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    General Death Tropes 
  • Bat Out of Hell: Terrorgheists are giant bat-like creatures with a thirst for blood rivalling that of their masters.
  • Breath Weapon: A Zombie Dragon's breath is a cloud of death magic, which withers flesh and saps life from the living.
  • Dracolich: Zombie Dragons are animated from the remains of dragons.
  • Dragon Rider: Some Vampire Lords and Abhorrant Ghoul Kings are able to bind mighty Zombie Dragons to their will and ride them into battle. In exchange for its hefty points cost, the Zombie Dragon massively boosts the Vampire or Ghoul King's speed and power in combat and allows them to fly.
  • Make Me Wanna Shout:
    • The mournful wail of banshees is capable of freezing the blood of, instantly killing all but the most strong-willed of foes. The rules represent this with abilities such as Ghostly Howl and Wail of the Damned that can cause mortal wounds against enemy units depending on the target's Bravery characteristic.
    • The dragon-sized undead bats known as Terrorgheists has the ability to unleash a Death Shriek that can cause skulls to burst from the monstrous air pressure, or simply stop the heart of the cowardly, causing multiple mortal wounds on a target unit on the tabletop.
  • Necromancer: It was Nagash himself who first developed necromancy and all magic users aligned to the Grand Alliance of Death are practitioners of the profane art to some extent or other, with the greatest amongst them able to raise and control entire kingdoms of corpses.
  • Non-Human Undead: The dead are not selective about who joins their ranks, as long as there is something to be reanimated. No creature of flesh, bone and blood is beyond the power of necromancy.
  • Taking You with Me: When a Terrorgheist is killed, a swarm of bats emerge from its corpse to feast on those nearby.
  • Wreathed in Flames: Some practitioners of the necromantic arts from Aqshy, the Realm of Fire, have been known to cover their undead minions with ever-burning flames to terrify their enemies during battle.

Legions of Nagash

A near endless tide of walking corpses, skeletal horrors, ethereal nightmares and blood-drinking abominations, the armies of the Supreme Lord of the Undead march relentlessly across the realms to subjugate living the lands of the living. The forces of Nagash are normally split into individual Legions, each headed by one of Nagash's Mortarch lieutenants, and each with their own specialities and skill. The Legion of Night headed by Mannfed von Carstein specialises in martial skill and the spreading of terror, while Neferata's Legion of Blood prefers to use infiltration, corruption and complex plans to weaken the enemy before crushing them on the battlefield. The magical might of the Arkhan the Black's Legion of Sacrament meanwhile only undertake the most crucial and sensitive of missions. Should overwhelming power be necessary, however, the Legions will be drawn together into a Grand Host of Nagash lead by the Great Necromancer himself.



Army Wide Tropes

  • Auto-Revive: The Ring of Immortality Artefact of Death gives the wearer a chance of reviving after being slain, returning a random number of Wounds at the same time. After use the power of the ring is used up, however, and cannot be used again until the next moonrise.
  • Clown-Car Grave: To represent the great necromantic amounts of necromantic magic that surrounds the Legions of Nagash, all four Legion sub-factions and the Grand Host sub-faction have the Unquiet Dead Allegiance Ability, which allows the player to deploy any number of Summonable unitsnote  from one of four marked gravesites on the battlefield. Added to this, the Command Ability for each sub-faction, Endless Legion, allows the general to return a destroyed Summonable unit to the battlefield from a gravesite meaning that a Legions of Nagash player can raise a near limitless number of corpses from the gravesites, as long as they deploy within its bounds.
  • Counter Attack: If the wearer of the Chiropteric Cloak takes a mortal wound, the cloak feeds on their blood and has a chance of inflicting mortal wounds against the attacker.
  • Counterspell: The Amulet of Screams, an Artefact available to Heroes of the Legion of Blood, is able to fill the minds of the enemy with the howls of damned souls, terrifying them and breaking their concentration so that they are unable to cast their spells. This is represented in-game by a once per battle chance to totally negate the spell an enemy Wizard attempts to cast.
  • Hoist by His Own Petard: The Asylumaticae, an Artefact of the Legion of Sacrament, is a casket containing the near uncontrollable spirits of insane murderers. The bearer of the Asylumaticae can attempt to unleash these spirits upon his enemies, but there is always a chance that they will attack the bearer instead. In-game this is represented by a small chance of the bearer of the casket suffering a mortal wound instead of the enemy.
  • Life Drain: The Tomb Blade, an Artefact of Death created by the artificers of Legions of Nagash, gives the bearer a small chance to heal a wound whenever they cause one in combat, representing them stealing the life of the enemy.
  • Living Clothes: The Artefact of Night known as the Chiropteric Cloak has a strange life of its own, lashing out with its claws at its wearer’s opponents.
  • Mind-Control Device: The wearer of the Legion of Blood Artefact the Ring of Damnation is able to use the power of an ancient vampire to dominate the minds of others. In-game the Hero with the ring being able to make an attack with their opponent’s weapon to represent them forcing the foe to stab themselves.
  • Nemean Skinning: The Terrorgheist Mantle, an Artefact of the Grand Host of Nagash, is a tattered cloak created from the hide of one of the gigantic bats from which it takes its name. The magic that saturates the cloak allows the wearer to unleash a weaker version of the lethal sonic screech that Terrorgheists are famous four, doing multiple mortal wounds against the target unit.
  • Power Nullifier: The coffin-like Artefact of the Legion of Blood, the Oubliette Arcana, is able to consume magical energy so that it cannot be used by the enemy. In-game, the Oubliette gives its bearer the chance to, not only negate an enemy spell but to prevent its use for the rest of the game entirely.
  • Randomized Damage Attack: When used, the Grave-sand Timeglass initially inflicts a random number of mortal wounds on an enemy, with a chance of causing further mortal wounds in subsequent turns.
  • Rapid Aging: The Grand Host of Nagash Artefact, the Grave-sand Timeglass contains the physical embodiment of a mortal lifespan. Once turned, the bearer's victim will begin to age at a vastly accelerated rate until they are nothing but skin and bone.
  • Soul-Powered Engine: The Spiritcage Artefact of Sacrament is able to capture the souls of those killed nearby and redirect it to enhance the abilities of allied undead. In-game this is represented by a chosen undead unit gaining a wound roll bonus for a turn after and enemy Hero is slain near the bearer of the Spiritcage.
  • Super Smoke: The Cloak of Mists and Shadows Artefact of Death allows the wearer to transform themselves into a dark mist so that they can travel swiftly and safely across the battlefield. In-game, this is represented by the wearer to instantly travel a short distance to get themselves out of combat.
  • Tome of Eldritch Lore: Powerful Artefacts of Death, the Cursed Books are evil Spell Books that are filled with the malign knowledge of the vilest necromancers to ever practice the dark arts. Such is the evil power contained within their pages, the mere presence of a Cursed Book can weaken the spirit of the living, represented in-game by a penalty on hit rolls for enemy models near the Cursed Book's owner as they become unnaturally exhausted.


