwood War, before he became quadripelagic.
  • Badass Mustache: Sported one by the time of the Thornwood War before he lost all of his limbs and became the Man in the Machine.
  • Cyborg: Ever since he lost all four limbs in the Thornwood War, Karchev has lived in a modified warjack chassis combined with life-sustaining machinery.
  • Death-or-Glory Attack: He channeled all of his magic into one cataclysmic spell to win a battle against a rival Cygnaran warcaster, completely obliterating his opponent but destroying his body in the process.
  • Handicapped Badass: The loss of his limbs didn't stop Karchev from demanding a warjack frame to continue serving in the front line, which he has done for nearly a century since then.
  • Man in the Machine: He is the Trope Namer via his special rule, "the man in the machine". Karchev was a Khadoran wizard who suffered grievous wounds during a battle, resulting in paralysis of all his limbs. He was hooked up to a life-support system that was installed into a chassis of a Warjack to allow him to continue serving the Motherland in battle.
  • Mechanically Unusual Class: In many ways Karchev resembles a warjack more than the standard warcaster. He is neither a warrior nor a warjack, but a mix of both. He gets damaged and repaired like a warjack (except his Body system, which is healed like a warrior). He treats water like a warrior would and can make warjack power attacks for free except for headbutts. Karchev generally behaves like a warjack himself, even hitting as hard as one.
  • Mercy Kill: When imprisoned inside the Cryxian necrofactorium in the Thornwood, Karchev asks Oleg Strakhov to kill him so the Cryxians can't turn him into a weapon against the Motherland, but Strakhov adamantly refuses until he can rescue Karchev.
  • Mighty Glacier: Karchev has the statline of a heavy warjack, which makes him extremely slow, durable and hard-hitting compared to other warcasters.
  • Mysterious Past: Information on Karchev’s childhood is scant, and it is unclear whether he was an orphan or whether records of his parentage were systematically eliminated.
  • Old Master: He's over a hundred years oldnote  and able to kick even more ass than he could as a young man due to his heavy warjack chassis.

Izak Harkevich

Aleksandra Zerkova

  • Adventurer Archaeologist: Like other Greylords she spends a lot of time plundering old Orgoth tombs for valuable relics and artifacts. With her halls being filled with many prized treasures she has discovered.
  • Bodyguard Babes: Gender flipped. Her Epic version is accompanied by a pair of musclebound and bare chested Doom Reavers.
  • Coat Cape: Epic Zerkova uses neither of her coat's sleeves, letting it flow behind her in the wind.
  • Evil Sorcerer: She's a high-ranking member of the Greylords Covenant and one of the more evil Khadoran characters.
  • Magic Wand: The Rod of Whispers, which she wields in her first incarnation.
  • Screw the Rules, I Have Connections!: Zerkova has violated many of the Greylord Covenant's rules, however the favor she holds with the head of the order has allowed her to not only get away with it, but achieve a very high ranking position within the organization.

Lord Rikard Kozlov, Viscount of Scarsgrad

  • An Axe to Grind: He carries a big axe.
  • Blue Blood: As his title assesses, he's the son of a Kossite nobleman and a Ruscar tribeswoman.
  • Child of Two Worlds: He has to juggle the responsibilities of being a noble and warcaster, while staying close to his tribe.

Kommander Andrei Malakov

  • Blue Blood: He was born the son of a Khardic count.
  • Early-Bird Cameo: While he only first became playable in Warmachine: Vengeance, alongside the other character Journeyman Warcasters, his first appearance in the lore was actually in one of the short stories in Warmachine: Colossals alongside General Ossrum.
    • The story actually had an unintentional case of Gameplay and Story Integration as his main contribution to that story was taking command of one of Khador's first Colossals when the convoy transporting them was attacked. For a good while in that edition of the game, the main thing you'd see most players using Malakov 1 for was to operate a Colossal on behalf of the army's main warcaster.
  • Surrender Backfire: Malakov once executed enemy soldiers after they surrendered because he could not spare the men to watch them.
  • We Have Reserves: Malakov has earned an infamous reputation of seeing the lives of his men as expendable. This has drawn scrutiny from his colleagues and eroded the morale of his soldiers.

    Protectorate of Menoth 
  • Amazon Brigade: Daughters of the Flame are drawn from the widows, daughters, mothers, and sisters of fallen Menite soldiers.
  • Ancestral Weapon: The Knights Exemplar's ancient relic blades and sacred armour have been passed down through the generations.
  • Bare-Fisted Monk: The Order of the Fist is a group of monastic warriors with an emphasis on unarmed fighting.
  • Burn the Witch!: In the past, most nascent sorcerers in the Protectorate were burnt to death. Though this is no longer the case, most sorcerers are marked and set aside to live under careful surveillance and are never fully trusted.
  • Cast from Hit Points: The invocation of miracles withers the ancient bones each Vessel of Judgement carries, crumbling a little more.
  • Conscription: All Protectorate citizens are expected to contribute to the nation’s military might when called upon. Citizens not enlisted in any of the martial orders can be levied at a moment’s notice by local priests.
  • Disproportionate Retribution: The Protectorate has a very brutal judiciary system. Public drunkenness? Torture! Petty theft? Wracking! No less than eleven crimes on a list of fourteen have death by burning as a possible punishment, including burglary, smuggling, tax evasion, counterfeiting, and improper speech.
  • Flaming Sword: When a paladin strikes with his Firebrand sword, it erupts in holy fire like a sliver of the sun.
  • Ghost City: At the height of the Protectorate's power, Imer was a teeming city of thousands, but today it holds barely a tenth of that number. Empty, boarded-up buildings outnumber populated dwellings, and most of those who stay in the capital are either guards of the Visgoths or attendants of the Holy See. In what was once the seat of Menoth's power on Caen, the streets are now eerily empty and silent.
  • God Before Dogma: The code of the Order of the Wall in a nutshell: they view themselves only answerable to the Creator himself, not to any individual priest or scrutator, not even the hierarch - the primary distinguishing feature between them and the Knights Exemplar, who obey a code of absolute obedience to the priesthood. They are eager to prevent persecution, torture, and execution of the innocent; by contrast, the scrutators consider such things trivial when done while rooting out perceived heresy; this ultimately leads to many incidents of paladins openly disobeying orders given by the priests and scrutators.
  • High Priest: The hierarch is both head of state and the highest priest of the Temple, thus combining both secular and religious authority.
  • Kill It with Fire: The Protectorate loves to employ flame weaponry and many of their warcasters have fire based spells and abilities.
  • Knight in Shining Armor: Paladins of the Order of the Wall prioritise forbearance and protection of the innocent, which can put them at odds with the scrutators.
  • Macross Missile Massacre: The Redeemer's rockets are launched in great number into enemy ranks.
  • Magic Is Evil: One of the teachings of Menoth, and consequently a hallmark of the Protectorate's worldview. They resorted to use mechanika only by adding extensive purification rituals, such as engraving prayers of penance and passages of the True Law into 'jack hulls to sanctify them.
  • My Master, Right or Wrong: The order of the Knights Exemplar has been traditionally defined by its code of absolute obedience to the priests and scrutators.
  • Name Amnesia: All reclaimers surrender their names.
  • The Paladin: The Order of the Wall is dedicated to preserving the faithful from the perils of the wild. Paladins of the order have long been heroes to the common people, seen as embodying the protective aspects of Menoth sometimes neglected by clergy.
  • Patriotic Fervor: Nowhere else in the Iron Kingdoms does such a high percentage of the population stand ready to fight and die for their nation and their beliefs.
  • Pirate: The Protectorate’s main sea power lies in the Idrian corsairs who protect its coastline.
  • Police State: The Menite priesthood keeps itself frighteningly well informed about the activities of the people. Indeed, no other Iron Kingdom polices its citizenry as closely.
  • Religion Is Magic: The priesthood is capable of manifesting miracles of faith. That they have become more powerful in doing so since forming the Protectorate is seen as a sign that Menoth favors them and they do his will. Their belief that mechanika is unhallowed has less to do with it being magic and more to do with a belief that the only magic humanity should wield is that which is directly sanctioned by the Creator of Man himself.
  • Secret Police: The Order of the Fist has served to maintain order within the population of the Protectorate. Allegiants, requiring no weapon or special clothing, easily blend in with the general population and serve as an unobtrusive secret police force, complementing the scrutators in rooting out heresy and sedition.
  • The Theocracy: The Protectorate is a pure theocracy, with priests assuming positions of secular authority. All aspects of the Protectorate are devoted to the glorification of Menoth, and all state functions are steeped in ceremony, ancient tradition, and faith.
  • Vestigial Empire: In the aftermath of the Claiming and the exodus of much of the population to Zu, with so many people gone and divisions rife among those who remained, the Protectorate collapsed, its borders now existing only on maps. A skeleton clergy continue to hold church services in once-grand cathedrals and to denounce enemies of the Creator, but fewer and fewer faithful hear their words. Today, the few Protectorate citizens who remain are subjected to a ruling priesthood that has become increasingly paranoid.
  • The Voiceless: Protectorate reclaimers are all required to take a vow of silence.
  • Weird Currency: Unlike every other Iron Kingdom which mints currency according to weights and measures standardized in the Corvis Treaty, the Protectorate makes its coins from fired clay. This was done to discouraged the vice of greed from influencing the populace by making the currency out of virtually valueless material, and incidentally keeps the population from accumulating any wealth with which they might leave the Protectorate.

Hierarch Severius

Death and destruction are not our purpose. We require only submission to the Creator. However, those who refuse to bow shall burn.

Current Leader of the Protectorate, and one of the oldest human characters in the setting. Scrutators are leaders of the Menite priesthood second only to the Hierarch. Which basically means they run the Protectorate.

Severius however, being that he was already an experienced Warcaster and missionary priest, turned away from the politics by taking up arms, marching across Immoren to convert the unbelievers. Into ash if he has to. His most ambitious project has been starting a Crusade to liberate Llael from Khador and making it a Protectorate nation.

So when the former Hierarch, Garrick Voyle, bit it in Caspia this guy was a shoe-in to take his place. And since then, well things haven't exactly gotten better, but they're not any worse. And at least Severius is willing to listen to reason and negotiate with others and not kill his own people if he can help it.

  • Angelic Transformation: Some of the faithful have reported seeing Hierarch Severius striding into battle in the form of a Menite archon several years after his death.
  • Asskicking Equals Authority: One of the reasons he became Hierarch.
    • The Harbinger also helped.
  • Badass in Charge/Four-Star Badass: Of a whole frigging country.
  • Badass Preacher: No seriously, before he became a Warcaster he was ambassador famous for this. He was banned from Khador after he walked out with over a thousand newly converted followers. It's telling that he's one of the few people in the Protectorate who would rather try to convert his enemies before he kills them.
  • Cool Old Guy
  • Glass Cannon: Grand Scrutator Severius (his 1st version) has an absolutely brutal spell list that can pump out solid damage to all types of targets, an excellent FOCUS of 8, and a feat that can completely crush the enemy in a single stroke (it completely denies the enemy warcaster their focus allotment for next turn). His primary weakness is that he's made of paper even by Protectorate standards, so he absolutely must be kept back.
  • Guile Hero: Beyond belief. His capture of Leryn is the best example of this. For reference this is the alchemical heart of Llael. The entire city is a fortress that not even the Orgoth could breach and Khador didn't even try. Severius walks up to the city gates and has it occupied in a day! How? He gives a speech! That's it!!
  • Killed Off for Real: Severius succumbs to injuries inflicted by Hexeris between the end of Mark II and the beginning of Mark III, marking the first time a playable character has died (for real) after Privateer Press rescinded their Plot Armor between the two editions.
  • Persona Non Grata: As mentioned before, he's not welcome in Khador.
  • Reasonable Authority Figure: Unlike most Protectorate leader he's willing to work with the other factions. He's definitely a step up from Voyle.
  • Only Sane Man: Feels this way at times.
  • Squishy Wizard: Severius is the squishiest Protectorate warcaster, mostly due to the fact that he's 83.
  • Weak, but Skilled: Much like the Harbinger below.
  • You Are in Command Now: How he became Hierarch, normally it takes a few years to find a new one and all of the Visgoths to agree on him/her. In this case, however, the Harbinger basically made him because she said so.

Intercessor Mikael Kreoss

"If you didn't believe in the Creator before, you will today"

  • Anti-Magic: Prime Kreoss; Not only can he get rid of your spells, but can severely hamper your ability to cast more.
    • Kreoss 3's feat will instantly end all enemy upkeeps in his control area and then lets him cast all of his own upkeeps for free. Doesn't impair the enemy's spellcasting the following turn, but it does mean they'll be wasting additional Focus/Fury to re-cast those lost spells.
  • Authority Equals Asskicking
  • Cool Mask
  • Epic Flail: His weapon as High Exemplar, Spellbreaker. Before he upgraded to...
  • The Fettered: Despite being an Exemplar (normally Lawful Neutral Knight Templars) he is genuinely one of the Protectorate's most heroic characters because of this. Which says a lot about the rest of the Protectorate.
  • Foil: In-universe, he is often compared to his Number Two within his order, High Exemplar Sarvan Gravus. While Kreoss is admired for his dignity and defence of the faithful, Gravus is respected by the people for his merciless pragmatism and unwavering adherence to the Exemplar code.
  • Four-Star Badass: After his promotion to Intercessor, Kreoss becomes the supreme commander of the Protectorate's armed forces.
  • Hero-Worshipper: Back when he was a child he use to dream of becoming a Paladin, seeing how the quote about Dartan (see below) comes form Kreoss, its safe to say he still has great respected for the Order.
  • Jack-of-All-Stats: The Protectorate's version anyway. Doesn't have the same all round stats as Stryker, but doesn't quite fall to Master of None by actually having a lot of useful spells in one place and a really nasty feat. His Epic version is more of a Mighty Glacier while his third incarnation is a particularly tough Lightning Bruiser, as that one he's a cavalry model.
  • Kill It with Fire: The Protectorate as a whole has a fondness for this trope, so as the faction's poster boy it shouldn't be surprising.
  • You Are in Command Now: He's now currently head of the entire Protectorate force after Hierarch Severius gave him the rank of Intercessor.

The High Reclaimer / Testament of Menoth

"The language of Urcaen is unknown to all men but one, for he has seen the face of the Creator and lived. How can any hope to stand against him?"

The Leader of a sect of Menite priests known as the Reclaimers, whose job it is to help usher the soles of the dead to Urcaen. Nothing much is known about the guy because all Reclaimers take a vow of silence which is preserved by bolting an iron mask to their faces!

Then one day he decided to wonder off into the desert for no reason, and somehow managed cross into the afterlife where he beat up a crap-ton of ghosts then come back, alive, with the Omegus; an ancient stone tablet containing words of wisdom written by God!

Ever since then he's become known as the Testament of Menoth a walking embodiment of life and death. So much so that, whenever he feels like it, he can temporarily bring people back from the dead, or step inside the Urcaen for a few minutes to have some tea.

