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Main characters index |The Empire | The Kingdom of Bretonnia | The Dwarfen Kingdoms | The High Elves | The Dark Elves | The Wood Elves | The Lizardmen | The Vampire Counts | The Tomb Kings | The Vampire Coast | The Warriors of Chaos | The Beastmen | The Norscan Tribes | The Skaven | The Greenskins

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"Kill man..."

"And in that time of darkness, Man became Beast, And Beast became Man."
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Beastmen are known as the Children of Chaos, and this is true to a literal extent; for they are unnatural creatures, born from men and beasts when Chaos first brought its scourges upon the world in the cataclysmic Time of Chaos. Throughout the world, Beastmen thrive upon the edges of civilization, raiding isolated farmsteads, villages, and other settlements. They are most numerous towards the north, such as the dark forests that cover the Empire and the harsh wildernesses of Kislev. They are found in the greatest numbers throughout the Chaos Wastes of the northern and southern polar regions.

For thousands of years the Beastmen and their night-bred kin ruled the forests, preying upon the scattered bands of men as wolves upon sheep. Then a man came bearing a golden hammer that was the bane of all enemies, and united the human tribes, challenging the Beastmen for dominance of the lands. This warrior elevated Mankind from a collection of loosely organised tribesmen into the massive empire it is today.

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Though the Beastmen have no formal method of recording the passage of years, they know that the cities of mankind are new and recent compared to the elder lands in which the Beastmen roam. Even the lowliest Ungor knows that mankind once cowered in terror of the forest and the creatures that dwelled within it, daring not to venture into the eaves of the woods. Yet stone fortresses and castles now blight the lands from end to end in defiance of the dominion of Chaos. So advanced is the industry of man and the organisation of his empire that keeps and watchtowers are built even in the midst of the Beastmen's territory. And yet the Beastmen know that such structures are temporary at best, and all that Man has built will one day come crashing down at the Beastmen's hands. Only then will the lands once more belong to the Cloven Ones, and only then will Mankind be returned to his proper place in the order of things - prey, and nothing more.

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The Beastmen are playable in custom games, the Grand Campaign, and Mortal Empires (with the Call of the Beastmen DLC installed).