Answering to none but the Supreme Necromancer himself, the Deathlords are Nagash's mightiest lieutenants and the commanders of his Legions. Mighty warriors, magic users and rulers in their own right, and protected by the Morghast royal guards, the Deathlords are a terror on the battlefield but all are bound to the Supreme Lord of the Undead through his powerful magic, existing only to bring about his greatest wish, the creation of a kingdom of unlife across all the Mortal Realms.
  • Blade on a Stick: The traditional weapons of the Morghast Archai, Nagash's Praetorian Guard and personal executioners, wield spirit halberds as long as they are tall. Forged from spectral energy, these spirit halberds can cut through flesh with horrific ease (represented in game by a high Damage characteristic and a decent Rend stat).
  • Bodyguarding a Badass: The Mogrhasts are monstrous undead creatures created to act as guardians, heralds and executioners for Nagash and his greatest lieutenants maintains a personal guard of Morghasts. With Nagash being a full-fledged god, and his followers all greatly powerful in their own right, they do not truly need protection but the Morghasts tasked with defending their charges while they concentrate on mighty works of magic, and execute them if they displease the Great Necromancer.
  • Co-Dragons: Second in power only to the Great Necromancer himself, the Mortarchs are the greatest servants of Nagash and the generals of his Legion. While they may rule their own sub-empires within Shyish, the Mortarchs are subservient to the Lord of Undeath, carrying out his demands and enforcing his will throughout the realms.
  • Dual Wielding: Many of the Morghast Harbingers, the elite undead constructs Nagash unleashes on those that have angered him, are equipped with pair of spirit swords that they use to attack their targets with a speed and skill unusual for the undead.
  • Horse of a Different Color: The dread abyssals ridden by the original Mortarchs are large, monstrous undead steeds that can ride through the air and consume the bodies and souls of their riders enemies.
  • Praetorian Guard: The Morghasts, particularly Morghast Archai, act as heralds and bodyguards for Nagash and his Deathlord minions, protecting them while they cast great works of necromancy and carving through the ranks of enemies at their master's slightest command. This is represented by the Ceaseless Vigil Ability granted to Morghasts that are part of the First Cohort Warscroll Battalion, which allows Morghasts to take a wound for Nagash if they are close to him.
  • Winged Humanoid: Morghasts are large, monstrous humanoids created from the bones of the dead that sport a pair of skeletal wings. Despite their skeletal nature, a Morghast's wings allows it to carry through the air like a carrion bird, swooping into the midst of the enemy to slaughter them with their deadly weapons. The rules for Morghasts represent this with the Fly ability.


Soulblight vampires stand amongst the elite of Nagash's Legions. Once mortal beings, these aristocrats and knights have been afflicted by the Soulblight Curse becoming powerful undead creatures that retain the illusion of their former life. Granted increased speed, strength, magical power and eternal life by the Soulblight Curse, these vampires suffer from an terrible thirst that can cause them to devolve into hideous monstrosities if they are unable to imbibe enough fresh blood.
  • Bat Out of Hell:
    • Swarms of blood-thirsty bats tend to follow the armies of Soulblight vampires, blocking out the light of the sun and descending on the vampire's enemies to drain them of their lifeblood. Some even believe that these horrific creatures are themselves afflicted by the Soulblight curse.
    • Fell Bats are massive carrion-feeders larger than an adult human. Possessing large teeth and strong jaws, Fell Bats feast on the corpses left in the wake of the armies of the dead, and can be driven into a feeding frenzy by the merest smell of gore.
  • Bloody Murder: Some powerful Soulblight vampires have the ability to use their magical abilities to manipulate the blood of their enemies to cause them serious harm. The Vampire Lord on Zombie Dragon, for example, is able to boil the blood of his enemies in their veins (causing at least one mortal wound), while the Sanguinarchs that ride upon Bloodseeker Palanquins are able to draw the blood from their opponents bodies with the Blood Syphon spell (giving them a chance of causing multiple mortal wounds).
  • Damage Discrimination: The Bloodseeker Palanquin's Blood Siphon spell can only target enemy Heroes and is useless against rank-and-file enemies.
  • Empathic Weapon: The Soulblight Artefact, the Slaking Blade has a sinister and selfish mind of its own and will only grant its wielder a measure of its own power once it has gorged itself on the blood of the enemy.
  • Face–Monster Turn: Soulblight vampires are able to pass their curse, turning them into bloodthirsty monsters who invariably turn on their former friends and allies. Before this ability was removed with the release of the Death Battletome: Legions of Nagash sourcebook, the Vampire Queens who ride into battle on the Coven Thrones had a 50% chance of turning any enemy Hero they kill into a Vampire Lord under their control.
  • Flechette Storm: The Lord of Vampires spell Blades of Shyish spell creates numerous glowing spirit blades that slice through the caster's enemies like a whirlwind of death. In-game, the spell has a chance of causing mortal wounds on all nearby enemy units as the blades spread out from the caster.
  • A Glass of Chianti: The Sanguinarchs that ride into battle atop Bloodseeker Palanquins Invoke the image of a villain drinking red wine as battle rages around them with by tasting the blood of enemy Heroes killed near them, and sharing it with her minions. In-game, this is represented by the A Fine Vintage ability that invigorates nearby Soulblight units.
  • Hellish Horse: The fearsome vampire cavalry known as Blood Knights and some Vampire Lords ride into battle in the manner of mortal knights upon dread steeds known as Nightmares. These hellish steeds can take a number of forms, such as having skeletal body parts or forelocks wreathed in spectral flame, but they are all are highly aggressive and more than capable of crushing their rider's enemies with their hooves, or goring them with their teeth.
  • Hungry Weapon: The Slaking Blade possesses a terrible sentience that is constantly thirsting for the blood of the living and refuses to unleash its full power until it has drunk its fill. This is represented in game by the blade healing its wielder and doing extra damage once it has caused enough wounds.
  • Life Drain:
    • The Hunger ability allows Vampire Lords, Bloods Knights and Coven Thrones to heal a wound if they slay an enemy in close combat, since drinking the blood of a mortal victim invigorates vampires and will heal even the most serious of wounds.
    • The Lore of Vampires contains the Vile Transference spell, allowing a vampire to restore lost wounds to a friendly unit for each mortal wound the spell causes as it drains the consciousness and will of its target.
  • Our Banshees Are Louder: The Bloodseeker Palanquins, which the regal Sanguinarch vampires ride into battle, are constantly surrounded by a cloud of spectral banshees that entertain their mistress, and slaying the living with their terrifying screams.
  • Right-Hand Attack Dog: The Crimson Wing is a Soulblight Artefact that takes the form of a bat-shaped familiar. Vampires use these fell creatures to attack their enemies as they will track their pray over any distance. In-game the Crimson Wing's attack is represented by a ranged attack with a long range that causes a mortal wound if it hits.
  • Super Smoke: The Mist Form Soulblight Command Trait allows a vampire general to dissolve into smoke, making it easier for them to withdraw from combat. In-game terms, this is represented by the vampire with this ability moving as if they can fly when they retreat, as well as ignoring the restrictions on charging for retreating models.
  • Vampiric Draining: Soulblight vampires are cursed with an unnatural thirst for the blood of mortals. The drinking of fresh blood not only sustains a vampire's unlife, but also invigorates them, heals their wounds and allows them to maintain their intellect so that they do not devolve into the monstrous beasts known as Vargheists.