  • Bald of Evil / Bald of Awesome
  • Kill It with Fire: The High Reclaimer anyway. Testament has more of a dust motif.
  • Malevolent Masked Man: He may not actually be evil, but for the enemy? A guy dressed in black able to bring people back to life and becoming stronger for every one that dies? Freaking terrifying.
  • Name Amnesia: He gave up his name upon joining the Reclaimant Order, and is only identified by his title.
  • The Necromancer: A non-evil version of this. He's able to bring people back to life and as people not zombies like the other Necromancers. He can also kill one of his own troops to power up all of his jacks for a lot more than you spent to do it.
  • Soul Power: Without a doubt. This is the guy most people think about when they here the words Soul Tokens (unless their first faction was Cryx, of course).
  • The Speechless: Like all Reclaimers, the last words spoken by him was a vow of silence, pronounced upon his induction into the Reclaimant Order.
  • To Hell and Back: The High Reclaimer journeyed into Urcaen, fought off a swarm of the damned, recovered the Omegus tablet from a temple of Menoth in the City of Man and made his way back to Caen where he became known as the Testament of Menoth.

Feora, Priestess and Protector of the Flame

The Harbinger of Menoth

"I am the Harbringer of Menoth, His vessel on Caen. Through me the Creator speaks, and He has much to say."

  • Action Girl: Played with, her combat stats are insanely poor as she's an untrained teenage girl. However she has the highest focus in the game and her weapon autohits.
  • Always Accurate Attack: The Harbinger's sword Providence automatically hits anything attacked by her. This becomes a plot point when she gives the sword to Coleman Stryker during his duel with Garrick Voyle, rendering Voyle's attempts to defend himself futile and allowing Stryker to kill him.
  • Anti-Magic: Her Purification spell.
  • Being Evil Sucks: She's a kind-hearted girl but her boss is a Jerk Ass God.
  • Better to Die than Be Killed: She let Vladimir Tzepesci stab her so as not to allow Lich Lord Asphyxious to kill her and gain access to the millions of souls from Menoth in Urcaen.
  • Blindfolded Vision
  • Glass Cannon: Has the highest focus in the game and a very strong spell list, but she dies just easily as you'd expect a teenage girl to.
  • Little Miss Badass: She was fifteen when she was discovered by the scrutators. She is for all intent and purpose the angel of Menoth, and as such wields tremendous divine powers.
  • Mouth of Sauron: It's implied she's the voice of Menoth on Caen.
  • Power Floats: Sadly, said power cannot quite steer - the Harbinger has to be guided around the battlefield by a group of men who keep her tethered with sanctified chains.
  • Taking the Bullet: When Hierarch Voyle prepares to execute Dartan Vilmon after he defied him, the Harbinger interposed herself to save Vilmon.
  • Weak, but Skilled: Her base stats are pretty terrible, but she has the highest focus in the game and a lot of interesting spells and abilities to make up for it.

High Executioner Servath Reznik

Amon Ad-Raza

Vice Scrutator Vindictus

Anson Durst

Anson Durst is the rock on which the enemies of the Protectorate break, a bulwark to the faithful who weathers tides of violence to keep innocent Menites safe. He earned his epithet fighting alongside the theocracy’s defenders to repel wave after wave of invading soldiers. Countless times he used his powers and a steel wall of warjacks to prevent harm to his men. Fuelled by faith and his devotion to the code of the Order of the Wall, Anson Durst is all but undefeatable when committed to the defense of his people.

Malekus, the Burning Truth

  • As the Good Book Says...: He carries a large tome of the True Law with him and bellows passages from it as he brings holy fire upon the enemies of Menoth.
  • Ax-Crazy: Sufficient to say, Malekus has a rather unhealthy passion with burning non-Menites (and Menites as well, to a slightly lesser degree) to death.
  • Kill It with Fire: Even by Protectorate standards, he is fond of cleansing flame, leaving the charred remains of unbelievers in his wake.
  • Meaningful Rename: Born Martin Almsbrook, he took the name Malekus upon converting to the Sul-Menite faith.
  • Orphanage of Fear: Malekus spent his youth in a Morrowan orphanage where he was subjected to hard labour and unspeakable abuses by the headmaster. Once he heard the word of a Menite preacher, he burnt the orphanage down and came to the Protectorate.
  • Parental Neglect: After Martin's father died when he was still an infant, his mother drunk herself to death and it was only by a stroke of luck that a neighbour discovered Martin before he starved.

High Paladin Dartan Vilmon

"With a few men like Dartan Vilmon, the walls of Sul would never have been breached. It was foolish of us to allow their order to languish."

Not a Warcaster, but an important character in the Protectorate regardless. Dartan is the leader of the Paladins of the Order of the Wall. A order who trace their roots back to ancient times where they would protect the early cities of man against the harsh wilderness. They are also the only thing keeping the Protectorate from being comprised entirely of assholes.

See, unlike the standard 'Kill the Heretic' (Read everyone not us) doctrine of the Protectorate military, the Order of the Wall priorities defending the helpless and sparing the innocent and acting like... well Paladins. Which naturally irks the Protectorate leadership like no tomorrow who have been trying to quietly sweep the order under the rug where they won't disturb their latest act of genocide.

They was until this guy came along. He was chosen to be the Harbinger's personal bodyguard, and after proving himself by Skull-humping a ton of Cryx thralls, was promoted to High Paladin. His feats of Badassary and being one of the only decent people in the Protectorate has inspired a flock of new recruits to join the paladins giving life to the once flagging order.

In short he's basically Superman, but with a sword and no crazy powers and just as impossible to kill.

  • Artificial Limbs: Necrotechs replace their own flesh with an array of customized mechanikal limbs.
  • Blood Magic: The Satyxis have long been versed in the power connected to blood as the essence of living vitality.
  • Body Horror: Living priests of Toruk are horribly rotted from intense blight. Their flesh undergoes a perpetual cycle of decay, rot, and regeneration, sprouting disfiguring cancerous deformities.
  • Dead Weight: Bile thralls and bloat thralls are noted for their bloated and swollen bodies.
  • Defeat Equals Explosion: If a bloat thrall is ruptured, it explodes and showers the surrounding area in corrosive fluids.
  • Dem Bones: Iron Liches are skeletal liches... which have had their bones plated with iron, meaning that they are no simple Squishy Wizard.
  • The Engineer: Using a combination of necromancy and mechanikal ingenuity, the necrotechs of Cryx are responsible for creating and maintaining the undead forces that serve the Nightmare Empire.
  • The Gunslinger: Pistol wraiths are restless spirits of duellists that walk the earth searching for fresh victims.
  • Improbable Weapon User: Satyxis wield bladed, hooked whips, which in real life would be both insanely difficult to wield and insanely hazardous to the wielder's health.
  • Klingon Promotion: Calculated betrayal is routine in Cryx, where only those brilliant and strong enough to retain their positions survive. Lich lords are ever watchful of their underlings, knowing inattention can all too quickly lead to their own displacement.
  • Many Spirits Inside of One: Iron lich overseers are composite beings with a single body and a unified consciousness. The restoration process ensures some degree of cooperation between competing personalities, and in time they merge into a single mind.
  • Meaningful Name: The liches of Cryx seem to have this one down pat, Asphyxious (asphyxia, suffocating) and Terminus (the end of something) being two examples.
  • Mook Commander:
    • Skarlock commanders serve as intermediaries between Cryx’s generals and the hordes of thralls.
    • An iron lich overseer exists to extend the will of its masters beyond their ordinary reach.
  • The Necrocracy: While the supreme ruler, Toruk, is a dragon and not undead, everyone else near the top is undead. While they do have a living populace, they're just as evil as the undead.
  • Necromancer: Cryx is home to numerous profane and shadowy arcane arts, among them necromancy.
  • Omnicidal Maniac: Being Zombie Robots controlled by an Eldritch Abomination, Cryx qualifies as an entire country of omnicidal maniacs.
  • Our Centaurs Are Different: Soulhunters are thralls fused with the body of a Scharde charger.
  • Our Ghosts Are Different: Revenants, bound to specific ships, make up the majority of the Ghost Fleet. A number of wraiths also haunt Cryx, some fused with necrotech and put to specialised uses, or driven to kill by the violence of their own deaths. Lastly there are the banes, remnants of ancient warriors used to house maddened void spirits.
  • Our Liches Are Different: They are elevated empowered by a dragon who burns away all their flesh in the process and has their bones plated in iron. They form the main ruling powers of The Necrocracy that is Cryx.
  • Our Zombies Are Different: Thralls are corpses reanimated through the power of complex runes carved into their flesh that form the backbone of the armies of Cryx.
  • Pirate: Cryx’s mortal pirate fleet is the largest but least ordered of its armadas.
  • Pirate Girl: The Satyxis serve as leaders of the pirate fleet and make up a large portion of the Black Fleet.
  • Powered by a Forsaken Child:
    • Most Cryxian magic is powered by the captured souls of slain foes.
    • Cryxian machines are fuelled by necrotite, a foul fuel found in soils thick with carnage and resonant with atrocities, gathering power from the ambient suffering and considered too evil for other factions to even consider. Necrotite burns like coal but lasts significantly longer and is as toxic as it is efficient.
  • Power Fist: Mechanithralls and brute thralls are augmented with two heavy gauntlets that greatly enhance their strength.
  • Sickly Green Glow: Cryxians are renowned for the sickly green emanations of their jacks' necrotite-fueled engines and their tendency to stalk swampy areas.
  • Skeletons in the Coat Closet: The lighter Cryxian warjacks are known as "bonejacks" because they tend to incorporate the bones of predatory beasts into their frames, giving them the appearance of mechanical undead Savage Wolves.
  • Suicide Attack: A bile thrall can elect to explode, creating a grisly shower of dissolving agents, flesh and metal.
  • Taking the Bullet: When a Necrosurgeon is directly hit by an enemy ranged attack, the hit can be intercepted by a stitch thrall or mechanithrall nearby.
  • We Have Reserves: Go ahead and destroy as many of the Cryxian robot-zombies as you want. They can always make more. Out of the tattered corpses of your own fallen warriors. And their gear. And their own casualties. And the innocent civilians caught in the crossfire. And some dead guys they stumbled across last week.
  • We Have Ways of Making You Talk: This is not a threat, simply a statement of fact where the Cryxians are concerned. Someone who would rather die than give up secrets they don't want Cryxians to have will find themselves disappointed that Cryxians prefer them that way, because they can channel the spirits of even the long dead and forcibly extract information they may have had in life. This is a big reason why the Cryxians are so good at reverse-engineering things which would be well-protected state secrets of other powers: they can simply interrogate the dead.
  • You Have Failed Me: Refusal to follow a Cryxian warcaster's orders is met with painful death and, in many cases, the imprisonment of the immortal soul for further torments.

Lord Toruk

The oldest, biggest, and most powerful of the dragons. In the past, he mostly wreaked random destruction, but at one point, he decided to try and create a brood dragons as servants in his image, creating them by dividing his anthanc, while of course keeping the largest chunk for himself. Unfortunately for him, his brood proved to be exactly like him, right down to an unwillingness to take orders, and turned on him. Toruk managed to kill a number of them and retake their pieces of his athanc, but some escaped. When he found some his children again, they had collectively grown large enough to fight him to a standstill, so to aid in tracking and killing them, he decided he needed an army. His first target was Cryx, which his subjected and made the inhabitants into his thralls and worshipers. He had them gather more and more Black Magic secrets, many from the Orgoth after they were repelled, and building up an undead army while the wars on the mainland rage. He has sets his sights on bringing the entire mainland under his heel in order to aid in killing his children.

  • Archnemesis Dad: Toruk's brood proved to be exactly like him, right down to an unwillingness to take orders. They turned on him just after they were born, and he has been seeking to consume them since then.
  • Attack of the 50-Foot Whatever: More like "Attack of the 500 foot whatever."
  • Breath Weapon: Breaths fire, he is a dragon after all.
  • The Chess Master: He claims that nearly everything that happens is part of his long term plan. While he is at least good at being patient, some of his cunning may be exaggerated since he certainly wouldn't want anybody to think he's not as omniscient as he claims.
  • The Corrupter: An expert in this, his presence on Cryx means anybody there is Always Chaotic Evil.
  • Devil in Plain Sight: Everybody is aware of his presence, but he plays Orcus on His Throne so much that him actually leading an attack himself doesn't seem likely, while trying to attack him is likely suicidal.
  • Diabolus ex Nihilo: Nobody but he knows where he came from and he has no stated origin, though some in universe speculate he was spawned by the Devourer Wurm.
  • Eldritch Abomination: Giant dragon whose mere presence corrupts the land around him and turns anybody near him into his slave.
  • Giant Flyer: Lord Toruk's toenails alone are larger than an iron lich.
  • A God Am I: And he isn't exaggerating, he is a god in terms of power, and even other religions have difficulty denying it.
  • God-Emperor: Has an entire religion centered around him.
  • Godzilla Threshold: The sole time Toruk took to wing personally was when an Orgoth fleet threatened Cryx, sending the entire fleet into the depths.
  • Greater-Scope Villain: Although he is THE most powerful villain in the setting, Toruk himself is rather detached from the plot of the game: he pays so little attention to the affairs of the world, including Cryx, whose most of the governance and schemes are made by Toruk's lich lord minions.
  • Horrifying the Horror: The rest of the dragons are horrifying creatures that threaten entire kingdoms and take entire armies. But even they are terrified of their father, and have a pact to put aside their differences and ally against him if he ever takes any action.
  • It's All About Me: Everything he does and every atrocity his servants carry out is aimed at benefiting him first and foremost. Anybody else gaining from it is only because it may suit his needs.
  • Know When to Fold 'Em: Despite his Physical God status, he knows when it's time to bail on a fight. He did it in the past when attacked by all his offsping, and does it again in Wrath of the Dragonfather.
  • Large and in Charge: Even the Colossals are puny next to him.
  • The Necromancer: Started his entire empire with it and taught his warcasters to use it.
  • Offing Ones Offspring: His goal is to consume all of his sons and regain his lost power.
  • Orcus on His Throne: As he doesn't want to attract his children's attention, he mostly sits around without taking any action himself, leaving the actual running of matters of Cryx and the invasion of the mainland to his Lich Lords. So long as the empire and its armies answer to his will, the Dragonfather affords them considerable latitude. One of the few other times he'll does something is an Enemy Civil War breaks out in his ranks and he considers the combatants too valuable to lose. Averted in Wrath of the Dragonfather, where he kills and consumes a dragon in a two-on-one battle, then proceeds to take on every other dragon in existence (except Everblight). And he nearly won, too.
  • Physical God
  • Super Empowering: Toruk can directly imbue his mightiest undead minions with the ability to wield magic after they transition to undeath, among them every iron lich. This greatly contrasts with how arcane talent is normally found only in those born with the potential.
  • Supervillain Lair: Toruk dwells in a great citadel ornamented with metal spires resembling grasping claws, attended by his priests and the lich lords. Beneath the citadel lies the Black Temple, the centre of Toruk’s worship, where his undead clergy gather at the direction of Lich Lord Divinitus to chant obeisance to the God of Caen.
  • Time Abyss: He claims to be as old as Caen itself.
  • The Unfettered: Short of risking his own life, their is no line he won't cross

Lich Lord Asphyxious the Hellbringer

Once a druid of the Circle Orboros, who swore his service to Toruk at the dawn of the Nightmare Empire. One of Cryx's most enthusiastic commanders, capable of any act, no matter how vicious.