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    General Tropes 
  • Achilles' Heel: Open fields or fields without much room for hiding. Because they are so incredibly reliant and dependant on ambush tactics, they suffer greatly if they do not get a good opportunity to sneak around undetected in the early parts of the battles.
  • A Commander Is You: A Spammer/Guerrilla/Brute faction. They rely heavily on ambush tactics in the grand campaign, their hordes being invisible when encamped and capable of traveling through hidden "Beast-paths", with a chance of automatically ambushing any army they attack head-on. In combat they hit hard but have really poor morale, relying heavily on their units' superior mobility and numbers to pound the enemy into the ground quickly and keep moving, and will fall apart in prolonged combat. Much like the Warriors of Chaos, they cannot maintain settlements, but have a unique ability to raze and corrupt a region, along with a mechanic similar to the Orcs' Waaagh!, spawning AI-controlled armies to assist your own hordes. Unlike the Warriors, the Beastmen do not suffer attrition when two hordes are near one another, meaning you can quickly create new hordes in order to flood the map with your forces.
  • A Load of Bull: Two variants, so to speak, of giant bullmen.
    • The first is the Minotaur, also known as Bullgors. A raging, psychotic, ton of fleshy muscles, Minotaurs are foul tempered even for other Beastmen, being forever consumed by a rage-inducing frenzy known as Bloodgreed, which is triggered as soon as they smell blood (in-game, this is a unique rule that gives Minotaurs bonuses when they're in combat, and debuffs when they aren't) When not in a blood frenzy, they guard forgotten paths in the forest and act as guardians of secret labyrinths (which lead to hiddenChaos wayshrines). Interestingly, unlike most Beastmen, Minotaurs are favoured servants of the Chaos Gods and most Beastmen Champions of Chaos have been Minotaurs. Because of this, Minotaurs are held in a strange reverence by Beastmen, who are at once in awe and fear of the favour that the Minotaurs receive from their gods. Twelve feet tall, and clad in thick iron plate, Minotaurs are very powerful Monstrous Infantry, being able to practically flatten any kind of infantry they're thrown against, whether it be simple Empire State Troopers or Elite Chosen, becuase of their ridiculous charge bonus and weapon strength. They come in three variants: Minotaurs who dual-wield axes, fight with axe and board (which happen to be absolutely massive wooden shields), and finally those who wield giant greataxes.
    • The second is the Cygor, a distant relative of the Minotaur. Even bigger than the Minotaur, Cygors are giant, Cyclopean abominations "blessed" by the power of Chaos. Even more mutated than the rest of their kin, Cygors are functionally blind. However, they see ghastly spectres through their single eye, and can actually glimpse the winds of magic. As such, they are utterly horrifying to mages, being The Dreaded in itself to them, as Cygors will single them out on the battlefield before messily devouring them and their souls. In combat they wade into battle carrying massive boulders, which they heave towards the enemy with surprising accuracy, as well as being quite capable in melee, using their boulders as large bludgeons. Since Mages are so frightened by their mere presence, they suffer a large miscast penalty if an enemy brings a Cygor along.
  • A Party, Also Known as an Orgy: Every time Morrslieb appears fully, the Beastmen take it as a time to revel, feasting on meat (often of prisoners), downing as many looted barrels of alcohol as they can manage, and vigorously conceiving new Beastmen. It is said that others can come and join their celebrations, but only the most depraved in both taste and morals would wish to.
  • Always Chaotic Evil: As a Chaos-born race, this is a given. Beastmen travel the forests of the world in destructive herds, and freely Rape, Pillage, and Burn. Rather tragically Deconstructed in a way, many Beastmen choose to become so vile after being discarded at birth for their mutations, and see no other option than to become the monsters that humans claim they are. It doesn't help that they are completely owned by the Darks Gods since the moment they're bored.
  • An Axe to Grind: Like their fellow Chaos followers, the Warriors of Chaos, they heavily favour axe weapons, wielding hatchets, great axes, and occasionally, polearms.
  • Arch-Enemy: The Beastmen have a particular hatred of mankind for their civilisation directly neighbouring the Old World's forests, and they feel they have the right to the land mankind owns. Though in a sense this also counts as Unknown Rival, as barring Middenland, most of humanity thinks them to be nothing more then a nuisance, and secondary to the other problems mankind faces.
  • Attack Animal: What they use their warhounds for.
  • Ax-Crazy: You thought the Norscans were bad? Think again. Because of their tainting by Chaos, each and every Beastman is a boiling volcano of psychotic, feral rage filled with a desire to see any trace of civilization they come across burned to the ground. The Minotaurs take this Up to Eleven
  • Asskicking Equals Authority: Beastmen leadership is almost always decided by who is the strongest and most powerful. Any sign of weakness is usually met with a dagger, or an axe to the skull/
  • Bad Boss: Beastmen Warchiefs really don't care about their underlings, and see death in their ranks as just a sign of weakness.
  • Bad Moon Rising: The Beastmen are heavily tied to the waxing and waning of Morrslieb, the Weird Moon associated with Chaos and the Winds of Magic. This is reflected in their gameplay by offering them bonuses and quest opportunities tied to the nights when Morrslieb is full, giving a rhythm and timing to the Beastmen's attacks. When the chaos moon is full they engage in bacchanal orgies, feasting, drinking, and conceiving new Beastmen. Some heretics from the lands of men are even said to seek them out to join the revelry, though only the most twisted would do so as anyone less would be as likely as not to end up one of the dishes served.
  • Barbarian Tribe: Played to the hilt. In addition to being creatures of Chaos, the Beastmen are a highly "primal" species, and the idea of settling and taming the land is so vulgar to their sensibilities as to be maddening into enraged disgust. They travel in large herds, setting up primitive camps, never staying for long. Tribes keep dozens of secret outposts, however, scattered in the dark parts of the forest called herdstones, where they store their loot and equipment.
  • Beastman: Well, d'uh. They're supposed to be the descendants of horribly mutated animals and humans from back when Chaos ran rampant over the world. In general, they resemble humans with the heads and hooves of ungulates like goats and cattle but with more fangs and spikes, although the more chaotic ones have additional, unique mutations, and specific types such as centigors, minotaurs and harpies exist as their own sub-races separate from the main Beastman population. They're also all horrible, evil monsters and fully devoted to Chaos, and hate anything related to humanity and organized civilization with a fervent passion.
  • Being Evil Sucks: The moment they are born, the Beastmen belong, body and soul, to the Four, and are doomed to live a brutal, scorned, and likely brief existence. The smarter Beastmen seem to understand this, but also understand they can't do anything about it.
  • Bestiality Is Depraved: Some sources in the tabletop hint that they sometimes procreate with animals. Though they're pretty bestial themselves. The implication is still here, but with the addition of Beastmen does, which are pure Beastmen breeding partners, something any Gor highly covets.