The scholars and mystics who seek power through the mastery death magic, Deathmage necromancers use the secrets of the Realm of Shyish to fulfil their own dark desires. Whether they originally intended to bring a dead loved one back to life, or to raise armies of the dead to destroy their enemies, they soon become infused with the magic of death, developing a loathing of all living things and giving up their mortal soul to Nagash in exchange for fearsome power.
  • Amplifier Artifact: Mortis Engines contain the remains of ancient and powerful necromancers who are so infused with necromantic energy that they boost the abilities of all those capable of manipulating the magic of death within their presence. In-game this is represented by the Bound Necromancer ability that gives a bonus to any Death Wizards attempting to cast a spell near the Mortis engine.
  • Haunted Fetter: The Mortis Engine is surrounded by a cloud of ethereal spirits and banshees that a necromancer has bound to the arcane construct. These spirits carry the profane engine into battle and attack their master’s enemies with spectral blades and blood-freezing cries.
  • Healing Shiv: The Mortis Engine's Corpsemaster is able to release the powerful necromantic energies stored within the Engine's reliquary, unleashing a wave of death magic that heals nearby undead while harming all other creatures. This is represented in all editions of the game by The Reliquary ability that, when used, restores lost wounds to all units within range that have the Death keyword, while causing mortal wounds to all other units.
  • Life Drain: The Deathmage spell Soul Harvest sees the necromancer summon a deadly scythe that causes mortal wounds against nearby units, each of which has a chance of healing one of the Deathmage's lost wounds.
  • Sinister Scythe: The scythe summoned by Lore of Deathmages spell Soul Harvestnote  is a spectral weapon constructed from death magic that can separate a mortal's soul from their body.
  • Wizards Live Longer: A side effect of dabbling in necromancy is that the bodies and souls of Deathmages become suffused with death magic, extending their lifespan beyond that which is typical for their race. This extended life isn't without its side effects, however, as the necromancer's hair thins, their teeth yellow and their skin turns cold and pale. Eventually the Deathmage's heart will stop beating and they will become a true undead mage that feeds on the suffering of others.


The most common form of undead to plague Mortal Realms, Deadwalker zombies are raised by Deathmage necromancers and Soulblight lords to act as cannon fodder in their armies of death. Large concentrations of death magic can also cause uncontrolled packs of Deadwalker zombies can also be found shambling across the landscapes of the Mortal Realms, their numbers growing whenever they encounter the living.
  • Amplifier Artifact: The deathly energies that surround the macabre Corpse Carts that follow undead armies into battle invigorate any Deadwalker zombies nearby, the Vigour Mortis ability increasing a unit's combat abilities.
  • Beast of Battle: Packs of Dire Wolves typically stalk the flanks of undead armies and are used as macabre hunting dogs by Soulblight vampires.
  • Our Zombies Are Different: Deadwalker zombies are totally mindless undead creatures raised from freshly dead corpses by those who practice the necromantic arts, or naturally occurring concentrations of death magic. Slow, clumsy and only as strong as they were in life, Deadwalker zombies are nonetheless remorseless, fearless and feel no pain so that, once set upon an enemy by their master, they will bury the living under a tide of dead flesh, clawing limbs and rotting teeth.
  • Raising the Steaks: Deadwalker Dire Wolves are the mortal remains of great lupine hunters that have been reanimated by the dark magic of death.
  • The Virus: The Newly Dead special rule ensures that those slain by a herd of Deadwalker zombies during a game will soon rise to their feet and join their former foes as the death magic that saturates the walking corpses infect the bodies of their victims. From the lowliest foot soldier to the mightiest general, all those who fall to the Deadwalkers will join their ranks whether there is a necromancer around to raise them or not.
  • Whip It Good: Some of the Corpsemasters who ride the macabre Corpse Carts into battle carry a long lash that they use to both drive forward their zombies that pull the cart and to strike at any enemies that get close with multiple, quick attacks.
  • Zerg Rush: An individual zombie is slow, clumsy and poses little threat to most warriors in the Mortal Realms. When assembled into a horde, however, Deadwalker zombies are able to bring down almost any foe, their Dragged Down and Torn Apart ability boosting their combat abilities on the tabletop when a unit consists of a large number of models.


The undead remnants of ancient empires, the Deathrattle kingdoms wage war against the living that now inhabit their former territories. The skeletal legions of these empires are driven to battle by the undying ambitions of their Wight Kings as they attempt rebuild the former glory of their lost kingdoms.
  • Dem Bones: The Deathrattle kingdoms are populated by the skeletal remnants of their long dead populations. The majority of these Deathrattle skeletons are the reanimated remains of the average citizens raised as near mindless workers and warriors who serve as slaves an cannon fodder for their masters, while the elite Grave Guard and Black Knights were once noble warriors and minor nobles who retain much of their martial skill and wield weapons saturated with baleful magic.
  • The Necrocracy: The Deathrattle kingdoms are ruled by the proud Wight Kings, the animated remains of mighty warriors and conquerors who continue to rule over their skeletal subjects with an iron will undiminished by death.
  • Skeletal Musician: Deathrattle units are often accompanied by skeletal Hornblowers, their the ethereal notes of their ancient instruments compelling their fellows to greater speed when they charge into combatnote .
  • Undead Laborers: When not waging war, the skeleton thralls of the Deathrattle kingdoms work tirelessly to rebuild their ruined civilisation for the glory of their masters, their tireless nature meaning that they will endlessly continue their menial tasks until they crumble to dust.