  • BFS: His third incarnation wields a huge one called Daimonion.
  • Blade on a Stick: What he used as a weapon in his first two incarnations.
  • The Chessmaster: Even prophecy can't keep up with him.
  • Evil Mentor: To Deneghra.
  • Jack-of-All-Stats: His spell list is always pretty flexible, allowing him to use his magic to either do damage or debuff enemies, and let him move around more quickly, and while not a dedicated combat monster, he's no slouch in melee.
  • The Starscream: Cheerfully contrived the death of Lich Lord Daeamortus, and then forged his soul into a weapon and took his rank.
  • The Unfettered: Flung himself into a volcano to prove his willingness to serve Toruk, and has absolutely no depth to which he will not sink to attain power for himself, Toruk or both.

Wraith Witch Deneghra

Seized as a child, Victoria Haley's sister was forged into a weapon by Asphyxious. She served as his right-hand witch and a potent caster in her own right, and still serves in this role even after her sister hijacked her Slayer helljack and used it to kill her, forcing Asphyxious to have her put back together.

  • Back from the Dead: After she was killed by his sister, Asphyxious raised her as undead.
  • Bare Your Midriff: Bares her midriff at all times. Even when there's stitching across it.
  • Cain and Abel: A very solid Cain to Victoria's Abel.
  • Casting a Shadow: Gains phenomenal shadow powers after dying and being reborn.
  • Dark Is Evil: She really, really is.
  • The Dragon: To Asphyxious, to point where there are hints her loyalty is to him and not Toruk
  • Evil Counterpart: Has a number of mechanical counterpoints to her sister, such as feats that spread penalties across the enemy lines and the same Focus stat.
  • From Nobody to Nightmare: Small child + training by Asphyxious = Cryxian war witch.
  • Hoist By Her Own Petard: Was ripped in half by her own Slayer when her sister hijacked it.


A charismatic Iosan noble who plunged deep into darkness to struggle against the low birth rate and creeping soullessness that pointed at doom for his people. After his actions kicked off a Civil War, he was forced to transform himself into an eldritch and join the Nightmare Empire.

  • Cursed With Awesome: Nyssor marked him as an abomination; this has given him exactly no negative rules on his statblock.
  • Evil Is Deathly Cold: Wields a frozen blade taken from the god Nyssor.
  • Evil Uncle: His great-nephew Lord Arcanist Ossyan Vyre, who is a Retribution warcaster, see Goreshade as one.
  • Hazy Feel Turn: Goreshade eventually leaves Cryx and comes back to Ios to serve the Retribution, becoming known as Lord Ghyrrshyld the Forgiven. And though Cryx is clearly one of the most evil factions in the setting, the Retribution isn't much better. The thoroughly evil undead elven vampire can proceed to rejoin his only slightly less evil cousins in destroying all human spellcasters, and with them human civilization.
  • Meaningful Rename: He was born Ghyrrshyld Vyre, takes the name Goreshade after becoming an eldritch, and assumes his real name again after Scyrah purifies him and returns him to life.
  • Names to Run Away from Really Fast: While this is a standard trope for members of Cryx, Goreshade also has his title of "the Bastard". Which alos tells you about how nice of a guy he is.
  • Power of the Void: Has tapped rather unpleasant powers during his descent into madness.
  • Tested on Humans: During his time as leader of House Vyre, Ghyrrshyld conducted numerous horrifying experiments on soulless children, which eventually freaked the other Iosans to rebel against him.
  • Well-Intentioned Extremist: He will save the souls of his people even if he has to destroy the world, kill the gods, experiment on innocents, and fight for the Nightmare Empire of Cryx.

Skarre, Queen of the Broken Coast

A Satyxis pirate with great mastery over their blood magic.

  • Blood Magic: The name of her first feat. She has a lot of stuff that ties into that theme.
  • Chainmail Bikini: Her breastplate covers very little besides that.
  • Cleavage Window
  • Have a Gay Old Time: Let us be clear: the rule "Great Rack" refers to the antlers on her head(not to say she doesn't fit the description any other way...).
  • Pirate Girl: A very, very dark version.
  • Ship Out of Water: In her third incarnation, Skarre, Admiral of the Black Fleet, rides into battle atop the shattered aft section of a shipwreck, held aloft by the ancient dead as it glides across the earth.
  • Simple, yet Awesome: Skarre is the Cryxian equivalent of a brick to the face. She's simple, but nobody can argue that she's ineffective, and she's hard as all hell to stop. Everything about her is about beating the enemy into a pulp, and she does it exceptionally well. The downside to playing her is that she has fewer tricks than most other Cryx warcasters.
  • Winds of Destiny, Change: Her second feat, which plays destiny like a harp for a little while.

Lich Lord Terminus

A meticulous strategist and/or rampaging killing machine, depending on when you find him.

  • Authority Equals Asskicking
  • BFS: The Doomslayer
  • Breath Weapon: Acid spray.
  • Genius Bruiser: Armour on par with a helljack. A blade that hits as hard as a Seether. And a brilliant strategic mind.
  • Giant Flyer: He's not just as tough as a helljack, he's the size of one, and is outfitted with massive wings due to blight-induced mutation.
  • Mighty Glacier: His size, power, and durability come at the cost of speed, though his flight means he at least ignores terrain if he doesn't land on something like a tree.
  • Why Won't You Die?: One of his abilities uses the zombies under his command to heal him by sacrificing them. Normally not a problem. Except Terminus can resurrect the slain zombies at the start of his next turn.

Lich Lord Venethrax

  • The Dragonslayer: He's Cryx's master of draconic lore, and he's supremely well-suited to root out and destroy Toruk's progeny.
  • Skull for a Head: His skull is the only part remaining of his human body.

Witch Coven of Garlghast

  • Mechanically Unusual Class: One (or rather, three) of the weirdest warcasters in any faction. The Witch Coven is nearly completely unique and has no equivalent in any other army, which makes them exceptionally fun to play but also very hard to learn.
  • Sibling Team

Master Necrotech Mortenebra

  • Just Think of the Potential: She realized earlier than any other Cryissist that the necrotechnology of Cryx could be reverse-engineered and adapted for more "pure" uses. The rest of the church felt this was too great a risk to take and had her excommunicated for it. She was right though.
  • Spider Limbs: Her iron lich frame has quite a few legs that vaguely resemble a spider's.
  • We Used to Be Friends: With Lucient, a mid-level priest of Cryiss who would go onto become a major figure in their sect by adapting her research after voting to excommunicate her due to the methods she used to discover it.
  • Wrench Wench: She is a former Cyrissist, and Cryxian necrotechs look upon her with almost religious adoration as a paragon of their craft.

Lord Exhumator Scaverous

Bane Witch Agathia

  • The Starscream: In life, Agathia was a servant of Lich Lord Daeamortus until she betrayed him and was imprisoned in a tower as punishment.

Bane Lord Tartarus

  • Artifact of Doom: Within The Kalmieri Grimmr is a strange passage regarding Rathrok, shown gifted to Horfar Grimmr by a crone resembling the witch Zevanna Agha. One theory is that Rathrok was not a gift but a curse. The axe emboldened Horfar Grimmr to attack Golivant and so brought about the fall of the Molgur.
  • An Axe to Grind: In life, he wielded Rathrok. Currently, he wields another axe named Rivener.
  • Cruel and Unusual Death: After being captured, Grimmr was put on a wrack designed to torture him for days before killing him.
  • Defiant to the End: Even when wracked, Grimmr remains defiant, spitting curses upon curses on his hated enemy Golivant.
  • Fate Worse than Death: After his death, Grimmr's soul languished in the Void between Caen and Urcaen until Lich Lord Tenebrous recovered him and made him a general of Cryx.

Gerlak Slaughterborn

Hellslinger Phantom

  • Evil Twin: This creature was made from a sliver of Allister Caine's soul.
  • Gone Horribly Wrong: The Hellslinger Phantom was created when Allister Caine, looking for a lasting solution to avoiding Bolden Rebald's hired guns, sought help from a Thamarite witch who offered to create a decoy bearing his perfect likeness. The wraith proceeded to go on a rampage hunting people wronged by Caine in the past.
  • Mage Marksman: The Phantom fires runeshots akin to the ones employed by gun mages.
  • Serial Killer: Since its creation, the phantom has been conducting a murder spree.

    Retribution of Scyrah 
  • Anti-Magic: A specialty of the faction.
  • Arrows on Fire: The various payloads fired by Stormfall archers include volatile incendiary charges.
  • The Atoner: In participating in the Retribution, House Vyre wishes to earn redemption for the dark actions of its former leader Ghyrrshyld in its past.
  • Bottomless Magazines: Most myrmidons do not require ammunition but are also unable to charge their weapons if their generator systems are severely damaged.
  • Cold Sniper: Ghost snipers are secretive, cold-blooded killers armed with powerful rifles.
  • Deflector Shields: House Shyeel myrmidons employs force field systems to protect their myrmidons.
  • Dying Race
  • The Engineer: House Shyeel arcanists also train to master the skills necessary to maintain and repair myrmidons in the midst of battle.
  • Fantastic Racism: Iosans in general tend to be extremely xenophobic, while members of the Retribution are even more so. They especially hate the skorne, their ancient enemies, and human magic users, for the timing of the Rivening just so happened to nearly coincide with the time Thamar made her deal with the infernals to give humanity the Gift of sorcery.
  • Human Weapon: The soulless are treated as expendable weapons rather than as individuals.
  • An Ice Person: Priests of Nyssor draw upon the powers of winter.
  • Interservice Rivalry: Mage hunters do not appreciate the regimented style of the Retribution's professional army and chafe at taking orders from them. Conversely, the Dawnguard consider mage hunters to be lacking in discipline, respect and organisation.
  • Kung-Fu Wizard: House Shyeel battle mages, artificers and magisters enter battle equipped with arcanika-charged gauntlets that grant supernatural strength.
  • Mage Killer: The Retribution started as a splinter sect which believed that in order to save their gods and their race, they had to kill all the humans who could use magic. The faction has since grown into a full military force but they still employ many mage hunters.
  • Master Swordsman: House Ellowuyr swordsmen consider themselves second to none in swordplay within Ios.
  • The Medic: Lys Healers serve the Retribution in the front line as physicians.
  • Nom de Guerre: Ghost snipers frequently adopt false names or epithets, preferring to keep their background and actual names a secret.
  • Our Elves Are Different: Elves live longer, are more magically gifted than humans on average, tend toward fewer elite units, and lean darker side of grey in terms of morality. Oh, and they have beards.
  • Praetorian Guard: Both Scyrah and Nyssor benefit from the protection of Scyrah’s Fane Knights, Nyssor’s clergy and an elite cadre of ryssovass, swordsmen who once protected the Nyss homelands.
  • Punch-Clock Villain: Most of the Dawnguard serve the Retribution because their leaders have ordered them, not out of any commitment.
  • Shock and Awe: House Vyre electromancers can summon electrical fields at will.
  • The Soulless: For centuries the Retribution has accepted soulless children from parents who could not have them killed at birth.
  • Spider Tank: The Arcantrik Force Generator is a four-legged machine.
  • Swirly Energy Thingy: The Daemon's vortex cannon fires a dense field of distorted energies, rippling outward from a central point.
  • Taking the Bullet: The Aspis stands ready to intercept enemy fire directed at allies, literally catching bullets with its force field before they can strike.
  • Teeth-Clenched Teamwork: The Retribution cooperates with the Fane of Scyrah and the Seekers as necessary, but always with an undercurrent of suspicion, dislike, and distrust.
  • Well-Intentioned Extremist: They want to save their gods and their race from extinction. To do so, they are ready and willing to destroy any human arcanist they come across.

Garryth, Blade of the Retribution

Ravyn, the Eternal Light

  • The Dreaded: Was such an effective military leader that enemy armies numbering a few hundred aware of her reputation would surrender when the realized who they were fighting. She had ten knights.
  • Mix-and-Match Weapon: Her signature weapon, Hellbore, is a mix of gun, staff, and polearm.
  • Skunk Stripe: One right above her eyes
  • The Paragon: To both Ios and later the Retribution.
  • The Paragon Always Rebels: Was one of the most respected warriors of the elf nation of Ios, which was why it was shocking when she joined an extremist organization like the Retribution.

Kaelyssa, the Night's Whisper

Adeptis Rahn

Dawnlord Vyros

  • Authority Equals Asskicking: He starts as the leader of the Dawnguard (the military arm of one of the five Great Houses) and eventually becomes the leader of the whole Retribution military.
  • Bald of Awesome
  • BFS: His original incarnation wields a huge hooked sword. Some of his troops (the Dawnguard Sentinels) also use them.
  • Gun Blade: His Epic incarnation wields a double-barreled version. Some of his troops (the Dawnguard Invictors) also use them.
  • Eyepatch of Power
  • Familiar: His falcon, Jyren, which gives him a Top-Down View of the battlefield.
  • Manipulative Bastard: Tries to turn everything to his advantage.

Lord Arcanist Ossyan

Issyria, Sibyl of the Dawn

  • Anti-Magic: Can negate spells cast at her or those around her.
  • Blinded by the Light: Her only aggressive spell has this for flavor.
  • The Chessmaster: Described as such.
  • Evil Chancellor: Issyria doesn't want power at all, and would rather be the chess player than the King on the board.
  • Levitating Lotus Position
  • Rapunzel Hair: If she stood up straight instead of floating in the air, her hair would reach almost to the ground.
  • Support Party Member: Issyria is strictly a support warcaster, she has no weapon and no offensive ability at all.
  • Waif Prophet: Has no weapon or even offensive spells, but she can see the future.
  • White Mage: Issyria is a purely support caster inclined toward buffs, without any noticeable offensive capability.

Thyron Ellowuyr, Sword of Truth

Magister Helynna Vahr

Eiryss, Mage Hunter Commander

  • Bald Women: Her third incarnation revealed that she is bald beneath her hood.
  • Bare Your Midriff: All the time, becoming more and more prominent as the story continues.
  • Bow and Sword, in Accord: Wields a crossbow and a saber. The Mage Hunter Strike Force troopers follow her lead and use similar weapons.
  • Mage Killer: As a mage hunter, she's trained to be this.
  • The Mole: As a mercenary she would hire herself out to human commanders but then feed information about said commanders back to the Retribution. She is currently no longer a mercenary and works for the Retribution full time.
  • The Watson: Eiryss is one of the few individuals with whom Narn shares any of his thoughts, and she has never divulged them to others.