  • Beast of Battle: Beastmen tribes utilize Chaos Warhounds, Harpies, and Razorgors, giant boar monsters, in battle.
  • Berserk Button: Civilization itself. The more advanced it is, the more it infuriates them. It's part of why many fans of the lore found it rather jarring that they can use and build siege towers like the rest of the factions.
  • The Berserker: The Beastmen as a whole fight with little regard to their own safety, and act like a whirlwind of death on the battlefield. Specific examples include the large Minotaurs, who fall under a haze of bloodlust known as Bloodgreed which turns them into little more than frothing animals during battles.
  • Black Speech: Unlike the other races seen so far, Beastmen speak the Beast Tongue - which is itself an offshoot of another form of Black Speech known as the Dark Tongue, the language of Chaos.
  • Blood Knight: Minotaurs are easily maddened by the fury of the battlefield and the smell of blood and gore, going on murderous rampages in a frenzy of killing and bloodlust, reduced to little more than feral beasts by their thirst for slaughter.
  • Body Horror: They have their own variant of Chaos Spawn, who are just as, if not more horrible-looking than regular ones, due to being covered in writhing cow limbs. And that isn't even going into some of the mutations that regularly appear on them...
  • Cannon Fodder: Ungors are Beastmen born with simple rumps for horns, and are the lowest of the low within the Beastmen's social hierarchy, often bullied and tormented within the tribe. Gathered together in large warbands, the only use Ungors have are to be padding for the Herd, or scouts. They are also responsible for maintaining the tribe's weapons and equipment.
  • Circle of Standing Stones: Herdstones, the only permanent structures that Beastmen ever erect. Located deep in The Lost Woods, they act as gathering spots and places of worship for Warherds. Naturally, they also form the primary building for individual Warherds in the game. Furthermore, when the Beastmen destroy a settlement, they leave behind one of these, which functions identically to the Chaos Portals left behind by the Warriors of Chaos.
  • Cold-Blooded Torture: The Beastmen are really fond of this (almost as much as the Dark Elves), and they take out their hatred, and jealousy towards the human race on the unlucky sods captured in raids with unspeakable torture that lasts for days before they subject them to the final fate of being a meal.
  • The Corruption: Beastmen spread Chaos corruption like the Warriors of Chaos, and do not suffer attrition in areas where it is high. One of their unique traits allows them to forgo gaining favor when sacking cities and instead generate a large amount of corruption from the ruins.
  • Cyclops: Cygors, giant cyclopean minotaurs that throw boulders. Their one eye lets them perceive the magic of Chaos itself, making them extremley dangerous around mages, whom a Cygor will always covet for their souls.
  • Dirty Coward: When it comes down to it, as soon as the battle begins to turn against the Beastmen, most of them cowardly run off to the forest very fast, especially the Ungors. This is reflected by their faction's poor leadership.
  • Dumb Muscle: Minotaurs are rather dimwitted, and require the physically weaker Beastmen to forge weapons and fetch food for them, on threat of becoming a Minotaur's meal.
  • Early Installment Weirdness: The Beastmen were the very first race to be added to the series as DLC, and it shows in how their playable Legendary Lords are presented - Rather than multiple distinct sub-factions each led by a different character, as would later become the standard, the Legendary Lords of the Beastmen are all part of a single faction whose starting location simply changes based on which of them is selected.
  • Eats Babies: Literally. Beastmen are...not very picky when it comes to food, and human babies are considered a delicacy for their tender flesh.
  • Elite Mook: The Beastmen brings forth the Bestigor Herds, their biggest and meanest cloven freaks that are not minotaurs. Though they may not be as heavily armored as many other elite mooks from the other factions, they make up for it in greater speed and mobility, able to outrun many other equivalents from their foes. They also double as Heavily Armored Mook, as they're the only unit in the Beastman roster besides Minotaurs that carry heavy plate, and have high-ish armor ratings.
  • Eldritch Location: The Beast Paths are set inside one — a forest of skyscraper-sized trees covered in fleshy growths, which almost certainly exists partially outside of conventional reality.
  • Even Evil Has Standards: For all that they're civilization-destroying children of the Chaos Gods, beastmen have a semblance of culture. Amongst other things, fighting during a revel or during a herdstone meeting is forbidden, and bray shamans are sacrosanct and may not be harmed.
  • Evil Minions: Towards the Chaos Gods, even moreso then the Warriors, whom are favored minions.
  • Evil Is One Big, Happy Family: ...Sorta. Beastmen don't have the proximity-equals-infighting mechanic the Warriors of Chaos suffer from, but in lore they do have tribal rivalries to sort through. Also, they start out diplomatically neutral to the Warriors of Chaos despite having the same ultimate end-goals, meaning they can join forces with them or fight them off as the player likes. Also when there's no one else to fight, they begin to take attrition damage to show that the Herd's descended into chaos!
  • Fantasy Counterpart Culture: Beastmen are a counterpart to the way Romans saw the "barbarian" peoples to the north of them, particularly when they sacked Rome.
  • Fauns and Satyrs: Many Beastmen are mixes of human with sheep or goat, giving them a distinctly faun-like appearance, if with more fangs than usual. The Gors are more satyr-like with caprine heads whilst the Ungors are more faun-like with more human features.
  • Fetus Terrible: Some Beastmen, such as Morghur, end up killing their mothers by ripping out of their wombs as they are being born. Disgustingly, Beastmen consider this an omen of greatness.
  • Fragile Speedster: Many Beastmen units are much less armored than comparable units from other armies (widely divergent body shapes and mostly looted or very crude equipment means armor is sparsely used) but those units are also as fast, and deadly on the charge, on their hooves as charging animals. Their high speed and charge bonus means they excel in short fights, but suffer heavily when it comes to battles of attrition. Furthermore, many Beastman units possess the 'Vanguard Deployment' ability, which means a Beastmen army can often completely surround the foe before the battle even starts.
  • Full-Boar Action: Razorgors: giant, mutated boars covered in spikes and with spiked clubs at the end of their tails. Some pull Beastman chariots and wreck apart infantry formations.
  • Gameplay and Story Segregation: In the game, they're as capable of building siege equipment as any other faction, whereas in the lore, their love for Chaos and hatred for civilization and technology are so strong that they consider purposefully building anything an obscenity and a sin. While they'd be fine with tearing down trees to use as battering rams and maybe a charismatic Beastlord or shaman might get them to lash together crude ladders, they'd most certainly never build anything like siege towers.
  • Geo Effects: Chaos-aligned armies and heroes, whether they belong to the Warriors of Chaos, the Norscan Tribes or the Beastmen, spread "Chaos Corruption" in provinces they occupy. This corruption is represented by the landscape slowly warping into a Lethal Lava Land the higher the corruption gets. While they suffer no penalties for a region having low corruption, Chaos armies receive bonuses to army leadership and unit replenishment when corruption is high. Non-Chaos factions, however, suffer mounting public order problems and attrition, and rebel armies formed in high-corruption provinces become themed after the Warriors of Chaos rather than the local empire.