Nagash, Supreme Lord of the Undead
"Nagash is death, and death is without mercy, honour or pity!"
The God of Death and the absolute master of all undead creatures, Nagash was once mightiest undead magician of the world-that-was and the very creator of necromancy. A jealous god, Nagash claims dominion over the souls of all mortal creatures that die within the realms and despises anyone who would deny him his due, be they the Dark Gods of Chaos or the God-King Sigmar. From his throne within the fortress-city of Nagashizzar at the heart of Shyish, the Realm of Death, Nagash makes his plans to spread the absolute order of death to all the Mortal Realms.
  • The Archmage: As the God of Death, and the original inventor of necromancy, Nagash is the unrivalled master of death magic who is capable of unleashing a barrage of soul-destroying spells in the time it takes a normal magic user to babble a single incantation. This mastery of magic extends to the tabletop where he is able to know and cast more spells than any other Death Wizard.
  • Attack Reflector: Morikhane, Nagash's suit of arcane armour, is enchanted to rebound powerful blows back at the attacker, giving it a chance to reflect mortal wounds back on the unit that inflicted them.
  • Berserk Button: Nagash considers the souls of those that die in the Mortal Realms to be his, and woe betide those that try to steal what is his divine due, whether they be the Chaos Gods, Sigmar, the Idoneth Deepkin or the aelven gods. The fate of Shadespire, the Mirrored City, stands as a warning to all those that attempt deny Nagash their mortal souls, trapped forever in a sub-realm of twilight, the souls of its inhabitants cursed to an eternity of madness while trapped within the shadeglass that they had created to give them eternal life.
  • Big Bad: Nagash was the primary villain of the Malign Portents Worldwide Campaign, something that continued through the Time of Tribulations and Soul Wars periods of the game's timeline as the Supreme Lord of the Undeath attempts to regain the souls of the dead that he believes have been stolen from him.
  • Deadly Gaze: Nagash is able to kill his enemies with a single glance as those who meet his gave find their blood freezing in their veins and their hearts giving out from sheer terror, giving the God of Death a powerful ranged attack in-game.
  • Deity of Human Origin: Nagash was originally a mortal priest from the world-that-was who became a supremely powerful undead being before ascending to become the God of Death and the ruler of the countless underworlds where the souls of the dead gather. Some background material, however, indicates that due to his extreme age and megalomaniacal madness, Nagash has little to no memory of his time as a mortal and believes that he has always been a god.
  • The Dreaded: Nagash is death incarnate and one of the most terrifying beings in existence that even immortals such as the God-Emperor Sigmar and the Chaos God Slaanesh are implied to fear on some level.
  • Evil Is Petty: Nagash despises people others stealing souls because as the God of the Dead he sees those as his rightful property and while there those who literally steal souls from him, Nagash also considers healers saving people from otherwise fatal injuries or diseases to be a form of soul-theft.
  • Horrifying the Horror: Nagash's plan to turn all the Mortal Realms into a vast kingdom of emotionless animated corpses is one of the few things that can alarm the Chaos Gods with Slaanesh, the god of pleasure and excess, in particular finding such a thing utterly horrifying.
  • Karmic Death: Had Nagash not abandoned Sigmar during the Battle of Burning Skies the rising power of Chaos could have been slowed, if not stopped, and he would have had allies to come to his aid when Archaon, the Everchosen of Chaos, came to destroy him at the dawn of the Age of Chaos.
  • Large and in Charge: As with the other gods and god-like beings in the game, Nagash is always depicted as towering over his lieutenants and minions. His tabletop model is one of the largest in the game despite not coming with any form of mount.
  • Magic Knight: While he considers melee combat to be beneath him, preferring to rip the souls of his enemies apart with his arcane might, the Great Necromancer has had countless lifetimes to perfect his bladework and is a skilled swordsman.
  • Mighty Glacier: As is traditional for the undead, Nagash is comparatively the slowest of the major lore characters with a Move characteristic almost half that of models such as Alarielle the Everqueen. To balance this, however, Nagash is extremely durable with a massive pool Wounds and a reasonable Save and has high offensive abilities, able to deal serious damage in melee and has a combat spell that inflicts a One-Hit Kill if successful. He also has the abilities and spells that allow him to heal and summon reinforcements, machining him even stronger.
  • Nominal Hero: During the Age of Myth, Nagash only joined with Sigmar's pantheon to bring stability to the Realm of Death and consolidate his position as the sole God of the Dead. Nagash ultimately abandoned the God-King as soon as the fighting got serious as he believed he was powerful enough to withstand the coming Age of Chaos alone.
  • Pay Evil unto Evil:
    • After returning to unlife following his defeat by Archaon, Nagash announced his return to the fortress-city of Nagashizzar by crucifying the Chaos Lords that the Everchosen had left in charge of the area and trapping their souls in their undead husks to burn forever.
    • As the God of the Dead it is Nagash’s duty to punish the souls of those that committed evil deeds in life. Those that were once irredeemable criminals are cursed to become Chainrasps, forever bound by the chains of their crimes, while Lady Olynder, the uncaring queen who pretended to feel sorrow for her subjects, was cursed to feel the suffering feel all the miseries of the Mortal Realms.
  • Power Copying: In addition to his own spells, Nagash had the ability to cast any spell known by other Death Wizards on the battlefield in First Edition. This ability was removed in Second Edition, in exchange for Nagash knowing the entire spell lore of Death.
  • Power Floats: Nagash is often depicted hovering in the art while the feet of his model don't touch the ground. In the game, he has the fly special rule.
  • Pyrrhic Victory: Nagash achieved what he wanted and reached godhood like he originally planned, and even got a world of his own to rule. However there are other gods who can challenge him and Chaos is still a threat to him, so it didn't all go his way.
  • Rapid Aging: Nagash is so steeped in the magic of death that he can cause even the most powerful foes to age and die in seconds with a mere touch. On the tabletop, the Great Necromancer's unique spell, Hand of Dust, has a 50% chance of causing the automatic death of a single model when cast as they instantly age into a pile of dust and bones.
  • Resurrective Immortality: A true immortal creature, Nagash has died and resurrected himself countless times.
  • Self-Serving Memory: He's spent centuries plotting revenge for Sigmar's "betrayal" when the latter stormed his realm and attacked him. That this was after he'd stabbed Sigmar and his allies in tha back in the Battle of All-Points, which effectively handed the war for the Realms to Chaos, seems to have deliberately forgotten.
  • Skeletons in the Coat Closet: Nagash's raiment incorporates a few accessories made of bones, especially skulls.
  • Tome of Eldritch Lore: Penned by the Supreme Lord of the Undead himself, the Nine Books of Nagash are the greatest works of necromancy ever written and he carries them with him at all times. These books allow Nagash to cast a number of extra spells every turn.
  • Touch of Death: Nagash is able to cast the spell Hand of Death. With this spell, Nagash’s slightest touch causes his enemy to age millennia in an instant, turning them into a pile of dusty bones.
  • Villain Ball: Nagash has been saddled with this at times, seen in his betrayal of Sigmar.
  • Villain Override: Used this on Neferata to communicate with the Stromcast Eternals who helped liberate Nulahmia.

Arkhan the Black, Mortarch of Sacrament
The loyal servant

Nagash’s most loyal follower, Arkhan was one of the Great Necromancer’s followers when they were both mortal humans on the world-that-was. In undeath, Arkhan is second only to Nagash in necromantic ability and serves as his most trusted general.