Narn, Mage Hunter of Ios

  • Bald of Evil
  • Bow and Sword, in Accord: He uses a crossbow and a pair of sabers. Unlike Eiryss who uses her crossbow most of the time, he favors using his swords more often.
  • Mage Killer: One of the best.
  • Ninja: In all but name.
  • Renowned Selective Mentor: He was Eiryss' teacher and is known among the Retribution as one of the best (if not THE best) non-warcaster mage hunters. Many young mage hunters come to him for training but he doesn't like training them.

Cylena Raefyll

  • Determinator: She is determined in her quest to destroy Everblight and the Legion.
  • Private Military Contractors: Cylena is willing to lend her hunters to fight in any war as long as she earns favours to be turned against the Legion of Everblight.
  • Small Role, Big Impact: She makes very few appearances in the story compared to warcasters/warlocks, but it is due to her actions that the Retribution is involved in the war at the first place.
  • Unwitting Pawn: Goreshade hires Cylena and her hunters with the sole purpose of turning them in to the Legion so he can secure a meeting with Thagrosh and inform him about Pyromalfic, although she manages to escape.

    Convergence of Cyriss 
  • Action Bomb: Reflex servitors serve to burst into countless pieces of deadly shrapnel.
  • Amplifier Artifact: The Corollary is designed to support its warcaster and allied forces in complex ways.
  • The Berserker: Eradicators are encouraged to aggression as they plunge into waves of foes.
  • Chainsaw Good: The Galvanizer is armed with a circular metal saw capable of ripping through iron and steel.
  • Church Militant: The Convergence is a faith devoted to the Clockwork Goddess Cyriss. For the majority of the transcended members of the faith, combat training is a routine matter.
  • Clockwork Creature: With a few exceptions, almost every battlefield unit the Cyriss use is driven by clockwork mechanisms. The servitors are simple mechanical automatons, while the more human-sized clockwork constructs house soul vessels and are driven by a transcended human intellect. The mighty vectors on the other hand lack the cortexes that guide warjacks, and are instead operate as extensions of their warcaster's will.
  • Cyber Cyclops: Many of the Convergence units invoke this design, from their vectors and servitors which have a single large lens for their optic system to helmets that have a large circular visor in the front.
  • Elaborate Underground Base: Nearly all of the Convergence's over eighty hidden temple facilities are underground or mostly so, making them difficult to find and extremely defensible.
  • Enemy Summoner: The Prime Axiom's lower pivots and chassis are studded with bays containing a host of servitors which can be released during battle.
  • Fate Worse than Death: Convergence priests have long suspected Cyriss is unable to shelter her followers in the afterlife, being separate from the dynamic between Caen and Urcaen, which would suggest they would be marooned after death and become grymkin. Cyriss’ directive that her faithful should enter clockwork vessels is seen as the solution to this uncertainty.
  • Killer Robot: Elimination servitors operate by one primary directive: terminate any they do not recognise as an ally.
  • Marked to Die: An attunement servitor hurls small glass globes containing lumichem. All members of the Convergence know to concentrate fire on anything marked with lumichem, turning them into the focus of the weapons fired by the sect’s forces.
  • Mind Hive: The Constellation, a large clockwork device which hangs suspended over the nave of their central temple. Many soul vessels have volunteered to be installed into it, some of whom only stay in it for a limited time, some who prefer to be inside it perpetually. Inside, each spirit can communicate directly with each other and all together simultaneously, and by doing so gain perspective on purely cognitive problems, working on many mathematical and theoretical issues concerning to the Convergence. The Constellation is often consulted for advice by the rest of the priesthood, and is the deciding factor in choosing who the next Iron Mother or Iron Father will be.
  • Mobile Factory: Enigma foundries are able to rapidly reconstruct fallen clockwork vessels from parts salvaged during battle.
  • Mystery Cult: Cyriss worship is a relatively new faith, with her first worshipers coming about after the rebellion against the Orgoth. Being so new and relatively small few choose to advertise that they worship Cyriss, but the faith is generally accepted as legitimate in the Iron Kingdoms, particularly in Morrowan-dominant areas. It even has some scattered shrines and even a large temple in Caspia. The actual Convergence though represents the faith's inner circle, practicing their calculations and clockwork fabrication in Elaborate Underground Bases hidden beneath the facade of their overt temples as well as more hidden locations. They use the more public-facing branch of the faith as a source of recruitment, carefully observing those who come to worship to determine if they are suited to being inducted into the deeper mysteries involving soul transference while they await the Phase of Alignment.
  • Painful Transformation: The rite of soul transference is agonizing, wracking and electrocuting the body as it extracts the soul to a waiting vessel. This pain is, unfortunately, necessary to the process. Early experimentation involving anesthetic for the sake of mercy failed to allow the soul to remain in its vessel more than a few hours. Only after studying Cryxian Iron Liches did the Cyrissists realize that immense physical pain was necessary to allow the soul to abandon the body which anchored it swiftly enough that it could be captured. Those who undergo the process seem to universally testify that the pain was worth it.
  • Recursive Ammo: The Disserving Microswarm javelins fired by some of the Convergence's heavier vectors. They are large segmented cylinders with a ballistic cap fired from a clockwork launcher. On impact, the sections of the cylinder detach, sprout tiny buzz saws, and begin to spin and whirl while using their own rotational inertia to bounce and guide themselves along to secondary targets before their interior clockwork coils lose tension. These clockwork swarms can tear a warjack apart in seconds as they find the chinks in its armor and sever critical connections.
  • Soul Jar: The actual soul vessels are cylindrical constructs that glow from one end once they house a soul and are frequently emblazoned with a relief Cyriss' symbol on that end. They can be removed from individual clockwork vessels and placed into others, so a transferred soul may occupy many bodies across its existence as need be. If any given body is damaged beyond repair, so long as the soul vessel is intact it can be extracted and placed in another one.
  • Was Once a Man: Clockwork vessels typically display reduced individuality and some few lose the spark of ingenuity, leading to predictability in battle. For this reason the Convergence prefers to allow souls to "mature" with experience and perspective before allowing them to undergo the rite of soul transference, as that tends to preserve more of their uniqueness.
  • You Will Not Evade Me: The Prime Axiom's tow can drag targets into reach of its drill vices.

Aurora, Numen of Aerogenesis

  • Awesomeness by Analysis: She spent much of her adolescence on the battlefield, if not in actual combat, then at least as an observer, and she was known to disappear into her quarters for days at a time after a battle reviewing and evaluating what happened and trying to come up with improvements in both armaments and strategy based off that data.
  • Blow You Away
  • Child Prodigy: Started learning from the priests of Cyriss at age three. Was controlling Vectors at nine.
  • Gadgeteer Genius: Is also responsible for creating flight devices at the age of twenty.
  • Hit-and-Run Tactics: Her favored method of warfare, and part of the reason her design for an improved arcane displacer has been used in the creation of Clockwork Angels. Her abilities focus on letting her units move more quickly and retreat out of the enemy's grasp after doing damage to them.
  • Teen Genius: Developed an improved version of the arcane displacer at the end of her teenage years.
  • Turn Out Like His Father: Turn Out Like Her Mother: Wants to join her mother as a clockwork vessel but her mother won't allow her to
  • Winged Humanoid: Invoked by the design of the improved arcane displacer she wears, which takes the form of large metallic wings on her back.
  • Working for a Body Upgrade: Currently desires to become a clockwork vessel.

Axis, Harmonic Enforcer

  • Black-and-White Insanity: His obsession is destroying those who are in the way of the Great Work, and he brooks no compromise. Unfortunately, he is also erratic and his standards of who is in the way of the Great Work is unpredictable and constantly shifting.
  • Blood Knight: For all his erratic behavior, combat is the one thing which gives Axis focus, and the one thing he feels like he can do for Cyriss better than anything else.
  • Close-Range Combatant: His weapons are exclusively melee oriented, and his spells, abilities, and feat are centered around buffing himself and his units in melee combat.
  • Drop the Hammer: Two of them, named Action and Reaction.
  • Dual Wielding: Essential to his combat style, which uses the kinetic energy inflicted on one hammer during its impact to wind back up the other, allowing him to keep up repeated swings with little effort as long as he has targets to engage.
  • Go Mad from the Revelation: Is implied to be one of Cyriss's favorites. Her revelations have not done good things for his sanity.
  • Powered Armor: Unlike many Convergence battlefield units, Axis is still flesh-and-blood, and worries his aging physique will not be up to the challenge. He overcomes the frailty of flesh by wearing a suit of galvanic-powered clockwork armor that allows him to swing his hammers with even greater force.
  • Sole Survivor: He hails from a radical sect of Cyrissists who endangered the Great Work by being too aggressive and drawing unwanted attention from the great powers of the Iron Kingdoms. That sect was destroyed by other Cryissists to keep their activities secret, and only Axis was spared to be turned into a weapon.
  • Undying Loyalty: To the women who would become Iron Mother Directrix, whom he believes is Cryiss' chosen on Caern.

Iron Mother Directrix

  • Attack Drones: Several combat servitors accompany her into battle.
  • Church Militant: Favors the role of Battle Priestess
  • Improbable Weapon User: Her Cloak of Blades, an elaborate system of arms mounted on the back of her clockwork vessel. When not in use, the arms fit flush together, hanging down like a cloak, but when in combat it allows her to make attacks against literally every enemy in her melee range.
  • Mandatory Motherhood: Invoked by her, she had her daughter out of a sense of obligation to pass on her genetics.
  • Parental Hypocrisy: Justified. She has deep regrets about undergoing her clockwork transcendence at the age she did and does not want her daughter to go through the same.
  • Ridiculously Human Robot: She designed her vessel to evoke the image of Cyriss.
  • Teen Genius: Was inducted into the inner circle of Cyriss at the age of 16.
  • Young and in Charge: For a Convergence warcaster.

Father Lucant, Divinity Architect

  • Chosen One: Of Cyriss, following his discovery of Clockwork Transcendence.
  • Dark Secret: The Clockwork Transcendence? It's based on Cryx necromancy adapted by Lucinda.
  • Morally Ambiguous Counterpart: To Mortenebra
  • High Priest: He was not the first to undergo Clockwork Transcendence, but is the oldest surviving Cyrissist to have undergone it and he was the one who finally perfected the process, and for this he holds a position of high esteem in Cyriss' priesthood.
  • Not So Different: From Lucidia, the woman who would become Mortenebra.
  • Staff of Authority
  • We Used to Be Friends: With Lucidia, one of the cult's most talented engineers. He even helped her capture an Iron Lich to study. However, he had second thoughts about it, feeling that the kind of study she was doing was endangering the Great Work, and voted to have her excommunicated. To his hidden shame, her research actually was useful to perfecting the Clockwork Transcendence process, and he based his updates off the notes she left behind.

Forge Master Syntherion

  • The Engineer: He is primarily concerned with building Cyriss' temple-complexes, which involves planning and clearing the area to build them. That includes clearing them of opposing forces which might resist the building of a temple, and his approach to that is to treat a military operation like any other engineering challenge.
  • Improbable Weapon User: Possess multiple sets of arms with which he can rapidly construct things. But that which can build rapidly can also take things apart rapidly, and that includes the enemy.
  • Machine Empathy: He understands engineering on a level Cyrissians describe as "sublime", understanding what needs to be repaired at a glance, and able to quickly and easily evaluate how any given machine might be improved. To others, his intuition and understanding is almost incomprehensible, yet when put into practice his recommendations always work.
  • Power Floats: His clockwork vessel has no legs, relying instead entirely on an arcane displacer drive, one of the Convergence's newer innovations, for hovering locomotion.
  • The Spock: Is one of the most local and focused minds in a priesthood that is infamous for being local and focused. He lets nothing distract him from the Great Work, not even emotions.
  • You Have Failed Me: Downplayed, as he is not a Bad Boss, but he is infamous for his intolerance for error, and any serving under him who do not measure up to his standards under duress are quickly dismissed, and will never serve him again. This comes not from rage or the displacement of blame, but because he simply has no tolerance for variables under his control that he cannot count on, and if someone is not up to standard by the time they serve with him than they never will be in his estimation.

    Crucible Guard 
  • Awesome, but Impractical: The Order of the Golden Crucible, when manufacturing weapons, has long allowed costs to bloat in pursuit of a perfectionist vision. In the past, this has caused no end of trouble. During the initial invasion of Llael, the top-performing Vanguard warjacks were too expensive to field in great number, and Llael had to resort to outdated warjacks, many as old as the Khadoran Berserker.
  • Cast from Lifespan: The lifespan of those that become trancers is shortened drastically, often to a span of no more than several weeks.
  • Drop the Hammer: Crucible Guard assault troopers carry only oversized thermal hammers as weapons.
  • Elite Army: The majority of Crucible Guard soldiers are already veteran campaigners, recruited among former mercenaries and soldiers.
  • Gas Mask Mooks: All Crucible Guard infantry wear breather masks that filter out smoke and other toxins, allowing the soldiers to operate in hostile environments for prolonged periods.
  • Jet Pack: Crucible Guard rocketmen take to the skies with personal aerial conveyances.
  • Mind over Matter: Trancers manifest an unpredictable form of psychokinetic power.
  • Super Serum: Following the fall of the Order, Lukas di Morray and Alyce Marc developed a serum to grant warcaster talents to ungifted individuals. Lukas took an untested prototype in desperation successfully became a warcaster at the cost of becoming addicted to the serum, while Alyce ingested a version designed to counteract some side effects that had afflicted her husband and ended up gaining the ability to transform into a hulking beast.
  • Tank Goodness: The Railless Interceptor is a moving 150-ton fortress of weapons and plating. Driven by a steam plant designed for riverboats, the Railless Interceptor's engines produce an immense amount of power.
  • Throw Down the Bomblet: Combat alchemists carry a number of specialised alchemical grenades against various targets.