  • Green-Eyed Monster: Ultimately, underneath their veneer of smug superiority, Beastmen are jealous monsters that are envious of humans for the lives they're able to live.
  • Hates Everyone Equally: Which includes Humans, Elves, Dwarfs, and even themselves. No matter what kind of civilisation it is, the Beastmen will always want to make it come crashing down.
  • Harping on About Harpies: Harpies were added to the Beastmen roster during the release of the Realm of the Wood Elves DLC.
  • The Horde: Like the Warriors of Chaos, the Beastmen travel in hordes that contain their infrastructure and rely primarily upon raiding foreign territory and sacking settlements for income.
  • Horns of Villainy: Every single Beastman has horns of some sort to accompany their brutish, warmongering nature, ranging from small to very powerful, and many Beastmen use their horns to their advantage in battle.
  • Hulk Speak: The Beastmen subvert Eloquent in My Native Tongue by speaking in terse sentences of Black Speech.
    Beastlord Khazrak: Gather warherds! Hunt man-filth! Kill man!
  • It Can Think: While they're still not the brightest in the world, they are more cunning and intuitive than most give them credit for.
  • Large and in Charge: Gorebulls, the minotaur tribal chieftains that serve as the Beastmen's melee Hero Unit, are much larger than the rest of their kind, towering over other Beastman units, which comes with the unfortunate side effect of making them easy targets for enemy artillery. As a whole, Beastmen society operates like this: the bigger and stronger the Gor is, the higher he can climb in the social tree.
  • The Lost Woods: This is where the Beastmen come from, their hordes pouring from the thickest, darkest forests of the Old World, occasionally striking against small villages and disappearing from whence they came. This is represented in-game by the Beast paths, the Beastman equivalent of the Dwarfen Underway, depicted as the Beastmen taking hidden paths through the wilderness known only to them. When battles take place there, they appear as gloomy, layered Lost Woods: the ground level where the battle actually takes place is thickly covered in regular trees, while the borders and roof of the map are bounded by absolutely titanic trees covered in giant mushrooms and organic growths, whose stumps appear in the battle map itself as terrain obstacles.
  • Mars Needs Women: In earlier editions anyway, Beastmen have been known to abduct live humans while they Rape, Pillage, and Burn, either for food...or for breeding more Beastmen. The game itself is rather coy on the subject, but it does imply the Beastmen replenish their numbers through rape, as well as mating with the extremely rare Beastmen does.
  • Monogender Monsters: Narrowly averted — Beastmen females, referred to as 'does', are said to be extremely rare and are the subject of intense competition among the Beastlords.
  • Mooks: While they have their own low-tier soldiery, the Ungors, the Beastmen as a whole have a reputation for being this in most Chaos Warbands. When Archaon invades the Old World, he travels with a few hordes of Beastmen which act as a disposable first wave.
  • Noble Demon: In the fluff, Minotaurs are usually described as having a sort of bestial honor, making them at the least somewhat better than most of their kin.
  • Our Centaurs Are Different: Centigors, Beastmen with an equine lower body and a humanoid upper body, although with horns and clawed feet instead of hooves. They're also raging alcoholics, and are perpetually drunk most of the time.
  • Our Giants Are Bigger: Beastmen can recruit Chaos Giants, although they look much more goat-like than the ones of the Chaos Warriors.
  • The Pig Pen: Beastmen find hygiene to be one of those trappings of civilization they cannot abide. Neither do they practice any sort of latrine discipline in their encampments. As a result, Beastmen often smell as foul as they look.
  • Predecessor Villain: Gorthor the Cruel, a beastman warlord who ignored what (few) rules even beastmen have and raised a warherd so big he was able to depopulate the Drakwald itself, destroying all human settlement within its boundries and slaying two Elector Counts. At the start of the game he's been dead for a milennia but he's still remembered by both man and beast.
  • Rape, Pillage, and Burn: Like the Warriors of Chaos and the Norscan tribes, they will sack and loot civilized cities for resources, slaves, and to honor the Ruinous Powers. Added to that, though, is a genuine sense of hate for the very concept of civilization itself. On the rape part, it is mentioned in the lore that the Beastmen capture and rape human women in order to breed and replenish their ranks.
  • The Savage South: While the Beastmen as a whole are not strictly native to the lands south of the Empire, Khazrak starts the Grand Campaign in Estalia, while Malagor starts in the greenskin-infested Badlands.
  • Screaming Warrior: Often cruel bleats and primal growls, with the occasional twisted word in Black Speech.
  • Savage Wolves: Like the Warriors of Chaos, they have access to monstrous, mutated Chaos Warhounds, both the regular and poisonous variations.
  • Sibling Team: The Sons of Ghorros, who are the children of their regiments namesake, Ghorros Warhoof — an ancient and infamous Centigor and a known serial shagger who even boasts to have fathered the entire Centigor race.
  • Stealth Expert: The Beastmen are master ambushers, and very skilled guerrilla fighters, which is reflected by their mechanics. They can launch ambushes in their default stance, can remain hidden on the campaign map, and many of their units have vanguard and/or stalk.
  • The Usual Adversaries: Despite being ubiquitous, beastmen are only rarely a threat on the scale of other major evil races, due to being wholly disorganized and having no settlements or industry, which even the greenskins can boast. However, beastmen have proven all but impossible to clear out of their forests, and their relative low threat means most empires simply don't waste the resources on a dedicated purge. In-game, AI-controlled beastmen factions that have been destroyed are able to respawn as part of a random campaign event, ensuring their raids will be a mild annoyance throughout the entire campaign.
  • To Serve Man: The slaves that the Beastmen take are not used for labor as they have little they need to build. They are used to sate other needs the Beastmen have...
  • Tragic Monster: Beastmen belong to Chaos body and soul before they are even born; they have no choice but to serve the Ruinous Powers. And to add insult to injury, they are the lowest ranking army on the Chaos totem pole — they have no choice, but the Warriors of Chaos do, and serve willingly.
  • The Unfavorite: Beastmen are considered the lowest rung on the Chaos totem pole, as while human worshippers may choose to worship the Chaos Gods, Beastmen do not; they were born into the role given to them by the Chaos Gods, who scorn and laugh at them. As such, while there have been Beastmen champions of Chaos, they are much more rare. This even extends to how the Empire views them: while Norscan war parties are considered a dire threat, Imperials tend to view the Beastmen as nothing more than a nuisance.
  • Villainous Crossdresser: Yes, they actually have this in the form of The Butchers of Kalkengard, a Regiment of Renown for the minotaurs who not only possess a cow-patterned fur, but also udder armor despite not having udders.
  • Your Soul Is Mine: The minotaur-like Cygors are infamous for hunting down magic-users on the battlefield to devour their souls, which are incidentally the only thing their otherwise blind, Cyclopean eyes can see.