  • The Archmage: Arkhan's mastery over death magic is only second to that of his boss Nagash.
  • An Arm and a Leg: Loses his sword hand when he fights Mannfred and Tarsus. Unfortunately, he's ambidextrous, drops his staff and switches the sword to the other hand and keeps fighting.
  • Brutal Honesty: In the audio novel when the Bullhearts and Mannfred encounter Arkhan in the Underworld, Arkhan is upfront that Nagash is merciless, despises Sigmar and will not ally with him. He also warns them that they better leave or he will kill them at Nagash's behest.
  • Creative Sterility: Even Nagash states that Arkhan's loyalty to him dulls Arkhan's ability to see the big picture.
  • The Dragon: He's still Nagash's most loyal servant and right hand man.
  • Deadpan Snarker: Still the same smartass he was in the World-That-Was, according to the novels.
  • Evil Sounds Deep: How Arkhan sounds in the audio novel, with a rather dry, throaty voice.
  • Obfuscating Stupidity: He plays the loyal servant so well that the other Mortarchs, and occasionally Nagash himself, forget that he's his own person and not just a neutral avatar of Nagash. This lets him get away with making his own moves in their endless politicking almost entirely undetected. He himself lampshades it in Soul Wars.
  • Rapid Aging: Arkhan's unique spell Curse of Years causes enemy warriors to age hundreds of years in an instant.
  • "Reason You Suck" Speech: Arkhan's dialogue to Mannfred in the audio novel is a string of these.
  • Undying Loyalty: Despite everything that happened to him in the End Times, Arkhan's back to serving Nagash like he always was. It's implied he was the one who retrieved Nagash's body after Archaon killed him.
  • Unexplained Recovery: In The End Times he not only died, he purposely annihilated himself by combining the dark magic that powered him with the light magic of the curse he was carrying in a last-ditch effort to keep some spark of the world alive after defeat was inevitable (which apparently worked). Now he's hanging out with Nagash again, in an entirely different world, like nothing happened. The novel Nagash: The Undying King hints that he's not the original, since unlike the other Mortarchs he can't remember the old setting (or anything before Nagash overthrew the other death gods) at all.
  • Working with the Ex: Arkhan's affection displayed towards Neferata has yet to be retconned and they have worked together. They have banter with Ship Tease whenever they're alone together, he's never made a move against her except at Nagash's behest and both have a low opinion of Mannfred.

Mannfred von Carstein, Mortarch of Night
The traitorous lieutenant

  • Body Horror: His body is badly damaged in his first appearance.
  • Chronic Backstabbing Disorder: When they encounter Nagash, Mannfred sells out the Stromcast Eternals, claiming he brought them to Nagash as a gift to get back in his good graces.
  • Do Not Taunt Cthulhu: Despite being unarmed, imprisoned and starved, he still tries to attack and mock the armed and numerous Stormcast Eternals when they find him. One hammer in the gut later and he's talking civilly to them, and when they threaten to leave him behind he's suddenly helpful and co-operative.
  • Egopolis: Mannfred von Carstein rules from the underworld of Carstinia.
  • Evil Pays Better: Despite his acts during the End Times that led to the doom of the World-that-was, Mannfred is the winner of the von Carsteins, since he made it to Age of Sigmar but Vlad, Isabella and most of the other Von Carsteins did not.
  • Faux Affably Evil: See above and below.
  • Humiliation Conga: He's imprisoned by Nagash in a realm with entropic magic that keeps everything, including his body, in a state of constant decay. In the audio book he'd escaped, only to be captured and tortured by Khorne worshippers and forced to ally with the Stormcast Eternals to recapture his mount, escape and find Nagash.
  • Karma Houdini: Mannfred turned to Chaos in the final moments of the World-that-was and was directly responsible for its doom by sabotaging the Incarnates during their effort to stabilise the doomsday device. Yet Games Workshop can't just kill him off after he just got a shiny new model (complete with Dread Abyssal) in the first End Times book, so now he's back serving Nagash and seemingly no worse for wear. He even gets to keep the Dread Abyssal.
  • Lack of Empathy: Despite dooming the previous world to destruction, Mannfred never spares a thought for this and feels no remorse whatsoever.
  • Laser-Guided Karma: He's imprisoned by Nagash in a realm with entropic magic that keeps everything, including his body, in a state of constant decay but nothing can die. Mannfred's own body is decayed and he has no eyes at that point. It's heavily implied that this is for his betrayal in the End Times that led to the world's destruction.
  • Magic Knight: Successfully casting a spell makes him better in combat; being in combat makes him more likely to successfully cast his spells.
  • Noodle Incident: Later backstory reveals that he's gone rogue, been punished, and gotten back in Nagash's good graces many times over the intervening millennia; it has not been revealed what this one was about.
  • Pet the Dog: Even though he's the one who sold them out in the end, Mannfred still tries to convince Tarsus Bullheart to escape with him rather than die pointlessly trying to convince Nagash of an alliance the Deathlord doesn't want. Tarsus refuses and Mannfred does abandon him, but it actually seemed like he really wanted Tarsus to come with him.
  • The Rival: Mannfred and Neferata have spent centuries plotting and fighting with each other. Only Nagash himself able to force the two vampires to work together. Arkhan suspects Nagash is deliberately encouraging it.
  • The Starscream: Mannfred desires to overthrow and replace Nagash, also see Chronic Back Stabbing Disorder above. Justified, as Nagash is aware of Mannfred's treacherous nature but keeps him around because Mannfred's scheming keeps Nagash on his toes and prevents him from becoming complacent. Nagash also uses Mannfred to motivate Arkhan by spurring the latter to counter the former's treachery, uses Mannfred and his schemes to act as a rival and stumbling block for Neferata and her schemes and because Nagash enjoys inventing new ways to torture Mannfred for failing him.
  • Überwald: Mannfred's domain of Carstinia, shaped according to his memories of Sylvania from the World-that-was, is a gloomy kingdom of night dominated by foreboding castles and dense forest.

Queen Neferata, Mortarch of Blood
Beautiful as she is deadly
  • Build Like an Egyptian: Neferata's city of Nulahmia, the capital of Neferatia, built according to her memory of Lahmia from the World-That-Was, with place names, architectural styles and some fashion trends echoing the now axed Tomb Kings faction.
  • Egopolis: Neferata rules from the domain of Neferatia.
  • Getting Crap Past the Radar: Neferata comes under attack from a Slaaneshi warband whose (male) Chaos Lord wants to claim her as his personal prize despite her being a vampire and all that it implies. Also see The Hedonist.
  • The Hedonist: She has had many lovers and lives in such hedonism that a Slaaneshi warband is lured to her realm and Slaaneshi daemons have tried to claim her personally more than once.
  • Lightning Bruiser: She's faster than elves and daemons of Slaanesh, only encountering her equal in a Slaaneshi Chaos Lord (and even then he had to catch her in a surprise attack) and the Stormcast who intervened (because he was sent using magical/divine lightning).
  • Manipulative Bastard: Even better than she was before the End Times, with even subjects of questionable loyalty willing to die for her. She's built a new espionage network throughout the realms (except maybe Chaos and Skaven realms). She really gets to show her chops in the novel Neferata: Mortarch of Blood, where she plays all the events and factions around her to her advantage, including a particularly devious gambit where she tricked a rebellious nobleman she made a vampire into thinking she had no control over him. She did so by not seizing control of him until after he rallied her other enemies, led an army against her and had her cornered, only for Neferata to take control of him and make him hold still while she killed him.
  • Pragmatic Villainy: Though Neferata has little regard for her subjects, seeing them more as tools to achieve her goals, she makes sure they live in luxury, doesn't spend their lives carelessly and ensures they don't know how expendable she considers them.
  • Reasonable Authority Figure: Among the Mortarchs, since was willing to ally with the Stormcast, and while ruthless she is generous to those who come through for her. Also see Pragmatic Villainy above. This is in contrast to Arkhan, who is too loyal to Nagash, and Mannfred.
  • The Rival: Neferata and Mannfred have spent centuries fighting and trying to outdo each other with only Nagash himself able to force the two vampires to work together.
  • Silk Hiding Steel: Neferata could be considered a personification of this. Even the attire on her model is a combination of battle armor and a formal dress (complete with gems on the hemlines of her skirt).
  • The Vamp: Seduction is still one of Neferata's key weapons, such as seen with how she ensured the loyalty of her general and consort Harkdron.
  • Villain Override: On the receiving end of one from Nagash when fighting alongside the Stormcast Eternals.
  • Villain with Good Publicity: She is borderline worshiped by her subjects, as well as other Soulblights (except Mannfred).
  • Working with the Ex: Neferata's affection displayed towards Arkhan has yet to be retconned and they have worked together. She's never seen working against him directly and when they're alone they have banter with some Ship Tease subject. She also shares Arkhan's low opinion of Mannfred.