  • All Trolls Are Different: Trollbloods in the Iron Kingdoms are split into five categories (pygmy troll, trollkin, full blood troll, dire troll and troll king), but all of them adhere to a few basic distinguishing features including thick and hairless skin, four fingers and toes, no noses, short spines growing out of their heads and rock like stubble that pokes out of various places on their bodies. Trollkin and pygmy trolls are both as civilised as humans are. Trolls are capable of relatively complex thinking and can use rudimentary speech, though their minds are still simple. Elemental trolls like pyre and slag trolls are more dim-witted than others of their size. Dire trolls are giant, ravenous and previously thought too savage to coexist with their smaller cousins. The biggest are the troll kings, titanic creatures viewed by trollkin as legends come to life.
  • Alluring Anglerfish: Night trolls lurk in the mouths of their caves, and their quills glow, catching the eye of prey, which, hypnotised, approaches heedless of instinct or judgement, only to be eaten.
  • Anchors Away: One of the sea king's weapons is a discarded anchor.
  • Asteroids Monster: Any significant severed piece of a troll will survive to grow into a diminutive and short-lived creature called a whelp.
  • Big Eater: Pygmy trolls and trollkin are known for their big appetites. Trolls and dire trolls are known for their insatiable appetites. Their regenerative metabolisms require substantial quantities of food, preferably fresh meat.
  • Bizarre Alien Biology: One notable adaptation is that they possess not one stomach but two. The first digests while the second serves akin to a spare holding tank where the small creatures swallowed whole remain alive and undigested in that little habitat.
  • Elemental Powers: There are troll subspecies that demonstrate extreme adaptation to their environment. These elemental trolls have supernatural abilities and affinities drawn from their surroundings.
  • Extreme Omnivore: Trolls have an amazing ability to digest nearly anything, and will sometimes eat rocks or wood or even poison.
  • The Federation: The United Kriels is an alliance of mutual protection of the Thornwood Forest’s sizable displaced trollkin community together with support drawn from the Gnarls and other regions. In the far north a similar confederation of regional groups has taken place to form the Northkin.
  • Healing Factor: Trollbloods' regenerative abilities allow them to recover from wounds that would be crippling or fatal to most creatures. Their blood vessels seal quickly, limbs are regrown, and pierced organs often repair themselves.
  • The Highwayman: For trollkin highwaymen, raiding and stealing goods and food from neighbouring communities has been a longstanding practice. Even as kriels band together such raids persist, more often directed at human merchants.
  • Horse of a Different Color:
    • Since trollkin cannot ride horses (which associate their smell with their predators, the trolls), they domesticate bison and turn them into fighting steeds.
    • As dire trolls are naturally inclined to tolerate pygmy trolls, a number of the bravest pygs have been paired up with them to create weapons platforms.
  • An Ice Person: Winter trolls and glacier kings harness the raw power of ice and snow with their freezing breath.
  • Javelin Thrower: Troll impalers throw enormous javelins with bone-crushing force. Ice trolls use their connection to the cold to create frozen javelins from thin air.
  • Luke Nounverber: As a trollkin warrior earns status and acclaim, he might earn a new name or epithet serving as his surname that captures the champion’s personality, deeds, or fighting style. Names like Kegslayer, Bloodsong or Bonehammer are not given at birth; they must be earned.
  • Make Me Wanna Shout: Fell callers have powerful booming voices that can shatter stones and bones.
  • The Medic: Dhunian knots call upon Dhunia to heal the wounds of those on the front lines.
  • More Dakka: Sluggers are repeating chain guns that can produce a steady hail of firepower.
  • Overly Long Tongue: Swamp trolls' huge, sticky tongues can strike from a shocking distance with surprising accuracy.
  • The Paralyzer: Night trolls' venomous claws can paralyse their prey and enemies.
  • Playing with Fire: Pyre trolls are able to belch gouts of combustible liquid that ignites in the air and burns.
  • Sea Monster: Sea kings establish lairs many leagues from coastlines, hunting the nearby waters, occasionally waging battles with other leviathans or attacking ships.
  • Shock and Awe: Storm trolls are primed with galvanic energy and can bolt lightning from their mouth.
  • Shotguns Are Just Better: Scattergunners wield powerful short-ranged weapons that use blasting powder to create a spray of shrapnel.
  • Throw a Barrel at It: Dire troll bombers are armed with kegs of volatile explosives.
  • Time Abyss: Troll kings were already ancient in the Molgur times and are seemingly ageless.

Madrak Ironhide, Chieftain of Thornwood and the World Ender

"Our enemies are countless and our friends few. We must unite as one people or face extinction."

The unfortunate chieftain of the trollbloods, leading his people to establish a place for themselves. Is now more infamously known as the World Ender, named and thanks to his cursed axe, Rathrok, the World Ender, which he wielded to save his people. The axe drives him more violent by the day and has another unfortunate side effect of killing one of his men everytime Madrak takes a hit, even if it is non-lethal. And despite his best efforts it refused to leave, until recently.

  • An Ax To Grind
  • Badass in Charge: Trolls wouldn't stand for anything else.
  • Blade on a Stick: In his third incarnation, Madrak wields a spear after having lost Rathrok.
  • Doom Magnet: THANKS RATHROK
  • Frontline General: As the chief of the united kriels, he leads from the front and engage in battles, although he's been missing as of late.
  • He Who Fights Monsters: More and more he is losing his softer, peacekeeping side.
  • Informed Ability: Trollkin hold a unique advantage on sorcerers compared to other races because all sorcerers are born albino and receive their training early. Oddly enough, Madrak has the lowest FURY score in the faction and has the least amount of spells in disposal.
  • Javelin Thrower: Madrak switches to using javelins after being freed from his cursed axe Rathrok.
  • Pintsized Powerhouse: As a trollkin he is still bigger than most man, but due to being an albino sorcerer breed, he's still smaller than most of his peers
  • Screw This, I'm Outta Here!: As of Mk.III, Madrak and his followers have left the Iron Kingdoms behind to settle in the Alchiere Subcontinent, south of the Protectorate of Menoth.
  • Tragic Hero: Doing everything he can to protect his people while potentially damning himself. Now the very people he's trying to protect are getting killed by his own weapon's curse, and slowly becoming a warmonger that he opposed to becoming.

Hoarluk Doomshaper

"Once one realises that all truth and wisdom lie in the blood, spilling it becomes another ritual"

  • Ax-Crazy: He is the main defender of aggressive relationships with the humans.
  • Determinator: Survived a hit from Mulg, cut his hand and grew it instantly back as part of a ceremony and got tortured and thrown in prison.
  • Badass in Distress: Got captured by a Cygnar patrol. It wasn't pretty for them.
  • Fantastic Racism: Suffice to say, Doomshaper loathes humans.
  • Hair-Trigger Temper:
  • Jerkass:
  • Offstage Villainy: Drags out an empty train car for wounded Cygnarian soldiers to everyone's horror.
  • Old Master: Old, ornery, and can take a punch from Mulg.
  • Pet the Dog: He has his moments. For example, after a discussion with Grissel which led her to split from him he cursed her as oath breaker. She lead her army into a slaughter at the hands of the Legion, but after escaping she found him and he helped her rescue the survivors. After the battle, he pardoned her and told her to not feel guilty for the deaths of her warriors.

Grissel Bloodsong, Marshal of the Kriels

"There is beauty and terror alike in that voice of hers, and she can use it to turn the tides of war."

Borka Kegslayer

"Enemies and full kegs are the same to me. They exist to be killed - faster the better"

  • An Arm and a Leg: He lost the first and almost lost the second in a duel with Kormac. Good thing he can heal
  • Bears Are Bad News: His epic incarnation rides one he rescued when it was a cub.
  • Boisterous Bruiser: And how!
  • Booze-Based Buff: He gets harder to kill and gain more fury points when his keg carrier tops him off.
  • Drunken Master: While no master of martial art, his defensive capability and FURY gets a boost while drinking from his keg.
  • Obfuscating Stupidity: He seems very foolish, but he is perceptive enough to refrain himself from breaking Madrak's arm in an arm wrestling competition so that he wouldn't lose face and offer drinks between Madrak and Doomshaper to prevent the rift from them from tearing.
  • Really Gets Around: In fact thinks its his duty to have as many bastards as possible.
  • Sleeves Are for Wimps: Khadoran winter? Bah, a fur lined vest is more than enough.
  • Sexy Priest: By troll standards anyway.
  • Testosterone Poisoning: Parties hard, wear a pimpin' fur coat, has a pronounced codpiece with two bombs attached? Yeah...

Grim Angus

"There is nothing to killing. It is a natural as drawing breath. The challenge lies in the hunt."

Calandra Truthsayer, Oracle of Glimmerwood

""Future is never set, even when carved in stone.""

Captain Gunnbjorn

""May Dhunia have mercy on our enemies, for I will not.""

  • BFG: Chris Walton came up with a design out of a desire for a troll to have a big gun.
  • Defector from Decadence: to which degree can it be considered decadence is debatable, but he left the Cygnaran army after being ordered to relocate a kriel.
  • Deployable Cover: Arguably his best ability.
  • A Father to His Men: His old trencher subordinates still think of him fondly.
  • Improbable Cover: His feat and spell does this.
  • Nice Hat: He wears his kepi very well.
  • Splash Damage: Offers this a plenty.

Jarl Skuld, Devil of Thornwood

""They can have this wood, as their grave.""

  • Eyepatch of Power: His eye failed to regenerate after an encounter with Cryxian forces.
  • Folk Hero: Originally deconstructed (see Just Like Robin Hood) since his reputation was cleaner than he was. Eventually reconstructed once things went bad and he found himself starting to live up to the hype.
  • Guns Akimbo:
  • The Gunslinger:
  • The Highwayman: He's even standing in the iconic pose from Rob Roy.
  • Improbable Aiming Skills:
  • Just Like Robin Hood: Originally averted. Skuld preferred non-violent robberies, but he was always willing to kill if it came down to it, and would rob his own people just as readily as anyone else. However, after the war between Cygnar and Khador turned the Thornwood into a battle-scarred hell crawling with Skorne, Tharn, and Cryx troops, Jarl found he couldn't abandon his people to them all and ended up becoming an Unlikely Hero to the holdouts and refugees.
  • Red Baron: "The Devil of the Thornwood," earned when he was just a bandit.
  • Smoke Out: The In variant, allowing for very stealthy and well coordinated assault.

Ragnor Skysplitter, the Runemaster

Ragnor Skysplitter has long secluded himself amid the peaks and valleys of the Wyrmwall Mountains, surrounding himself by the stillness of towering geological wonders to commune with earth and stone. In combat, Ragnor’s calm and measured demeanor often gives way to fierce determination, particularly when sacred sites or lands long held by the kriels are threatened with destruction. Wide sweeps of his massive rune-covered hammer unleash tremors of explosive force on contact with foes, harnessing the power of the earth itself to hurl their broken bodies to the ground.

  • Drop the Hammer: His weapon of choice is a stone hammer covered in runes.
  • The Hermit: He lived in a cave with the only company of a small group of full blooded trolls, tending the nearby krielstones.

Kolgrima Stonetruth

  • Brutal Honesty: Kolgrima is always honest, even when cruel, like telling a new mother she would not live to hear her newborn’s first words.
  • An Ice Person: She harnesses the biting cold of the north, earning mastery of the frozen world.
  • Mad Oracle: Kolgrima is a half-mad, dangerous diviner.
  • Never Mess with Granny: She was born in 494 AR, making her 117 years old when entering the story in the year 611 AR.
  • Skeletons in the Coat Closet: Her robe is adorned with specially prepared bones laden with mystical energies.

    Circle Orboros 
  • Absurdly Dedicated Worker: Once a wold receives a command from its master, it will follow that command indefinitely, even waiting centuries to carry it out.
  • Amazon Brigade: Tharn bloodtrackers, bloodweavers and wolf riders are exclusively female.
  • Amplifier Artifact: Woldwraths can help blackclads tap the energy of ley lines and augment their own magic by leveraging the woldwrath's power.
  • Barbarian Tribe: The Circle's allies inhabit every sizable forest, mountain range, swamp, desert, and other wild place in western Immoren.
  • Decadent Court: The political machinations within the Circle are many-layered and treacherous.
  • Druid: Members of the order are called druids.
  • Fauns and Satyrs: Satyrs are elusive goat-headed creatures called forth from their lairs by the druids.
  • Giant Flyer: Storm raptors are giant birds of prey native to the Stormlands.
  • Golem: Wolds are constructs given a semblance of life through druidic magic.
  • Green Thumb: Woldwardens' natural power allows them to cause trees and foliage to erupt around them.
  • Healing Factor: A warpwolf's wounds heal quickly in response to the regenerative properties bestowed upon it.
  • Horse of a Different Color: Tharn wolf riders ride duskwolves. Blackclad mist riders ride Skirovik mountain goats.
  • An Ice Person: Winter argus can manifest a supernatural cold to cripple enemies.
  • Kidnapping Bird of Prey: Scarsfell griffons lift prey aloft to be eaten high in their nests, leaving little sign on the ground.
  • Killer Gorilla: Gorax are hulking primitives with broad, muscular torsos, long arms and oversized claws.
  • Lean and Mean: Shadowhorns possess a slenderer build than other satyrs, but they are even more aggressive and display a particularly savage glee when closing with the enemy.
  • Make Me Wanna Shout: Rotterhorn griffons can unleash a scream to leave its prey stunned and bloodied. Wild argus can use their sonic bark to disorient and daze their enemies.
  • Man-Eating Plant: Gallows groves sustain themselves on blood. Though they are unable to actively strike out at prey, they are irresistibly drawn to blood-drenched soil.
  • Manipulative Bastard: As much as possible, the blackclads avoid risking their own lives, preferring instead to sacrifice the many minions, pawns, and vassals in their service. In many instances, this relationship is one-sided: the Circle requires its allies to fight on its behalf as payment for services the blackclads may have performed generations earlier, or to prevent some vague impending calamity. Some of these arrangements are little more than extortion. In other cases the blackclads manipulate the beliefs of certain groups so they think they share the same goals as the Circle, even if that is not actually true.
  • Mook Maker: Sentry stones can cobble together animated mannikins from sticks and vines.
  • Multishot: Reeves of Orboros prefer double crossbows that can fire in rapid succession.
  • Order Versus Chaos: The blackclads (Chaos) focus on limiting civilisation (Order) wherever possible.
  • Our Gryphons Are Different: Griffons are predators that combine big cats with birds of prey. Druids have long tended griffon fledglings and picked out those best suited to their needs.
  • Our Werewolves Are Different: Warpwolves are more protean than most: in addition to shifting from human to wolf forms, they can also mutate themselves to be stronger, faster, or tougher from moment to moment. Warpwolves may mate with others to produce purebloods that never take on human form. Warpborn skinwalkers are smaller and less powerful than warpwolves but also have much more control on their shapeshifting ability.
  • Power Floats: Woldstalkers, woldwyrds and celestial fulcrums float silently over the earth.
  • Ray Gun: Woldwyrds can fire a deadly beam of emerald fire.
  • Sadist Teacher: Mentors to young druids are often cruel and unforgiving, subjecting them to a gauntlet of trials and severe training. Initiates learn to fear and respect their mentors, seeing them as all-powerful and all-knowing.
  • Sapient Eat Sapient: The Tharn relish ritual consumption of their enemies’ flesh.
  • Savage Wolves: Argus are huge two-headed canines tamed, breeded, and trained by the druids for battle and protection.
  • Shock and Awe: Storm raptors are rife with electrical energies.
  • Teleportation: Long-distance teleportation is one of the greatest tools of the Circle.
  • To Serve Man: Gorax appreciate the taste of human flesh, and some prefer it above all other food.
  • Use Your Head: A satyr employs its massive horns to ram foes.
  • Was Once a Man: Warpwolves who have lived in this state for long periods accept their condition and abandon their humanity, losing their memory, the ability to speak and entering an entirely feral state.
  • Weather-Control Machine: Celestial fulcrums can evoke the powers of the seasons, summoning lightning storms, blasts of heat or killing winds.
  • Well-Intentioned Extremist: The Circle insists violence on any scale against civilisation is justified and unleashes natural disasters of all sorts to cull thousands of people at a time, but they sincerely believe that if they don't, civilisation will eventually interfere with the flow of Orboros to the extent that it will compel the Devourer Wurm to come back to Caen and destroy humanity entirely in order to replenish the flow of nature's power that sustains it. The blackclads ultimately seek to preserve a place for humanity on Caen.
  • Wolverine Claws: Razorwing griffons use their sharp-edged blades to slash through the enemy ranks.