Legendary Lords

    Khazrak the One-Eye 

Beastlord Khazrak the One-Eye

https://static.tvtropes.org/pmwiki/pub/images/khaz.png
"Gather warherds! Hunt man-filth! Kill man!"
"Powerful was its stature, tall and curving were its horns, and filled with hatred and cunning were its eyes, glowing in the night. It lashed about with a barbed whip, the touch of which cut and tore. With a roar, it pointed, and a pack of nightmare dog-beasts turned their feral attention towards me. Alas, I wished to stand and fight, yet my cowardly steed ran, and I was carried away, borne unwillingly upon its back. Could this fell Beast have been the one behind the constant raids? I know not."

Khazrak the One-Eye is one of the most legendary Beastmen Beastlords in recent history, a being of such horrific reputation and possessing of a ruthless cunning far above that of his bestial kin, Khazrak the One-Eye is an eternal threat upon the Human lands of the Drakwald Forest. He has plagued that cursed region for several years, descending without warning and then slipping away into the shadows once more. By the normal intellectual standards of Beastmen, Khazrak has a unique and adept ability to control and harness the unruly spirit of the herd and devise simple but effective battle plans in order to win his battles.

He is so unlike the vast majority of his kind, with a patient and cunning mind at odds with the normal headstrong nature of his foul race. Khazrak's warband roams the Drakwald terrorising the townships and roads. Never before has a Beastman leader proven so elusive to retribution that not even the Elector Count of Middenland could ever capture and subdue the rampaging beast. No one is spared in Khazrak's attacks, his superbly trained Warhounds chasing down the few who manage to escape the warherd, tearing them to bloody scraps of bone and flesh. It is said that so long as Khazrak lives, the Drakwald will forever be plagued by strife and conflict.

Now Khazrak is on the offensive once more. Warherd in tow, he stalks his nemesis through the twisted bowers of Drakland, intending to repay the courtesy in full. An eye for an eye!