Prince Vhordrai

  • And I Must Scream: For his treachery against Nagash in the Age of Chaos, Vhordrai was entombed in a coffin for an age, denied the taste of blood but kept from oblivion. When Nagash later released him, Vhordrai was half-insane.
  • The Brute: Vhordrai is a blunt instrument of death who rides forth with his Blood Knights to slaughter and terrorise Nagash's enemies.
  • Dragon Rider: Vhordrai rides forth upon the great undead dragon Shordemaire.
  • The Paragon: A dark version of it. He is worshiped as a virtual saint of slaughter by the vampiric Blood Knights, many seeking to go on a pilgrimage to his fortress. All aspire to live up to his reputation.
  • The Punishment: Vhordrai is forever bound to his Crimson Keep and perpetually unable to go far from it for more than a day without instantly unraveling. Fortunately for him, and unfortunately for everyone else, Nagash frequently sees fit to place it down near someone he would like to die horribly.
  • The Starscream: In the Age of Chaos, Vhordrai once attempted to let the Chaos Gods devour Nagash, killing him for good. His plan was foiled by the efforts of Arkhan the Black.

Flesh-eater Courts

The degenerate remnants of nations that fell to ruin during the Age of Chaos, the Flesh-eater Courts are morbid reflections of the glorious civilisations that they once were. Lead by the insane Abhorrent Ghoul Kings, the Flesh-eater Courts consist of twisted sub-human cannibals who believe that they are sill the noble subjects they once were.


  • Ax-Crazy: While the mordant hordes of the Flesh-eater Courts believe that they are noble men and women fighting a world of savages, they are really twisted creatures who throw themselves against their enemies with the savagery of ravenous beasts. They are arguably the most savage faction in the game.
  • Bad with the Bone: Some Crypt Horrors use bones as some sort of improvised clubs.
  • Battle Trophy: Crypt Ghast Courtiers inspire their followers by carrying trophies torn from enemies' corpses.
  • Boomerang Comeback: After the Keening Bone has been hurled at an enemy, it will return to the hand of the thrower.
  • The Emperor: The Abhorrant Archregent is the supreme leader of any given Flesh-eater Court and rules over a vast domain. Their utter dedication to their delusions is resilient enough to bind together the fractious kingdoms of their kin.
  • Enemy Mine: Nagash still holds the Flesh-eater Courts responsible for the destruction wrought by Ushoran, but that doesn't stop him from pressing the ghouls into his service many times.
  • Enemy Summoner: All Courtiers have the ability to add models to units already on the table. Abhorrant Ghoul Kings can additionally set up whole new units with their command ability.
  • Healing Factor: Their liege's blood grants Crypt Horrors a supernatural ability to heal their own wounds.
  • Hyperactive Metabolism: Varghulf Courtiers can regain lost wounds the same turn they kill an enemy.
  • Infectious Insanity: The insane delusions of the Abhorrant Ghoul Kings quickly spread to their followers who see themselves as noble retainers rather than the rag clad degenerates they actually are.
  • Our Ghouls Are Creepier: Most of the Flesh-Eater Courts are actually still alive. Ghouls are not actual undead, but rather inbred, monstrous cannibalistic humans.
  • Skeletons in the Coat Closet: Many ghouls garb themselves in bones and blood.
  • Technically Living Zombie: Despite their creepy, ghoulish appearance and affiliation with the Grand Alliance of Death, the ghouls are not actual undead, but rather insane, monstrous, cannibalistic, savage and still living humans. This also means that they cannot be taken as part of a Legions of Nagash army list, although the Legions of Nagash and Flesh-eater Courts can still ally with each other.
  • Was Once a Man: The ghouls used to be people who, desperate during times of war and famine, turned to cannibalism for survival and became hideous parodies of civilisation.


The Carrion King

Once a loyal follower of Nagash, the Carrion King fell to madness and was imprisoned by the Great Necromancer. When Sigmar invaded the Realm of Shyish at the beginning of the Age of Chaos, he unwittingly freed the Carrion King who fled across the Mortal Realms.
  • I Have Many Names: The Carrion King was known by many names and titles over the aeons he roamed the Mortal Realms before he fell to madness. Some of these including Sumeros Summerking, the Blood Rose Prince and Ushoran the Handsome.
  • Monster Progenitor: The Ghouls began with Ushoran of all beings, who managed to survived the destruction of the World-that-was and was imprisoned in a prison called the Shroudcage by Nagash. He escaped and created a kingdom of monstrous undead due to his madness now contagious, and gathered the living of the Realm of Death to him.


The malignant spirits of the Nighthaunt hosts are a plague upon the Mortal Realms. These armies of ethereal undead howl across the land, searching for fresh souls to send to the underworlds that they themselves have escaped.