Baldur the Stonesoul

"Baldur is the Rock of Orboros. Let our enemies crash against his strength like the waters of the tide."
"The Devourer’s blessings come at a price terrible; one day the power that sustains him will consume him."

Bradigus Thorle the Runecarver

"His eyes behold the raw power of Caen. His hands shape for us the tools to wield it."

  • Dishing Out Dirt: Thorle attacks by magically throwing rocks at enemies.
  • Golem: Like Baldur, he favors Wolds as warbeasts
  • When All You Have Is a Hammer...: Even more specialised than the other construct warlock (Baldur), Thorle can only control wolds, not living warbeasts. His theme list takes this even further - to get to tier 4, the only living model allowed at all in the list is Thorle himself. He doesn't help infantry at all, but when he was released he made several underused Circle models suddenly very popular, and his theme list is so good few people play him outside it.

Cassius the Oathkeeper & Wurmwood, Tree of Fate

"I seal the Oath with my blood, my life. I am nothing before Orboros."

  • Baleful Polymorph: Cassius weapon turns killed enemies into trees
  • Mouth of Sauron: The Oathkeepers are the speakers for the Wurmwood.
  • Stealth Hi/Bye: A rare example of a tree(!) doing this. As seen his conversation with Bradigus Thorle.

Grayle the Farstrider

"Men follow courage, not treachery."

Most druids awaken to their powers during childhood, but Grayle is something of a late bloomer. He served with the Wolves of Orboros before his wilding happened.

Kaya the Moonhunter

"She is bold, courageous, and utterly committed to Orboros. Kaya’s spirit is untamed and embodies what is best among us."
"Despite all attempts to shelter and control her, this one’s destiny blazes with the power of the unconquered sun."

  • Bare Your Midriff: Kaya's midriff is consistently exposed in all of her incarnations.
  • Declining Promotion: She declined a promotion to potent when offered, not wishing for more responsibility and scheming, and knowing that doing so will further Morvahna's agenda.

Kromac, Champion of the Wurm

"He stepped from the battle, washed head to toe with gore. As Kromac passed, I saw the Lord of the Feast bow to him as a servant would to his master."

He is tuath king of the Tharn. Not a druid like the rest of the Circle warlocks, but he experienced the wilding like them, which is unique among the Tharn. His mentor was Krueger, and they often work together.

  • An Axe to Grind: The dual axes Dusk and Dawn in his first incarnation and Rathrok itself in his second one.
  • Blood Knight
  • Dual Wielding: His first incarnation wields two axes until he discards them in favour of Rathrok.
  • Hulking Out: Can enter Beast Form, were he is really strong but loses his spells. Beast form is something every Tharn can use.
  • My Nayme Is: His name is spelt Kromac instead of Cormac.

Krueger the Stormlord

"To understand Krueger you must think of him not as a man but as a force of nature. He is the raging hurricane, the wild tornado obliterating anything in its path and leaving others to pick up the pieces."
"With knowledge and power illimitable, it is inexcusable that this order remains content to stand idly as the world crumbles."

  • Ax-Crazy
  • Burn the Witch!: Krueger would have got burnt at the stake by his Menite father if Mohsar hadn't rescued him in time.
  • Deal with the Devil: Has struck a deal with Blighterghast, one of the most powerful dragons, to make the dragon alliance hunt Everblight.
  • Flight: In fluff, he is often portrayed as hovering over the battlefield
  • Offing the Offspring: As a child, when Krueger manifested his wilding, his father, a Menite priest, attempted to burn him alive, but a timely intervention from the Circle saved his life.
  • Shock and Awe

Mohsar the Desertwalker

"He is not a force idly woken, nor is he easily quelled. I’d sooner endure an avalanche than Mohsar’s wrath."

He is actually one of the omnipotents, the highest rank inside the Circle, along with the fluff-only characters Dahlekov and Lortus. Not a nice guy.

  • Blind Seer: Mohsar's eyes are milky and clouded, signifying he's blind. This hinders him little as his awareness of Orboros is perfect.
  • In the Hood
  • Old Master: He is the oldest of the omnipotents in the Circle.
  • Sink-or-Swim Mentor: Mohsar is a harsh master renowned for teaching the power of desert and ocean by cruel example. He once stripped Krueger and abandoned him in the desert hills east of Acrennia, forcing him to return using his own strength and cunning.
  • Tele-Frag: He can teleport by turning on of his warriors into sand

Morvahna the Dawnshadow

"Do not mistake her sweet words for aught but naked ambition. She is as cruel as she is beautiful, and every flower that blooms at her touch exacts a price in blood."
"All things move toward their end, both brightest day and darkest night."

Tanith the Feral Song

  • And I Must Scream: All skorne that do not get exalted or chosen by an exalted to be its revered companions (that is, the majority of them, including all non-warriors with very few exceptions) will, upon death, be flung into the yawning Void to experience endless pain and agony and inevitably go mad.
  • Appropriated Appellation: When the elves still ruled much of central Immoren, before the Abyss was created, they called the primitive skorne godless. The skorne took it as a compliment, in the belief that the elven gods pampered the elves, making them weak and dependent on the gods.
  • Barrier Warrior: The basilisk krea is a support beast with the primary function of protecting your army from ranged attacks with its Force Aura.
  • The Berserker: Nihilators hurl themselves wildly into the fray, seeking the most violent deaths in the quest for exaltation.
  • Cyclops: The one-eyed, large, brutish cyclopes are one of the most common warbeasts used by the skorne.
  • Eyepatch of Power: Skorne extollers ritually cut out an eye and replace it with a device called Oculus.
  • Fantastic Caste System: All skorne have a caste which largely defines one's role in skorne society. The skorne castes are, in descending order: warrior, worker, slave, and outcast. Typically a character’s caste is determined early in life, but some skorne belong to castes other than the one they were born into.
  • Fantastic Racism: Skorne tribes used to raid the elven empire of Lyoss long before the events of the game, and the enmity continues to this day. For this reason, Makeda chose Ios as the target for her invasion.
  • Feel No Pain: Skorne nihilators use self-inflicted agonies to achieve a waking meditative state that allows them to ignore even the most crippling injuries.
  • Flechette Storm: Venators' reivers fire bursts of iron needles that shred their targets.
  • Hordes from the East: The skorne originate in Eastern Immoren, and come to the western half of the continent for one purpose: conquest.
  • Living Statue: Skorne ancestral guardians and immortals are statues animated by the souls of the exalted and their revered companions.
  • Nay-Theist: The skorne know that gods exist. They just don't have any of their own, and view worshipping gods as a weakness, and in fact, held the Iosans' dependence on their gods against them for several millennia before the current storyline.
  • The Nothing After Death: Skorne philosophy does not include an afterlife. Avoiding this fate is the goal of hoksune, earning enough glory and prestige through battle to deserve preservation in a sacral stone so the warrior may advise future generations.
  • Suffer the Slings: The sling has served as a primary hunting tool since the skorne's days as nomads and remains in use by Venators, especially those from less wealthy houses that cannot equip them with reivers and other advanced ewapons.
  • A Taste of the Lash: Lashes are an important tool of paingiver beast handlers in the task of conditioning warbeasts.
  • Torture Technician: All skorne paingivers are masters of torture.
  • Touch of Death: Void spirits can siphon away an enemy’s vitality through a single touch.
  • Vertebrate with Extra Limbs: The titans and mammoths used by the skorne have six limbs each.
  • War Elephants: Titans (which can be described as small, four-armed elephants) and their larger cousins, the mammoths, are widely used as warbeasts by skorne warlocks.
  • Witch Species: Unlike the other races, all skorne have the potential to use magic in the form of mortitheurgy. As a result, in the RPG, in contrast to characters of other races can only have an ARC stat or take magic careers if they have the Gifted archetype, skorne non-Gifted characters start with an ARC stat of 1 and can take magic careers as long as they meet the prerequisites (the only exception being the Extoller career). A skorne character with the Gifted archetype is either a particularly powerful individual or one who committed early to the study of magic.

Supreme Archdomina Makeda

''I swear upon the legacy of my ancestors that I will forge our people into one nation, one army. Thus united, our imperishable dominion will claim the world."

Supreme Archdomina Makeda is the ruler of the Skorne Empire, a malevolent civilization from beyond the deserts of eastern Immoren who've marched west in order to conquer the Iron Kingdoms. Makeda is the second person in recent times to hold this office, and the first skorne to do so, having overthrown the Conqueror, Vinter Raelthorne, who sought to use the skorne to reclaim Cygnar for himself. While Vinter may have been deposed, Makeda sees no reason to stop what Vinter had begun: the skorne shall sweep across the world, conquering all in their path.

  • Action Girl: In a society as martial as the skorne, she'd have to be.
  • Ancestral Weapon: Makeda initially wields the Swords of Balaash.
  • Asskicking Equals Authority: Fought her way to her position. Only Vinter has ever beaten her.
  • Cain and Abel: And Adam, too! Makeda killed her brother to claim control of her House, after he did the same to their father.
  • The Empress: Or the Supreme Archdomina, to give her her proper title.
  • The Starscream: To Vinter Raelthorne.
  • Survival Mantra: Before she killed her brother, he had her poisoned. She fought the poison for ten days and ten nights, reciting the hoksune code the entire time.
  • Un-person: Makeda orders all mention of her brother's name wiped from skorne history.
  • Worthy Opponent: What she considered Tyrant Naram, the first enemy she fought as a commader, to be. Her brother's failure to live up to this in the end is the reason she has his name struck from history.


''We have no gods, only battle. In war is the spirit forged."

Tyrant Xerxis is the greatest warrior and cruelest champion of the skorne people, and the greatest general under Supreme Archdomina Makeda's command. He has fought at Makeda's side since before she slew her brother, and now serves her in the same way that Makeda herself once served Vinter. After suffering debilitating wounds from fighting off TWO Circle Orboros casters, he refused to undergo extensive medical treatment, and

  • BFM: Xerxis weapons of choice are the Pillars of Halaak, a pair of gigantic maces that most Cataphracts struggle to lift even only one of them.
  • Blood Knight: Xerxis lives for battle.
  • Determinator : even when ganged up on by two Circle Warlocks, bleeding profusely, and with both lungs punctured, Xerxis still won't go down.
  • Dual Wielding
  • Four-Star Badass
  • Handicapped Badass: After being crippled in a two-on-one fight against Circle Orboros, Xerxis demanded to be released back to the frontlines. Rather than a wheelchair, though, Xerxis now rides a war rhino. And people wondered how Privateer Press could ever make him even more awesome.
  • Made of Iron
  • Mighty Glacier: Xerxis is the second slowest skorne warlock, with only Rasheth being slower, but Xerxis hits like an avalanche.
  • Stout Strength: While by no means fat, Xerxis is still a very bulky warrior, making the speed with which he fight all the more impressive given the bulk of his armor and the weight of his weapons.


"Rasheth's appetites are exceeded only by his cruelty and his unnatural power."

Dominar of House Telaar, Rasheth is an anomaly amongst the skorne people. Rather than being the slim, honor-obsessed warrior so typical of his station, Rasheth is an obese, greedy creature with no regard for the Hoksune code or those that follow it. He's concerned with profit, the breeding of animals, and feeding his impressive apetite. Naturally, all of these qualities are things that disgust his fellow Tyrants and Dominars, but Rasheth's considerable wealth, herds of Titans, and sorcerous abilities keep him safe.

  • Adipose Rex: His position is tantamount to that of a king, so this fits.
  • The Beast Master: Rasheth is so fat and lazy, he litterally needs his warbeasts to fight for him.
  • Evil Sorcerer: Rasheth's disdain for the Hoksune code means that he's no great warrior, but he more than compensates for that deficiency with his impressive magical abilities.
  • Fat Bastard: Oh so very much...
  • The Hedonist: Rasheth spends much of his time snacking on skorne delicacies, like glazed eyeballs and pieces of tongue, even in battle.
  • Plague Master: Several of Rasheth's spells center around.
  • Too Important to Walk: Rasheth is carried into battle atop a lectice carried by a trio of Agonizers.
  • Villainous Glutton: He's an obese skorne and is so vile that skorne and other races alike view him as evil.
  • Weak, but Skilled: Rasheth cannot fight and has bad stats, but is one of the most skilled mortitheurges in the Skorne Empire.

Lord Arbiter Hexeris

Master Tormentor and Lord Assassin Morghoul

Zaal, the Ancestral Advocate

  • Eyepatch of Power: As with all extollers, Zaal has removed one of his eyes and replaced it with an oculus.
  • Old Master: He's the leader of all skorne extollers and over 170 at the beginning of the game.


"Truth can be measured by the length of lines scored in flesh, the weight of flesh carved from bone."

Naaresh is the epitome of the Nihilator discipline; a warrior who has drawn strength and vitality from his own suffering to the point where he has lived for over 200 years without visibly aging. With the wars against the Iron Kingdoms escalating, Naaresh has come west in the hopes of finally perfecting his art: becoming strong enough that not even death can claim him.

  • Blade Below the Shoulder: Naaresh fights with a pair of Katara, bladed weapons that work as push daggers/swords.
  • Combat Sadomasochist: Naaresh, like most nihilators, draws strength from his own pain. He doesn't seem to enjoy the suffering of others much, however.
  • Dual Wielding: He wields a katara on each of his hands.
  • Made of Iron: The amount of punishment this guy can take is astonishing.
  • Really 700 Years Old: Skorne live about 120 years on average. Naaresh has lived over 80 years past that without slowing down, so presumably he's doing something right.
  • Sink-or-Swim Mentor: Whenever someone has sought out Naaresh to study under him, they've died.
  • Walking Shirtless Scene: As can be seen in his model and artwork.

Void Seer Mordikaar

  • Back from the Dead: In some way or another, Mordikaar has managed to return from the Void with his body and sanity fully intact.
  • Swallowed Whole: Mordikaar is drawn into the maw of the Devourer Wurm when the beast briefly returns to Caen.

Beast Master Xekaar

  • Ascended Extra: Prior to his proper introduction as a playable warlock at the beginning of Mark III, Xekaar first appeared in the Trollbloods book in Mark II, where he was just another generic enemy warlock that gets blown up by Captain Gunnbjorn.