  • Arch-Enemy: To Boris Todbringer, the Elector Count of Middenland. The entire Beastmen-centric mini campaign - An Eye For An Eye - revolves around the bloody feud between them.
  • Broken Faceplate: The skull that makes up the front of Khazrak's helmet is missing a large chunk below his missing eye.
  • Creepy Souvenir: Khazrak keeps Boris' eye on his necklace (Though in Eye for an Eye it's possible to eat it), and the horn of his predecessor, Graktar, as a musical instrument. He also collects the helmets of every Imperial and Bretonnian knight that his Warherd has slain, incorporating them into an altar to the Dark Gods, which is shown in creepy detail in his trailer, though it expands it by showing it's not just the helmet he uses...
  • Cruel Mercy: After defeating Boris, and ripping out his eye he actually spares his life, partially because he wants to make him suffer, partially because he genuinley enjoys fighting him and doesn't want the fun to end quite yet.
  • The Champion: Being very ambitious for a Beastman, he aims to usurp Gorthor as a Champion of Chaos. While he isn't quite there yet, him gaining the attention of Sarthorael, a powerful Greater Daemon shows he's well on his way.
  • The Dragon: A line from the Adviser at the beginning of the Grand Campaign heavily implies that Khazrak knows about Sarthorael, and willingly serves the Lord of Change.
    The Adviser: I know you feel a yearning to kill me, for I am but a man, but you have received the vision; you know who has sent me...
  • Evil Laugh: Laughs cruelly as he gouges out Todbringer's eye at the climax of An Eye For An Eye.
  • Eye Scream: As mentioned above, he lost his eye thanks to Todbringer, and later repaid the favor. The latter scene plays out (in full detail) during the An Eye For An Eye campaign if Khazrak defeats Todbringer in battle, and Khazrak can decide to either keep Boris' eye as a trophy or simply eat it in front of him. He then lost his other eye and his life during The End Times when Boris rammed the entire Middenland Runefang through it during a duel.
  • Full-Boar Action: Khazrak may ride a Razorgor chariot into battle.
  • Gameplay and Story Segregation: Despite being known as the lord of the Drakwald, Khazrak starts the main campaign in Estalia, a region that (lorewise) has almost no beastmen in it at all due to distance from the Polar Gates. The Drakwald is instead the start location of Morghur.
  • Genius Bruiser: By Beastmen standards at least. Khazrak is noted as being very cunning and is one of the comparatively few Beastlords able to employ tactics beyond simply overwhelming the enemy with brute force, numbers and savagery. He has been waging a guerrilla campaign against one of the most powerful Imperial Provinces for years, after all. He's also a very competent warrior who's noted to be surprisingly skilled.
  • Handicapped Badass: One eye has been hacked out by Todbringer's Runeblade, leaving a pus and blood-weeping hole. Despite this, he is still a deadly warrior — the fact he survives at all in the brutal culture of Beastmen is proof of that.
  • Horns of Villainy: Like any beastlord worth his salt he sports a particularly large set.
  • Pragmatic Villainy: His relationship with the Adviser is built on this and Teeth-Clenched Teamwork (mostly on his side). As the Adviser notes, if he were anyone else Khazrak would have killed him and not thought twice about it (and he sure as hell wants to), but as in the Warriors of Chaos campaign, the Adviser is a servant of the Chaos Gods, and so he is tolerated as a middleman through whom the Gods can direct the brayherds to war. This is further proof of his intelligence; very few (if any) other Beastlords would have the pragmatism to put up with a human's presence even for a valid reason like that.
  • The Quiet One: Whilst Khazrak can speak in the dark tongue, his sentences are usually coarse, simple commands, and he's very quiet otherwise, giving off an air of Tranquil Fury. Considering how Beastmen usually are this just makes him even more unnerving.
  • Revenge Boris Todbringer cut away one of Khazrak's eyes in a past battle. An Eye For An Eye culminates in Khazrak returning the favor by slowly gouging out Boris' own eye with one of his horns.
  • Tin Tyrant: Is a good deal more heavily armored then most other beastmen, the armor in question being the legendary Dark Mail, which protects him from both physical and magical damage.
  • Villain Protagonist: Of the An Eye for an Eye campaign.
  • Villain Respect: Pays it to Boris Todbringer, viewing him as a Worthy Opponent and genuine challenge.
  • Whip It Good: Scourge, a many-tailed whip capable of applying a wide range of poison debuffs to Khazrak's enemies.
  • Worthy Opponent: He views Boris Todbringer as one, at least to a certain extent. It's suggested that the reason Khazrak let Boris live after capturing him is because he genuinely enjoys matching wits with the Count of Middenheim.
  • Wound That Will Not Heal: It is said that the eye wound inflicted on him by Todbringer has never fully healed, and to this day still weeps pus and blood. However instead of proving a potentially fatal handicap the wound has only made Khazrak more fearsome and fuels his burning desire for revenge.

    Malagor the Dark Omen 

Malagor the Dark Omen

https://static.tvtropes.org/pmwiki/pub/images/mala.png
"Please me — your Crowfather — and let the Dark Omen spread!"
"Tear down their totems, befoul their colours! Kill the kings and burn the priests! Into the mud with them, break their skulls and eat their hearts!"