  • Amazon Brigade: Dreadscythe Harridans are exclusively transformed from women devoted to easing suffering and prolonging life.
  • And I Must Scream: The spirits of the Soulblight vampires who occupy Black Coaches are trapped forever within their coffins as punishment for having the audacity to attempt to enter the underworld.
  • Anti-Magic: Myrmourn Banshees can unbind enemy spells and dispel endless spells as if they were wizards, which also give their daggers bonus attacks (although they'll suffer wounds as well if they dispel an endless spell).
  • An Axe to Grind: Lord Executioners each bear a massive decapitating axe.
  • The Berserker:
    • Grimghast Reapers are frenzied, indiscriminate murderers, blind to their foe and attack with wild, unfocused slashes.
    • Bladegheist Revenants fight with the desperate frenzy of a drowning man reaching for air, exacerbated by the presence of those that they perceive as captors.
  • Blade Below the Shoulder: The hands of the Dreadscythe Harridans have been twisted into the shape of scythes.
  • Chain Pain: Chainrasp Hordes bludgeon enemies with the chains and manacles that bind them in service to the Grand Necromancer.
  • Cruel and Unusual Death: Bladegheist Revenants met particularly tormenting ends, and their last living thoughts were a horrible desperation to break free, preserved forever by Nagash's terrible curse.
  • Deal with the Devil: Knights of Shrouds have sold their souls in exchange for command over a powerful undead host.
  • Familiar: The Covetous Familiar swirls around its master’s essence and lashes out at any other soul that draws too close.
  • Hoist by His Own Petard: One of the endless spells exclusive to the Nighthaunt is Shyish Reaper, which is a big scythe that deals a mortal wound to those models it passes over provided that a die rolls higher than the target's armour save. Coincidentally, the Nighthaunt are a whole army with high saves, so the Shyish Reaper potentially hurts your own forces more than the enemy's.
  • Hunting the Most Dangerous Game: In life, Glaivewraith Stalkers hunted men for sport and pleasure. In undeath, that's their job in their servitude to Nagash.
  • I Did What I Had to Do: Each Knight of Shrouds tells themselves they had no choice in their betrayal, that anyone else would have done the same in their position, but a little doubt forever remains to gnaw at them.
  • Improvised Weapon: Rather than weapons, the Nighthaunt wield instruments of torture, or simple implements from their former lives, like the clubs and daggers of the Chainrasp Hordes.
  • Increasingly Lethal Enemy: The Black Coach absorbs death magic, having a chance to gain up to 3 levels of power (which all stack and last for the rest of the battle) every battle round.
  • Ironic Hell: The Nighthaunts were directly shaped by Nagash himself in some cruelly ironic way linked to their life or death. The Chainrasp Hordes were imprisoned criminals who waited for death as an escape only to find themselves bound by more chains than ever, while the Dreadscythe Harridans, who spent their lives healing and nurturing, find themselves with no desire other than wanton destruction. Nagash finds the twisted irony he has inflicted to be naught but poetic justice.
  • Life Drinker: The Knight of Shrouds' Sword of Stolen Hours can pilfer lifespan from a foe and use it to increase his own.
  • Light 'em Up: Each Guardian of Souls carries a nightmare lantern burning with the light of Nagashizzar that can invigorate the souls of the Nighthaunts that it illuminates, or summon more spirits of the dead.
  • Magic Eater: Myrmourn Banshees haunt the Realms in search of arcane magic to devour.
  • Our Banshees Are Louder:
    • Tomb Banshees are the souls of women who have been slighted and betrayed who have returned to the Mortal Realms to take revenge on the living. Their piercing scream is enough to freeze the life of any they encounter.
    • Myrmourn Banshees are the souls of wizards who didn't pay proper respect to Nagash in life and were cursed to devour the magic of others.
  • Our Ghosts Are Different: The Nighthaunt hosts consist entirely of spectral undead, from powerful Cairn Wraiths through the knightly Hexwraiths to the swarms of lesser Spirit Hosts.
  • Sickly Green Glow: The light of Nagashizzar emanating from the nightmare lantern of a Guardian of Souls is a sickly green.
  • Sinister Scythe: Wraiths of all types wield a variety of scythes, often wreathed in spectral flames, so that they can reap the souls of their enemies.
  • Slave Mooks: Each Chainghast maintains an inexplicable yearning for freedom, yet they can never act on it, being bound to automatically obey each and every command of their Spirit Torment.
  • Soul Eating: Mournguls are monstrous, inhuman spirits driven by a ravenous hunger to devour not only the flesh of the living but their very souls as well. The souls of their victims nourish the Mourngul, healing its wounds and sustaining its unholy existence.
  • The Swarm: Spirit Hosts are clusters of souls merged into one spirit cloud.
  • Teleportation: Dreadblade Harrows can fade away and reappear anywhere on the battlefield that is not too near an enemy.
  • Tome of Eldritch Lore: Only the lifeless can read the spells inscribed upon the black pages of the cursed Midnight Tome.
  • Touch of Death: The slightest touch of a Spirit Host or Black Coach crew's spectral claws is enough to stop the heart of all but the mightiest of foes.
  • Wardens Are Evil: Spirit Torments used to be pitiless jailers in life.
  • Your Soul Is Mine: Spirit Torments seek out those souls that Nagash deems his and locks away their souls after beating them up with their padlocks.


Lady Olynder, Mortarch of Grief
"Do not resist. Death is inevitable. The more quickly you succumb, the sooner your suffering will be over. Come to me, and be mine for evermore..."

  • Asshole Victim: She was a manipulative, greedy and murderous person who killed for selfish gain and played the victim of a grieving widow. In death, Nagash makes her constantly feel all the grief in the realms (given that this a Warhammer setting, that's a lot) and has enslaved her to be one of his top lieutenants.
  • Black Widow: Olynder would marry her husbands, only to have them killed for her own personal gain.
  • Brown Note: What Olynder's face has become in undeath. If she lifts her veil, whoever sees her face will die of grief with an expression of horror on their own.
  • Carry a Big Stick: Olynder wields the Staff of Midnight, an ornate staff said to be able to steal the life of her foes and doubles as her badge of office.
  • Emotion Bomb: She is possessed of such misery that it projects from her in vast, deadly waves and those who fight her often lose hope and accept the grim inevitability of death.
  • The Eeyore: Due to her evil deeds in life, Olynder was cursed by Nagash to feel all the grief in the Mortal Realms. This has reduced her to a sobbing wreck.
  • Fairytale Wedding Dress: Olynder invokes this imagery, albeit a dark take; while her dress looks like a wedding dress complete with a veil, instead of a bouquet a throny vine with flowers growing from it weaves around her body and her bridesmaids are banshees.
  • Fate Worse than Death: Olynder was cursed by Nagash to fell all the grief in the Mortal Realms because of her actions in life.
  • Fertile Feet: As Olynder advances, grave-roses instantaneously sprout before her, their flowers rapidly blooming and dying in order to lay a path of fallen petals beneath her.
  • Gold Digger: Olynder chose powerful or wealthy men for her husbands, and her motivation for having them killed was to claim their wealth and power for herself.
  • Lady of Black Magic: In undeath, Lady Olynder became a powerful wizard.
  • Mysterious Veil: Part of her bridal ensemble includes a plain white veil.
  • Unholy Matrimony: After dying and becoming the Mortarch of Grief she was married to the undead Kurdoss Valentian. Neither of them love each other, and it's heavily implied to be a cruel joke of Nagash against both of them (since marrying for power and murdering her husbands was how she earned her punishment).

Kurdoss Valentian, the Craven King

  • Asshole Victim: He was a scheming, power-hungry murderer in life. In undeath he became an undead lieutenant cursed never to be in charge himself.
  • Berserk Button: Not being able to rule, something that Nagash used to his advantage by forcing him to be Number Two to Lady Olynder for eternity.
  • Cain and Abel: His brothers were among Kurdoss Valentian's victims during his quest for the throne.
  • Carry a Big Stick: He wields the Sepulchral Sceptre into battle.
  • Cool Chair: He rides into battle on a stone throne held aloft by dark magic.
  • Death by Irony: Killed by Nagash himself at the moment of his coronation.
  • The Dragon: Kurdoss was cursed to never to know true rulership by Nagash, so he was appointed as Olynder’s husband and second-in-command. He also obeys her orders.
  • Green-Eyed Monster: He holds a particular hatred for authority figures because Nagash's curse has denied him the chance to experience rulership himself.
  • If I Can't Have You...: "If I Cannot Rule, None Shall Rule!" This spiteful bitterness even allows him to steal commands out of the mouths of enemy generals.
  • It's All About Me: In life, Kurdoss was a ruthless betrayer who deceived, killed, and betrayed his way to a throne.
  • The Quiet One: Kurdoss Valentian can talk, but he seldom does and his curse prevents him from raising his tone or volume over a whisper.
  • Stealth Insult: He is accompanied by two wraith heralds, but they were appointed by Nagash to mock and goad him by crying aloud his wicked deeds and some defamatory titles for all to hear.
  • Unholy Matrimony: After dying and becoming the Mortarch of Grief he was married to the undead Lady Olynder. Neither of them love each other, and it’s heavily implied to be a cruel joke of Nagash against both of them (since scheming and killing his way to try and become a king was how he earned his punishment).