    Legion of Everblight 
  • Armless Biped: A shredder's body consists of a tooth-filled maw, a tail and two legs attached to a torso.
  • Asteroids Monster: Dragons draw upon the blighted power in their blood to produce dragonspawn, and Everblight is no exception. An important difference is that he is capable of producing much greater volumes of them through his warlocks.
  • The Berserker: Blighted ogrun possess an unquenchable bloodlust that only the most sturdy-minded can keep in check, and then only for so long. Reeking of slaughter, they're unmindful of their carnage, and willing to slay friend or foe alike.
  • Breath Weapon: Many Legion warbeasts employ blighted breath as a primary weapon.
  • Creating Life: Everblight's dragonspawn are spawned for the express purpose of war and slaughter. Each warbeast is designed for a specific purpose, its form perfectly suited to that task.
  • Feel No Pain: Dragonspawn have limited reactions to impulses like pain or extremes in temperature. If their tasks require it, they can ignore even the most drastic damage to their bodies without flinching.
  • Hybrid Monster: Nephilim are born from pregnant Nyss who has been exposed to the blood of a warlock.
  • Hyperactive Metabolism: When given ample nourishment, they can be restored to full vitality and size with alarming speed.
  • I'm a Humanitarian: Shredders are naturally prone to cannibalism and in moments of frenzy might attempt to consume others of their ilk.
  • In a Single Bound: A raek can catch is prey with a single great leap.
  • Javelin Thrower: Blighted ogrun warspears hurl their massive spears with enough force to pierce iron and impale a human at thirty paces.
  • Mental Fusion: Everblight and his warlocks can share thoughts, memories, and experiences across the network forged from slivers of his athanc no matter how widely separated they are; distance means nothing to them.
  • Ominous Fog: From a distance, ash expelled from a blightbringer’s body appears as a roiling wall of grey cloud.
  • Overnight Age-Up: Everblight’s influence has wrought a change in the reproductive cycle of the Nyss. Their birthrates have increased markedly, as has their rate of maturation.
  • Poisonous Person:
    • A single dose of blight wasp toxin is enough to kill a human.
    • Each stinger bears a massive barbed tail capable of injecting a victim with venom.
    • Nagas can use their fanged maws to spew their caustic venom from a distance.
  • Scaled Up: Blighted Nyss have become more draconic in their forms and more instinctive and animalistic in their thinking. Patches of scales erupt across flesh, giving each of them an unquestionably reptilian cast.
  • Super Toughness: Lgeion warlocks are able to endure even extreme injury without being slain.
  • Throat Light: A blue glow produced by the heat within the Ravagore's belly emanates from its maw.
  • Took a Level in Jerkass: In almost all instances the blighted Nyss have become more prone to cruelty, their ethics and morality eroded by their devotion to Everblight.
  • X-Ray Vision: Dragonspawn see through special organs that give feedback through the blighted energies they radiate. They can view their surroundings unhindered by smoke or the nightfall, giving them a distinct advantage in conditions of low visibility.


"Men die. Empires crumble. Only the power of dragon is eternal."

The dragon himself, also known in the past as Ethrunbal. The weakest but cleverest of all the dragons; while the rest of his brothers just allow their blight to infect the area like a wild fire, Everblight learned to control and refine it, resulting in different types of dragonspawns suited for many types of situations. Later he took an interest in elves; first the Iosans, until they found him under one of their cities and, after a bloody battle that took half the city, locked him away. After Thagrosh freed him, he began corrupting the Nyss, and was successful thanks to Vayl Hallyr who betrayed her own people. He shares pieces of his athanc shard with his warlocks, essentially creating a Hive Mind.

  • The Corrupter: How he built his army.
  • Eldritch Abomination
  • Evilutionary Biologist
  • The Ghost: If he wanted to, he could regenerate his whole body and act on his own, but at the moment his staying in his athanc form since it lets him stay hidden.
  • A God Am I: He has his followers worship him, and being a dragon in the Iron Kingdoms world, he pretty much is a god.
  • Healing Factor: As with all other dragons. If his athanc is not consumed, he can simply reform his body.
  • It's All About Me: Standard for a dragon, everything he does is aimed at the goal of consuming the other dragons' athancs.
  • Mad Artist: Considers his creations to be works of art.
  • More Than Mind Control: Every Nyss afflicted by his blight becomes instinctually loyal to Everblight. Though not bound to his will, the blighted Nyss are predisposed to basking in his glory. This loyalty cannot be broken, for it is woven into the very being of each affected Nyss; to unravel it would be to unravel that individual’s mind and body.
  • Names to Run Away from Really Fast: Ever blight.
  • Normal Fish in a Tiny Pond: The other dragons are bigger and stronger than him, but he is still nothing to sneeze at.
  • Summon Bigger Fish: When he was chased by Toruk, Everblight decided to lure his father to the lair of his more powerful brother Nektor. Exactly as he planned, Toruk left him alone to fight and consume Nektor's bigger athanc.
  • Weak, but Skilled: Everblight is one of the weakest dragons by himself, but since he learned to shape his blight he has a deadly weapon other dragons lack.

Thagrosh Hellborne, Messiah of Everblight

"Even this most lowly vessel is made godlike in my image."

Thagrosh was formerly an ogrun slave, but after he broke free of his slavery, he stumbled upon Everblight's resting place and became Everblight's first warlock.

  • Breath Weapon: Due the mutations from Everblight
  • Dark Messiah: it's even in his epic version's title.
  • Double Weapon: Rapture
  • The Dragon: To Everblight, as the holder of his biggest athanc piece.
  • From Nobody to Nightmare: He started out as a simple ogrun slave. He escaped, Everblight's whispers reached him and he opened his chest to shove in the dragon's athanc. Next thing we know, he's destroying and corrupting an elven civilization.
  • Horned Humanoid: Grows two horns after he became Everblight's servant.
  • Large and in Charge: He's an ogrun, so not only his he bigger than the Legion's warriors, he's at least as big as some of its warbeasts.
  • Mighty Glacier: Standard for an ogrun model, his speed is nothing to write home about (though his epic incarnation being able to fly gives him some extra mobility), but both his incarnations have pretty good melee skill and hit pretty damn hard, his epic one being able to hit harder than most of warbeasts.
  • Mouth of Sauron: Thagrosh is the physical embodiment of Everblight’s will and the closest thing the dragon possesses to a physical form.
  • Names to Run Away from Really Fast: Thagrosh Hellborne.
  • The One Guy: Thagrosh is the only male warlock in the Legion of Everblight (Kallus is also referred to with masculine pronouns but is a sexless, artificial creature).
  • Phlebotinum Overdose: He expects this may happen to him someday as Everblight is getting stronger, as he holds the majority of his master's athanc, and thus power.
  • Power Gives You Wings: When Everblight consumed his brother Pyromalfic, the power boost he got also powered up Thagrosh, the effects among which include wings.
  • Praetorian Guard: The blighted Nyss legionnaires serve as the personal guard of Thagrosh.
  • Smarter Than You Look: One of the main reasons why Everblight hasn't fully taken over.
  • Walking Shirtless Scene
  • Was Once a Man: Thagrosh no longer resembles what he once was, his body transformed by prolonged intimate contact with concentrated blight.
  • Winged Humanoid: As Messiah.

Vayl, Consul of Everblight

One of the first warlocks in Everblight's ranks in recent times. When she was a Nyssor priestess, she was already a blasphemous priestess shunned by her peers. When she learned of a prophecy that Everblight would conquer the Nyss, she immediately swore allegiance to Everblight, resulting in the Nyss' near destruction. She also sponsored Bethayne's entry into Everblight's army.

Lylyth, Reckoning of Everblight

Legion warlock who is considered to be the best archer. Some time before she became a warlock, her tribe killed a human, causing the humans to retaliate by massacring some Nyss hunters from her tribe, including her father, causing her to kill more humans, causing the humans to kill more of her tribe, until eventually so many were dead. She would have been another casualty had Thagrosh not found her and offered her to be a warlock, an offer she took with little judgement. When Everblight decided to invade Pyromalfic, she was his scout, but she botched up and nearly got killed, causing Everblight to nearly just abandon her, though she was welcomed back after Pyromalfic was defeated.

Rhyas and Saeryn, Talons of Everblight

Twin Nyss warlocks. Their destiny as Everblight's warlocks were first discovered by Saeryn via a propethic vision, and when Thagrosh paid them a visit, they bested him in combat, but spared him per Saeryn's advice, and they joined the Legion. Rhyas specialises in combat, while Saeryn is more skilled in the arcane.

  • Bare Your Midriff: Both of them in their second incarnation, though much more prominent with Saeryn.
  • BFS: Rhyas' weapon of choice in both her incarnations.
  • Blade on a Stick: Saeryn's weapon in her second incarnation.
  • Glass Cannon: Both of them, but in different ways.
  • Knife Nut: Saeyn can also throw knives.
  • Tag Team Twins: They fight together as a unit in their 2nd incarnation.

Absylonia, Daughter of Everblight

The most monstrous of Everblight's warlocks. She knows little about her life before the Legion and acts mostly on instinct. Her form is unstable, as she can mutate her body even during combat if necessary. During a battle with Lich Lord Venethrax, she was nearly killed, but Everblight's will jumpstarted her, given her permanent wings and ending her transformations.

  • Glass Cannon: Really strong in melee, but not durable
  • Flight: She gains fully functional wings in her second version.
  • Voluntary Shapeshifting: Her first version could switch between reach increasing tentacles, wings and increased strength.

Bethayne, Voice of Everblight

Former Nyssor priestess who was corrupted by Vayl to become Everblight's warlock. She has a personal warbeast called Belphagor, with whom she can merge upping her combat powers considerably.

Kallus, Wrath of Everblight

An artificial warlock created by Everblight. He is similar to the dragons in that as long as his athanc shard is safe, he can be regenerated if provided a fresh body.

Kryssa, Conviction of Everblight

Initially just one legionnaire among many, her service was to change drastically after she witnessed the destruction of a Legion warlock by a rival dragon. Kryssa recovered that warlock’s athanc by thrusting it into her own heart before fleeing to reach her master Thagrosh. Kryssa expected to be ordered to surrender the shard. Instead, she was granted a place leading the dragon's armies.


  • The Alcoholic: Cask imps and mad caps are grymkin arising from the lost souls of drunkards and alcoholics.
  • Better to Die than Be Killed: Some grymkin, like the murder crows, will allow their prey to end their own lives to evade existence as a grymkin. When faced with that horror, many find it a price easy to pay.
  • Chained by Fashion: Rattlers are wrapped in a network of iron chains.
  • Charm Person: Witchwoods can turn enemies against each other, sowing confusion and betrayal.
  • Corrupt Politician: Murder crows were once corrupt bureaucrats, thieving through the larceny of graft.
  • Deity of Human Origin: Each Defier has become an ageless creature of unfathomable power that borders on godhood.
  • Early-Bird Cameo: Gremlins, the first playable grymkin units, are of the Sneak Peek type. They were introduced in 2015 as minions that can work for all four Hordes faction, two years before the release of the whole grymkin faction.
  • Everyone Calls Him "Barkeep": Since their banishment, the real names of the Defiers have been lost. Instead, they are most commonly identified by the fundamental concepts that each represents: the Child, the Dreamer, the Heretic, the King of Nothing, the Wanderer.
  • Eye Scream: Glimmer imps crave stealing the eyes of others to see through them.
  • The Fair Folk: All grymkin have a desire to bring mischief and danger to the world of the living, to invoke fear and nightmares, to punish the wicked.
  • Fate Worse than Death: Menoth punished the Defiers by subjecting them to torment from their own nightmares for all eternity.
  • Genuine Human Hide: The Skin & Moans wears a cloak stitched together from the flesh of the cursed.
  • Hell Hound: Gorehounds are nightmares bearing a strong resemblance to hounds.
  • Mental Fusion: Urcaen forced them together for so long that all Defiers can feel one another’s presence no matter the distance, whispering into each other’s minds and dreams with but a thought.
  • Mirror Monster: Glimmer imps lurk behind the looking glass and fall upon those enraptured by their own reflections.
  • Mix-and-Match Critters: A crabbit resembles a monstrous rabbit with crab claws.
  • Night of the Living Mooks: The grymkin were originally sinners who died and wandered in Urcaen until stumbling into the Defiers' domain.
  • Pumpkin Person: Dread rots are grymkin with the heads of pumpkins.
  • Rage Against the Heavens: The Defiers once rebelled against Menoth to be free of his demands and the gifts he thought to offer humanity.
  • The Scourge of God: The Wicked Harvest's prey is the malfeasants who were the greatest allies of the infernals on Caen. As the grymkin take their toll, they would provide a warning to others who might fall to similar corruption.
  • Time Abyss: The Defiers are nearly as old as civilisation and the Gifts of Menoth themselves, and the oldest grymkin are only slightly younger.
  • The Virus: Some grymkin possess the power to transform others to become like them, spreading their nature like an infection.
  • Your Worst Nightmare: The physical bodies and essence of the nightmares are a reflection of the deepest, most secret fears of the Defiers.

The Child

First of the Defiers, the Child wants nothing more than to play and not be told what to do. Accompanied by her companion, Dolly, woe upon the fool who tries to take her grymkin 'toys' away or tries to harm her. Only the Child decides what she gets to do—anyone else who tries will be ripped apart like a broken doll in a fit of rage.

  • Big Guy, Little Guy: The Child is the little guy; the big guy is Dolly, a powerful and terrible beast that utterly loves the Child as much as the Child loves it.
  • Creepy Child: She looks like a child that can control nightmares made manifest and puts continuous fire on everything in her control range.
  • Delinquents: Menoth’s laws place parents above children, and they were expected to devise and enforce petty rules about what was acceptable and what forbidden, what could be done and what shouldn't. The Child hated these laws because they prevented her from doing what she wanted for no good reason at all. The Child chose to be defiant and would not obey.
  • The Dividual: The Child and Dolly are treated as one single unit for all gameplay-related purposes.

The Dreamer

  • Dream Weaver: She dreams so powerfully she shapes the world around her.
  • Reality Warper: The Dreamer dreams up wholly new realities so vivid and vibrant that the world around her takes on fanciful life in its envy of what she imagines.
  • Spawn Broodling: The Dreamer can create Phantasm allies from boxed enemies.
  • Squishy Wizard: The Dreamer's very weak stats mean that she dies very easily to anything that can get at her.

The Wanderer

  • Walking the Earth: The Wanderer wishes to walk wherever he pleases and regards the Wall as a constraint to his freedom.

The Heretic

The last of the Defiers to spurn Menoth, the Heretic is a self-styled god who rebelled against his creator. Believing all are able to become divine, he fashioned himself into a paragon of his own distorted virtues. Now the Heretic wishes to dethrone the God of Man and free all of his creation from his laws.