Malagor the Dark Omen, known by many titles as Malagor the Crowfather, the Despoiler of the Sacred or the Harbinger of Disaster is a darkly winged figure of nightmares and destruction, revered by the Beastmen but feared above all by the superstitious of Mankind. To all of Humanity, Malagor is a harbinger of the downfall of all they hold dear. Vilified by the Cult of Sigmar as the epitome of sin due to his many blasphemies, a sighting of Malagor is the most terrifying portent of all. He is the winged fiend that will rise from the benighted forests and challenge the Gods of the Old World. He is the devil rendered in woodcut in ancient tomes kept under lock and key lest the terrible secrets within blast the sanity of any who read them.

When the Beastmen rise up and invade the lands of Men with Malagor at their head, the temples are torn down and put to flame. Malagor desires nothing less than to cast down the human gods and goddesses, to slaughter their priests and priestesses upon their own altars, to devour their flesh and drink their blood in vile mockery of their most holy sacraments. To the enemies of the Beastmen, the sight of Malagor swooping from the smoke-wreathed skies amongst countless thousands of carrion birds is a portent of terrible and immediate disaster. The presence of Malagor has caused stout defenders to abandon otherwise impregnable walls and the mightiest of warriors to fall to their knees in the mud in abject defeat.


  • Adaptational Wimp: Has the ability to fly in the Tabletop, a feature which would make him stand out, but his wings are just for decoration in the game.
  • Beard of Evil: Malagor has a long, black beard, unlike Khazrak his isn't braided though.
  • Bling of War: A very dark version of this trope, he wears so many ornamental charms of Chaos Iconography, his Icons of Vilification convey heavy armor-piercing bonuses to units around him
  • Cold-Blooded Torture: Inflicts this on any Sigmarite Priest whose unfortunate enough to fall into his claws alive. This horrible fate inspires Better to Die than Be Killed thinking.
  • Dark Is Evil: He has dark black fur, alongside shadowy wings, which just reflect his pitch black heart. He wields Black Magic as well.
  • The Dreaded: So feared by the Cult of Sigmar, that most priests will take their own life rather then risk capture by his warband. His mere presence causes enemy generals to loose leadership when facing him.
  • Evil Sorcerer: The greatest and most evil of all the Great Bray-Shamans, Malagor is the most powerful practitioner of the Lore of the Wild in the setting, with visions of the End Times running through his mind.
  • Good Wings, Evil Wings: Malagor has a pair of pitch black feathered angel wings, and is evil to the core. Whilst they don't convey true flight, the Flavor Text of one of his unqiue skills state they still propel him across the battlefield, making him faster and more heavy hitting.
  • Eloquent in My Native Tongue: Compared to Khazrak, he appears to be more eloquent in his speeches.
  • Fallen Angel: Takes this appearance, albeit heavy on the monstrous side, being the spitting image of a classical Goetia demon from early Christian tradition. If anything he looks a lot like the medieval portrayal of Satan.
  • Religious Bruiser: A decidedly darker version of this trope. He is utterly devoted to the Chaos Gods, which inspires severe Knight Templar tendencies. He profanes, defiles, pervets and ultimately destroys anything related to Sigmar, be it a church, or an actually priest. Considering who he most resembles this is most likely quite intentional.
  • Red Baron: He's referred to as "The Crowfather" by those who'd rather not speak his name. His other titles include the Dark Omen, the Despoiler of the Sacred and the Harbinger of Disaster.
  • Squishy Wizard: Shares much of his statline with the generic Bray Shaman Hero Unit. Among other things, this leaves Malagor with only 10 armor by default, compared to the 100 armor seen on Khazrak and other Beastlords.
  • Walking Wasteland: The magics surrounding Malagor are so foul that crops wither and living things die where he walks.
  • Winged Humanoid: A Beastman with black-feathered wings, although he never uses them to fly.

    Morghur the Shadowgave 

Morghur the Shadowgave, Master of Skulls

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"They will regret! Morghur will change them; ruin them!"

Morghur, known in ancient times as the Shadowgave, the Master of Skulls, and to the Elves as simply the Corruptor, is an ancient and wholly unkillable Beastlord that has terrorized the forested woodlands of the Old World for centuries. Beastmen revere Morghur, believing that his spirit walked the world before the birth of their race; the incarnation of disorder and pure Chaos. They set out from thousands of miles away to stand in his presence, drawn to him by urges they do not question; a tainted pilgrimage that often destroys them. Only the strongest-willed survive such an encounter, though their minds are usually shattered and plagued by visions ever after.

He is an available Legendary Lord in the Realm of the Wood Elves DLC for the Grand Campaign, but also leads his own subfaction, Warherd of the Shadowgave, which can only be used in custom and multiplayer.


  • Adaptational Badass: Morghur was given a heavy nerf from 6th to 7th edition in the tabletop game, becoming a hero rather than a lord and losing most of his unique rules and all his items. The in-game version of Morghur is closer to his 6th edition version than his 7th, and has gained a Healing Factor he never had in the tabletop game (even though he had one in the lore) in place of some rules that would be incredibly difficult to translate to the game engine.
  • And I Must Scream: See all those skulls in his hair and beard? Those are still alive, infused with raving and insane spirits that he has broken, rambling madly through eternity.
  • Ax-Crazy: To put it very mildly, and even morose then other beastmen. Sanity and Morghur have never had even a passing acquaintance—he normally gibbers rather than speaks, wanders aimlessly through the forest, and acts more as a force of mindless chaos than like anything with a brain, communicating only through explosive bursts of random magical violence.
  • Archenemy: To the Wood Elves, having spent most of his existence trying to corrupt Athel Loren. Specifically, Queen Ariel of Athel-Loren has dedicated her life to eradicating Morghur. And Morghur is just as determined to bring Ariel down.
  • Almighty Idiot: For all his power and corrupting magic, Morghur is void of anything but the desire to destroy and corrupt. He can barely formulate full sentences.
  • Beard of Evil: One that is far bigger than most other Beastmen's.
  • Big Bad: Of the Seasons of Revelations campaign.
  • Body Horror: Spikes are growing out of his skin and his left arm has mutated into a crustacean-like pincer. In-game, he can inflict this on badly-damaged enemy units through the unique ability "Spirit-Essence of Chaos", which deals heavy damage and spawns a free unit of Chaos Spawn inside the targeted regiment, ostensibly created by rapidly mutating the poor soldiers of the group.
  • Born-Again Immortality: Every time he is slain, his spirit merely reforms his physical body elsewhere. This is reflected in-game by having him only be out of action for one turn if he is ever taken out in battle.
  • The Corrupter: The very ground itself becomes afflicted with Chaos by him merely walking upon it. This is reflected in-game by having his army spread corruption faster than normal Beastmen armies. In the background, not even other Beastmen are safe from his power.
  • Dark Is Evil: Probably the strongest example in a setting that thrives on Dark Is Not Evil.
  • Deflector Shields: He is capable of casting a magical shield that protects himself and a few Beastmen units from all harm for a few seconds, but only during his quest battle.
  • Demon Lords and Archdevils: It is suspected by some, including Queen Ariel of the Wood Elves, that Morghur is actually a Greater Daemon of Undivided, reborn again and again in the flesh. Others think he's just pure Chaos made manifest in the physical world.
  • The Dreaded: Let's put it like this way. The guy makes his minotaurs so scared of him that they need 40% extra upkeep to join him. Why, you ask? Well, his Chaos Spawn seems to have a 40% cheaper upkeep, implying that this is what he tends to do with his minotaurs.
  • Dreadlock Warrior: His dreadlocked hair is bigger than his back and is packed with skeletons.
  • Enfant Terrible: His first recorded "spawning" was when he was in his human mother's womb, his corrupted nature caused her to mutate before he gorily ripped his way out of her womb. His father tried to kill him, but transformed into a chaos spawn when he came close to him.
  • Elemental Embodiment: Speculated to be pure Chaos in a single form.
  • Final Boss: Of the Wood Elf campaign.
  • Grim Up North: His starting position will be in Nordland, the Empire's closest province to Norsca.
  • Healing Factor: Possesses the "Regeneration" passive, which constantly heals him.
  • Humanoid Abomination:
    • Whatever he is, he is not normal. While completely evil, Malagor and Khazark are (relatively) normal Beastmen, being mundane mutants. Morghur is not. He's a semi-immortal, sentient, daemonic forest spirit manifest in the flesh of a foul Beastman, hellbent on corrupting everything and destroying civilization in the name of Chaos.
    • His army is also very centered around using Chaos Spawn units, mutated abominations that used to be either humans or beastmen in-game.
  • I Have Many Names: Morghur is his most common name. His other names include the Shadowgave, Cyanathair (the Corruptor) and Gor-Dum (roughly translated as "Wild Beast of Doom" in Khazalid).
  • Made of Evil: Morghur is comprised of the very stuff of Chaos, a roiling mass of pure Chaotic Evil.
  • Magic Staff: The Stave of Ruinous Corruption, which allows Morhgur to summon a temporary unit of Chaos Spawn.
  • The Minion Master: Has two abilities dedicated to summoning Chaos Spawn (which he already buffs on the campaign), being able to conjure several, and turn damaged units into them, a very powerful ability.
  • Palette Swap: Morghur himself is not a Palette Swap in the slightest, but his PVP and Custom subfaction, The Beastherd of the Shadowgave, is one, having little to no differences to the main Beastman faction.
  • Walking Wasteland: The ground beneath Morghur's hooves visibly crackles with sickly green slime and pestilence. Morghur's starting-lord traits also increase the amount of attrition non-Chaos armies suffer in whatever high-corruption region he's currently occupying.
  • Was Once a Man: Well, he at least was a human fetus at one point. Until that fetus turned into what he is now and gorily tore his way through her mother's womb and mutated both her and his father into twisted beings.
  • Weak to Fire: Due to possessing "Regeneration", Morghur takes an additional 20% damage from fire attacks.
  • With Great Power Comes Great Insanity: Morghur's body and mind are totally incapable of holding the tremendous Chaos power that he possesses, and in each of his incarnations he is born entirely mad.
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