Reikenor the Grimhailer

  • Cast from Hit Points: He can draw on the energies that sustain him, inflicting a mortal wound on himself to increase the power of his magic.
  • Cool Horse: He rides an undead, bat-winged nightmare.
  • Herd-Hitting Attack: He can swing his scythe with enough force to mow through a rank of soldiers at a time.
  • Immortality Seeker: It was his efforts to become immortal that earned him Nagash's ire.
  • In the Hood: He wears dark robes similar to a cairn wraith, but he also wears a metal skull mask.
  • Light 'em Up: In life he was a powerful Light wizard from the realm of Hysh.
  • Magic Knight: He is a powerful wizard and very skilled at using his scythe in combat, especially against large hordes of enemies.
  • Sinister Scythe: He wields a large scythe decorated with candles and chains.

Ossiarch Bonereapers
"The Tithe has come. Will you pay? Or will you serve?"

  • Abnormal Ammo: The Mortek Crawler has three principal types of ammunition: a cauldron containing tortured spirits, a stele cursed with a death hex, and a cluster of necrotic skulls redolent with death magic.
  • Anti-Magic: Being forged from those skeletons used in the construction of the Black Pyramid, Bonereapers of the Null Myriad ignore the effects of spells on a 5+.
  • Beware My Stinger Tail: A Kavalos steed's prehensile tails end in jagged tips and can stab those who get around its flanks.
  • Cool Chair: A Mortisan Soulmason enter battle atop a Mortek Throne saturated with arcane power channelled from Nagashizzar.
  • Defeat Equals Explosion: Crematorians are not built to last, but are cursed with infernal fire, detonating when destroyed in a shower of flaming bone.
  • Elite Army: Even the least Ossiarch Bonereapers have millennia of battlefield experience under their belt.
  • Eye Beams: The statue towering above a Bone-tithe Nexus can fire punishing energy beams on those who break contracts with the Bonereapers.
  • Fantastic Caste System: Ossiarch society is ordered into several castes, each with its own identity and role dictated by Nagash's decrees. An individual Bonereaper can never move upward in this hierarchy, only downward, should they fail.
  • Fearless Undead: Every Bonereaper unit is immune to battleshock tests, as their soul-crafting process made them incapable of fear.
  • Friendly Fireproof: The endless spells used by the Ossiarch Bonereaper can only be controlled by the caster, meaning that your opponent cannot control them to mess with your plans.
  • Living Weapon: The arcane catapults known as Mortek Crawlers are as much creatures as they are machines, possessing their own animus and capable of moving their own bulk on dozens of skeletal legs.
  • Mechanically Unusual Class: One of the most unusual factions in the game, rules-wise. They outright ignore Battleshock, their Endless Spells can't be moved by other players but also make casting other spells more difficult for whoever summoned them while they're on the field and automatically unsummon if their caster dies, and they don't get Command Points at all. They use a separate system called Relentless Discipline which allows even basic infantry units to use pseudo-command-abilities.
  • Merger of Souls: Each Bonereaper is formed from a blend of soul-stuff, combined from dozens or hundreds of different sources into the perfect warrior.
  • Shield Bash: Immortis Guard have a rather extensive focus on this, with their shields being one of their listed weapons, causing extra damage if they roll 6s when attacking with them, and having a Command Ability that lets them pile in and attack with their shields again.
  • Sinister Scythe: Mortisan Soulreapers cut the enemy's souls with their Soulreaper Scythes.
  • Stance System: Each Necropolis Stalker contains the soul of four warriors, and can switch between which one is dominant, changing their fighting style accordingly.
  • Soul-Powered Engine: Ossiarch Bonereapers are constructs gifted the soul animus of great warriors and heroes.
  • Taking the Bullet: Immortis Guard will shield their leaders from harm with their own bodies if necessary.
  • Trampled Underfoot: Kavalos steeds can smash the enemy to the ground and crush them beneath their hooves with their size and weight.
  • Unfortunate Names: Kavalos Riders, Kavalos translating to "crotch" in Greek.
  • Your Soul Is Mine: Mortisan Soulreapers can tear the spirits from enemies in a vortex of Shyishan magic and stored them within hollow soul-traps for later processing.


Orpheon Katakros, Mortarch of the Necropolis
"You will pay Nagash's Tithe, or your bones will serve us forevermore!"

  • Critical Status Buff: Zigzagged. As Katakros' companions start dying (represented by him taking wounds), he loses access to their attacks and abilities, but in exchange, he can attack more times with his own sword Inda-Khaat, and he can start using his Shield Immortis once he has received 13 wounds.
  • Four-Star Badass: Leader of the Ossiarch Bonereapers and once a general of the Mortal Realms, Katakros is a master of strategy, tactics and diplomacy with aeons of conquest under his belt.
  • Know When to Fold 'Em: When Nagash sought to claim his afterlife, Katakros managed to continuously resist and push back Nagash's invading forces. It was only when Nagash came to personally take charge of the invasion did Katakros bend the knee and offered his servitude to Nagash.
  • Nothing Personal: Subverted in his debut trailer. During his monologue, he claims that he takes no pleasure or despair over the task he has been given. However, he concedes that he's likely deluding himself and he indeed feels some joy.
  • Suicide Mission: When Sigmar invaded the Realm of Shyish during the Age of Myth, Nagash ordered Katakros to battle Sigmar's armies. Katakros knew that he would stand no chance against the Storm-God's might, but nonetheless obeyed Nagash's command. The battle resulted in Katakros' defeat and imprisonment in the Stormvault known as the Midnight Tomb for millennia until he was freed by Lady Olynder.
  • Undying Loyalty: Katakros is totally loyal to Nagash and has no purpose other than dominating his master's enemies.
  • Wolfpack Boss: Katakros enters battle accompanied by a band of trusted retainers (a Gnosis Scrollbearer, a Prime Necrophoros, an Aviarch Spymaster and a Liege-Immortis), all of whom have their own attacks and special abilities. Warhammer-Community describes him as 'not so much a Hero as a mini-boss fight for your enemies'.

Arch-Kavalos Patru Zandtos
The Dark Lance of Ossia
  • Due to the Dead: Unusually for an assassin, Zandtos would bury his victims with great honour, despite the hard labour of digging a grave and making them presentable after death.
  • Number Two: Both in life and in death, Zandtos is Katakros' most trusted lieutenant.

Vokmortian, Master of the Bone-Tithe
  • Battle Trophy: Vokmortian carries the heads of those who previously refused to pay the tithe into battle.

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