  • Always Accurate Attack: The Heretic's sword Execrator automatically hits targets in close combat.
  • Appropriated Appellation: He gained his nickname from his enemies, but has since embraced it.
  • Blasphemous Boast: The Heretic spat a proclamation at his Creator as Menoth plunged him into the void:
    Since this land was first turned for the bounty it would grow, stood fast one truth that all mortal men know, choose ye wrong or choose ye right, feed ye darkness or feed ye light, at the end of your days, you shall reap what you sow.
  • Break the Believer: The Heretic was the first priest-king who spread civilisation and Menoth's word. Then he saw that Menoth was not a just god: Menoth did not punish the wicked, nor did he reward the selfless; the god rewarded only obedience, punished only defiance. From that point forward the Heretic refused to wield his power in Menoth’s name.
  • Evil Counterpart: Evil bit is debatable, but the Heretic bears quite a few similarities with the Harbinger of Menoth: both share the Divinity trait, protecting them against pop-and-drop assassinations; both have auto-hitting close combat attacks; and despite that, neither of them is a frontline warcaster/warlock.
  • A God Am I: The Heretic views himself singular and special, a god equal to Menoth himself.
  • The Heretic: Natch. He used to be a Menite priest-king before he turned against his god.
  • Power Copying: The Heretic can cast any non-animus spell that was cast last turn by an enemy warlock or warcaster while they were were in the Heretic's control range.
  • Un-person: Immorese history records Cinot as the first great Menite priest-king and never even mentions the Heretic, who was erased and stricken from all records. In truth, Cinot was only the Heretic's student, and much that is credited to Cinot should be cast at the feet of the Heretic instead.

The King of Nothing

The King of Nothing wants nothing more than to be left alone. Rejecting Menoth’s desire to see humanity band together, the King of Nothing wishes to have no part in society. Having been cast down as a Defier, he rules over an empty, barren wasteland. And like any good king, he desires to see its borders expand.

  • Straw Nihilist: Hating all creation and everything in it, the King of Nothing seeks to render Caen a vast field of nothingness, devoid of man, beast, and his fellow Defiers alike.
  • Walking Wasteland: His theme is him being the ultimate hermit, he just wants to be left alone and so everything near him begins to wither and die off.
  • Weak, but Skilled: He has no attacks but is a very strong spellcaster.

Lord Longfellow

  • Giant Spider: Though in the modern age he walks as a man, his true form is that of a great, black spider.
  • Guns Akimbo: Thanks to his anatomy, Longfellow is able to wield multiple sets of his ornately crafted pistols at once.

Karianna Rose

  • Bizarre Alien Biology: Viktor Pendrake notes that although infernal horrors have blood and tissue, their physiology defies scientific reasoning, demonstrating that they are as natural as a steamjack.
  • Demon of Human Origin: Becoming a horror is the unthinkable fate awaiting the many unfortunate souls bartered to infernals by those who serve them, as well as souls stripped from mortals when infernals are summoned to Caen.
  • Fate Worse than Death: Many believe, perhaps rightly, that becoming a horror is the worst fate any soul could experience—even worse than being imprisoned in the soul cage of a Cryxian lich. Every other possible fate holds out the hope of reversal or recovery, but nothing remains of a soul transformed into a horror.
  • Our Demons Are Different: Infernals are incredibly powerful supernatural entities from beyond Caen and Urcaen that covet mortal souls, which they use to create horrifying creatures and lesser servants. In pursuit of this most precious resource, infernals cut deals with those willing to bargain away their souls (and the souls of others) in exchange for great power.
  • Sudden Name Change: When the infernals became a faction in the miniature wargame, three horrors were given new English names to replace the invented names they had in the original RPGnote .

    Mercenaries and Minions 
  • Anchors Away: A Mariner can clear a deck of defenders with a single anchor sweep.
  • Break Out the Museum Piece: The common Talon, Mule and Nomad are all decommissioned Cygnaran warjacks that continue to see use among mercenaries.
  • Cast from Hit Points: Mercenary companies and pirate crews often graft a jury-rigged arcane turbine to a Freebooter’s engine, allowing warcasters to infuse it with a surge of speed at the cost of a few shredded gears.
  • Civil Warcraft: Discussed in the charter of the Steelheads. From time to time different chapters of Steelheads end up fighting on both sides of a conflict, but they even have a code of conduct in this case, mainly to treat each other as enemies but make sure the Steelheads on the losing side get returned to the company and not fed to something large and nasty. The dwarves, on the other hand, defy this trope: they might be hired on both sides of a conflict but always take care during negotiations to ensure members of the same company do not face each other in battle, preferably by having them fight on two different ends of the same front.
  • Drop the Hammer: Horgenhold Forge Guard wield massive, two-handed pneumatic hammers.
  • Exact Words: Most successful mercenary companies have become adept at interpreting the letter of their charters to suit their needs. Additionally, any mercenary worth his salt must learn contract negotiation and trade laws as a side vocation. Less legitimate outfits tend to have vague, incomplete, or contradictory charters, or no charter at all.
  • The Grim Reaper: Death archons are massive, hooded creatures borne aloft on wings of bone and wielding fierce Iron Reapers. No one is sure where these creatures came from or who they answer to, if anyone.
  • Hamster-Wheel Power: A scorching-hot steel cylinder holding panicked razor boars allows a meat thresher to move.
  • Improvised Weapon: The majority of Rhulic warjacks are actually nothing more than excavation equipment re-purposed to use against enemies instead of rocks.
  • It's Personal: Some dwarves in Horgenhold have kinsmen or friends who died on the Khadoran attack on the Llaelese town of Riversmet, make it clear that they'd prefer Llael to be free of its occupants, and as a result refuse Khadoran coin while accepting payment from the Protectorate of Menoth.
  • Mercenary Units: Mercenary and Minion models normally can included in the armies of other factions as friendly, non-faction models on a theme-by-theme basis. Mercenaries and Minions can also be run as armies in their own right, comprised of numerous, mostly unrelated theme forces that allow wildly different models from nearly every faction in the game.
  • Only in It for the Money: Whether offered Cygnaran, Khadoran, or Cryxian coin, Steelheads never ask why and have no interest in the broader implications of their battles.
  • Our Angels Are Different: The archons of the Iron Kingdoms are awe-inspiring and terrifying spiritual entities who act as agents of the gods, enacting their will on the mortal world. They are as diverse as the deities they serve: Morrow, Thamar, Menoth, the Devourer Wurm, or Dhunia. Some, like the enigmatic void archons, seem aligned to no specific god—none that mortals can fully comprehend, at any rate. Under Dungeons & Dragons 5th Edition rules, they are classified as celestials.
  • Our Dwarves Are All the Same: Downplayed. Apart from being gun-wielding, mecha-commanding, short folk, the dwarves of Rhul often have no beards.
  • Pirate: A motley assortment of pirates and privateers are available for hire.
  • Private Military Contractors: The long history of bloody conflict in the Iron Kingdoms has created endless opportunity for soldiers of fortune whose only loyalty lies on the paymaster currently filling their pockets.
  • La Résistance: The Llaelese Resistance fights an endless war against the Khadorans who invaded their homeland and took over the country. They are mercenaries by necessity, taking contracts to help pay the enormous costs of their rebellion.
  • Team Switzerland: The dwarven nation of Rhul has maintained their neutrality in foreign affairs for many millennia (except when the Orgoth dared invading them), while maintaining an extensive network of expatriate mercenaries.
  • Vicious Cycle: Unsuccessful companies can enter a downward spiral when they lose battles, then clients, and finally become unable to afford the equipment they need to be effective combatants.

Durgen Madhammer

A Rhulic Warcaster famous for astonishing levels of collateral damage, Durgen Madhammer is one of the most infamous independent warcasters available for hire in the Iron Kingdoms. He began his work as a miner within Clan Lignum, but after less than a decade of employment was exiled from his family and excised from their tree. His name "Madhammer," has been earned from decades of mercenary work amassing a stable of warjacks and crafting his unique arms and armor. Numerous incidents of friendly fire and collateral damage have earned him a reputation for destructiveness that few can stomach for more than a single venture before sending him on his way to another unsuspecting employer. Despite his obvious delight in dangerous tactics, the fees Durgen commands are continually paid.

  • BFG: His signature cannon, Buster, is an arm-mounted artillery cannon that can cause wide spread destruction or crack heavy armor from significant range.
  • BFS: His signature hammer, Leveler, is a huge maul with a head that causes a large detonation every time he hits someone with it.
  • Energy Absorption: Rounding out Madhammer's weaponry is his Blast Armor, absorbing any blast damage and turning it back into the arcane energy common amongst all warcasters. This means his exploding troopers and his weapons end up making him more durable where any other warcaster/warlock would end up hurting themselves.
  • Mad Bomber: Started out as a demolitionist for a Rhulic mining venture. Winds up a wandering warcaster who blows everything up and has crafted an enviable suite of arms and armor to do so. Given that his spell list encompasses generating some of the most powerful explosive effects in the game, and his feat makes even the least distressing blast damage rolls significantly moreso, and it's plain to see how neatly Durgen fits this trope.
  • Madeof Explodium: Durgen's signature spell Primed makes his troops much, much better at killing things. The downside is they're easier to kill. The upside is that if they die, they explode. The downside is that they explode. The upside is that they explode.
  • Psycho for Hire: see Mad Bomber.
  • Stuff Blowing Up: If this isn't happening, you're not using him properly.
  • There Is No Kill Like Overkill: Every single one of Durgen's abilities is conductive to him destroying whatever he needs to die, and if he can't get to you before you get to him, he has the means to punish you astoundingly for getting there first. Rhulic warcasters and their battlegroups are all capable of huge damage potential, but none spread it on quite as thick as Madhammer.

Asheth Magnus the Warlord

An officer in the Cygnaran Army under king Vinter Raelthorne, Magnus feels that the Usurper has lead Cygnar into weakness as with the tolerance of the Menite's ceding from the kingdom and allowing the Menites and Khadorans to seize Lael instead of annexing it for the kingdom. Magnus figures the best solution is to bring back Vinter as king of Cygnar. Working as a mercenary for anti-Cygnar interests has allowed him to build up a network of Vinter loyalists amongst remenants of the old government. Notably including Orin Midwinter, former head of the Cygnaran inquisition. After discovering that Vinter went west, he pursued him in hopes of aiding the deposed king. Instead he was captured by the skorne and subjected to interrogation at the hands of Morghoul, which ha lead him to question his loyalty to Vinter and now instead he seeks Vinter's heir, a more malleable king that will bring about his vision for Cygnar.

  • BFS: Foecleaver and Foecleaver X, not the biggest swords in the setting but they are big and unlike the others quite efficient with magic.
  • Chainsaw Good: The Renegade warjack, a signature light warjack chasis of Magnus, has a giant chainsaw for one arm.
  • Determinator: Nothing has stopped him
  • Genius Bruiser: 2, retconned from 3, warjack chasis have been invented by Magnus since he turned against Cygnar. His feat is not magical like others but a demonstration of his tactical skill.
  • Jack-of-All-Stats: Unlike Stryker who he sort of mirrors, non-epic Magnus's generalised kit is quite effective and allows him to run mixed-arms quite well.
  • Shout-Out: A quiet one to Ash from the Evil Dead movies.

Ashlynn d'Elyse

  • La Résistance: She leads the Llaelese Resistance, with the goal of driving the Khadorans from occupied Llael.

Drake MacBain

  • Blood Knight: Drake MacBain fights because he enjoys it. Additionally, his deft handling of clients and his subtle yet deviously effective contract manipulations are akin to a man playing a game against opponents who have little chance of besting him. To Drake MacBain war is a game, and he is the greatest of players.
  • Only in It for the Money: Drake MacBain is the archetypical amoral professional mercenary whose only concern is coin.

Fiona Galraith

  • Almighty Janitor: She is not officially the captain of her ship, but it is widely known that the captain is only her puppet.

Bartolo Montador

Amador Damiano

Phinneus Shae

Exulon Thexus

Cognifex Cyphon

Bloody Barnabas

The leader and founder of the Blindwater Congregation, "Bloody" Barnabas is an ancient gatorman with his eyes set on ascending to godhood.

Calaban the Grave Walker

Another warlock from the Blindwater Congregation, he is subserviant to Bloody Barnabas.

  • Not So Different: From Dr. Arkadius: both are the more cerebral, distrusted advisors to the headstrong leaders of their faction, who've recently found their advice ignored by their leaders in favor of the female Warlocks of their factions (in Barnabas' case, he's ignoring Calaban's advice in favor of Jaga-Jaga, who supports him more actively in his goals to become a God, since she sees Barnabas as an avatar of Kossk, where Calaban only sees him as an easily manipulated figurehead.
  • The Man Behind the Man: Fancies himself the brains to Barnabas' brawn.

Maelok the Dreadbound

Maelok is an undead gatorman bokor and warlock who exists in a torturous state as an animated corpse bound to the will of Calaban the Grave Walker. The terrible ritual that animates Maelok's corpse has left him a husk, an empty necromantic weapon wielded by his former rival. Despite his decaying physical form, his evocations are terribly effective.

Jaga-Jaga the Death Charmer

Lord Carver, BMMD, Esq. III

Leader of the Thornfall Alliance, and Immoren's most unsubtle would-be conqueror.

Dr. Egan Arkadius

Second-in-command of the Thornfall alliance, and Lord Carver's most (mis)trusted ally.

  • Badass Longcoat
  • Deadly Doctor
  • Evilutionary Biologist
  • Instant Sedation: One of the functions of his main weapon.
  • Mad Doctor: Was thrown out of the University of Corvis for his unethical experiments, altering the physiology of the Farrow.
  • Not So Different: From Calaban the Gravewalker. Both are the more cerebral, distrusted advisors to the headstrong leaders of their faction, who've recently found their advice ignored by their leaders in favor of the female Warlocks of their factions (in Carver's case, he's ignoring Arkadius' advice for caution in favor of bold actions to win the favor of Helga the Conqueror.

Sturm & Drang

An experiment by Arkadius to create a superior general by fusing to great Farrow leaders together.

  • Flesh Golem: Essentially Frankenstein-ed together from two Farrow leaders, plus various other procine parts and machinery.
  • Gone Horribly Right: Created by Arkadius to be, essentially, a super-farrow. However, Sturm & Drang proved so powerful, and so difficult to control, that the Dr. had them both lobotomized, inducing dementia in Sturm and causing Drang to devovle to simple-minded psychosis.


A Farrow Bonegrinder and Warlord, and one of the last to openly challenge Carver. After he was defeated, Carver invited him to join the Thornfall Alliance. Naturally, Midas accepted.

  • Defeat Means Friendship: Joined Lord Carver and the Thornfall Alliance after Carver spared his life after their clash with eachother.
  • The Power of Blood: Bonegrinders make us of all possible remains of their enemies in their spellcasting and fetish crafting. The more fresh (and thus bloodier) the better.

Helga, the Conqueror

Another farrow warlord, she is odd among her species because she instills discipline in her troops, rather than having them act like a barbarian horde.

  • Soldier vs. Warrior: Helga and her troops are the Soldiers to the rest of the Thornfall Alliance's Warriors. Where Lord Carver and his horde act like a disorganized mob, Helga has tried to turn her forces into a more coordinated army, with drills and marching formations.


How well does it match the trope?

Example of:


Media sources: