Follow TV Tropes

Following

Characters / Warhammer Age Of Sigmar Grand Alliance Order

Go To

https://static.tvtropes.org/pmwiki/pub/images/aos_order.png

Advertisement:
    open/close all folders 

    General Order Tropes 
  • Badass Beard: The dwarfs still have love for their facial hair, even after the end of the world, and plenty of them tend to be braided or adorned.
  • A Lighter Shade of Grey: Against the horrors of Chaos, compassion and morality are often seen as dangerous luxuries; Order is not synonymous with good. Yet they advance the cause of civilisation, and in doing so, bring harmony.

    God-King Sigmar Heldenhammer 
https://static.tvtropes.org/pmwiki/pub/images/sigmar_god_emperor.jpg
Back to settle the score.
The once mortal founder of the Empire who ascended to godhood, having returned and rebuilt the many Worlds once lost to Chaos. But now, the battle against his eternal foes resumes once more after The End Times.
  • Big Good: Sigmar is the greatest, mightiest force once responsible for holding together all of existence and restoring what was once destroyed by the Forces of Chaos. Now he leads the charge to drive back the invaders.
  • Came Back Strong: He barely avoided destruction by holding to Mallus, the core of the world-that-was, when Dracothion found him he was nearly comatose, he got better after that.
  • Comes Great Responsibility: What does he do once he becomes a physical god? Travels across the realms bringing order and civilization to the human tribes he finds, creates a Pantheon of gods to establish a golden age of peace and prosperity and creates the Stormcast Eternals to save the Eight Realms from the dominion of Chaos.
  • Deity of Human Origin: Originally started off as a prince of a tribe of warriors before eventually obtaining godhood.
  • Drop the Hammer: Played with. Ghal Maraz survived the End times along him, and gained new powers, but Sigmar lost it when he launched it towards an illusion. In the book Quest of Ghal Maraz, it is found again and recovered.
  • Expy: While Sigmar always was Norse-like, especially similar to Thor, now when he combined with Azyr, the Wind of Heavens, he gained mastery over lightning and thunder, making the similarities stronger than ever. Sigmar also became similar to Odin, with Stormcast Eternals basically being Einherjar, and like Odin he has a Good Is Not Nice stance to fight efficently the forces of Chaos. The Eight Realms along with the ninth one - the Realm of Chaos, also resemble the Norse Cosmology/Multiverse strongly.
  • Founder of the Kingdom: He founded Sigmaron, the great city in Azyr, the Realm and Wind of Heavens.
  • A God Am I: If grudgingly, he really doesn't like the responsibilities and prefers to be a good ruler rather than the object of fearful adulation, but he seems to rejoice in his powers.
  • God-Emperor: Right there in his title. He was literally worshipped even before the destruction of the Old World and the creation of the new one, and now he's a literal god as well.
  • Good Is Not Nice: He's still a Barbarian Hero after all, but the millenia of imprisonment in the wind of Azyr and Godhood have calmed him down a bit.
  • Heroic Second Wind: Him and the entire realm of Azyr, he is currently reverting the dominion of Chaos over the other mortal realms.
  • Hidden Depths: The Pantheon short story gives us an interesting insight: he's still a human in terms of mindset and yearns for the days where he didn't have to do the duties of a god. Further driving home the fact that he's the Emperor's Foil, he abhors the concept of Godhood, but because it chaffs his personal freedom (He's VERY busy) and is a whole set of responsibilities he just doesn't want. Still he takes on the job and allows for him being worshiped.
  • Hope Bringer: to the Mortal Realms, saving them has become the work of his existence.
  • Infinity +1 Sword: Ghal Maraz, the titular Warhammer, which has acquired new powers plus to the ones it had.
  • Manly Tears: Before he could finish the devices which spirited away mortal champions to be turned into Stormcast Eternals he witnessed many being tortured to death by the forces of Chaos.
  • Physical God: Now more than ever, having combined with Azyr, the Wind of the Heavens, and gaining powers over lighting and thunder.
  • Real After All: During the Age of Chaos, some of the descendants of the left-behind tribes almost forgot Sigmar was more than a legend. Enter the Age of Sigmar, where he is making every bit clear that he is here to stay.
  • Reasonable Authority Figure: You have to give credit the man for having managed to hold such a disparate alliance for that long, including Nagash and Gorkamorka. The novels further build up on this, with him understanding (if not being pleased) people holding views opposed to him, and not wanting to force them or else he'd become a tyrant.
  • Retired Badass: No longer fights anymore due to his temper costing the Battle for the All-Gates.
  • Saintly Church: Most of his followers actually try to live to his standards of bravery and honor, and many share with him the belief of giving Chaos worshipers and corrupted people second chances, things unheard of in any other Games Workshop production.
  • Seers: Can see what is happening in the Mortal Realms, what he saw during the Age of Chaos wasn't pretty.
  • Time Abyss: Sigmar predates the current world as one of the few survivors of a previous one.

    Dracothion 
Dracothion, the Great Drake, that caught the remains of the World-That-Was, named it Mallus, and set it in the firmament.
  • Big Damn Heroes: He found Sigmar clinging to the remains of the World-That-Was, and took him to the Mortal Realms.
  • Kaiju: This guy is MASSIVE, as in filling the sky massive.
  • Monster Progenitor: The Dracoths and Stardrakes are noted to be the children of Dracothion.
  • Number Two: By far the closest and one of the most important of Sigmar's lieutenants.
  • Real After All: It's implied he's Sotek, the Serpent God worshipped by Skinks in the World-That-Was.

    Tyrion 
  • Deity of Human Origin: He was a mortal elf in the World-that-Was, but in its dying days merged with the Wind of Light to become an Incarnate and became a full deity in the next world.
  • Did You Just Punch Out Cthulhu?: Alongside Teclis and Malerion, he managed to defeat and imprison Slaneesh, although it helped the Chaos God was so glutted with Elf souls from the End Times he could barely move.
  • Handicapped Badass: Apparently, he's blind. But he can see through his brother's eyes, so that's okay.
  • Light 'em Up: He's the new (and blind) god of light.
Advertisement:

    Teclis 

https://static.tvtropes.org/pmwiki/pub/images/teclis_4.jpg
The Mage God & the Spirit of Hysh

The twin brother of Tyrion, the god of light. In the World-That-Was, he was one of the most powerful elven mages to have lived, but a terrible family curse left behind by his ancestor Aenarion made him sickly to the point where he relied on medicinal potions to even stand. Through a mystical bond, he allows the blind Tyrion to see through his eyes.

He is the creator of the Idoneth Deepkin, a monstrous race of aquatic elves whose majority are born without souls. Teclis deeply regrets being involved in their birth.


  • The Archmage: He's still the most powerful mage in Warhammer lore. Becoming a satellite god for his blind brother boosted his magic even further.
  • Blessed with Suck: No longer the case. Unlike his mortal counterpart in the World-That-Was, being a god means that he's not so sickly and reliant on medical potions to keep himself living anymore.
  • Deity of Human Origin: While he never merged with a Wind in the World-that-Was, his connection to his brother, who did, caused him to ascend to godhood in the Mortal Realms.
  • Didn't Think This Through: Teclis truly meant well when he claimed the freed Elven souls of the Children of Mathlann, reincarnated them as the Cythai, built a city for them, and tutored them in the arts of magic. But not once did it occur to him, until it was too late, that any soul that's been partly digested by Slaanesh is already irredeemable. As a result, Teclis accidentally created the Idoneth, a race that is doomed to be parasitic by nature due to the permanent damage suffered by Slaanesh before being reincarnated.
  • Did You Just Punch Out Cthulhu?: He aided in the capture and imprisonment of Slaanesh along with Tyrion and Malerion.
  • Gone Horribly Wrong: Sees his creation of the Idoneth Deepkin to be this.

    Malerion 

    Gotrek Gurnisson 
https://static.tvtropes.org/pmwiki/pub/images/aosgotrekgurnisson.png
The Slayer Returned

A near peerless monster slayer and a survivor of the world-that-was, Gotrek Gurnisson is a demigod of war that has left a trail of destruction through the enemies of Order while searching for his old axe and his lost companion.

NOTE: This entry is for Gotrek’s appearance in the Tabletop Games. Tropes relating to events in his novel series should go on those pages.


  • The Berserker: Gotrek is famous for possessing a near unstoppable rage that will totally consume him until all enemies in the immediate vicinity are dead. In his 2nd Edition rules, this is represented by the Unstoppable Battle Fury ability that allows him to fight twice if there are enemy models nearby.
  • Fashionable Asymmetry: He wears a plate pauldron on his left shoulder, the side once covered by the missing Felix Jaeger.
  • Purposely Overpowered: Gotrek’s rules for the Warcry Gaiden Game, published in the December 2019 issue of White Dwarf, are intentionally too powerful for players to use in regular games with high stats alongside unique abilities and artefacts that make him a monster in combat. Instead, Gotrek was designed to be used solely with the special challenge battle scenarios The Wandering Slayer (where the forces of Order fight alongside the Slayer to slay powerful monsters) and The Worthy Kill (where the forces not aligned to Order attempt to kill the Slayer), also published in the issue.

Advertisement:

Stormcast Eternals

https://static.tvtropes.org/pmwiki/pub/images/sigmarine.jpg
A golden soldier for a golden God.
"This night, we ride the storm!"
Lord-Celestant Vandus Hammerhand, of the Hammers of Sigmar

The Stormcast Eternals are Sigmar's greatest weapon in his war of reconquest against the dominion of the nigh-omnipotent Powers of Chaos. They are the reforged spirits of fallen tribesmen and warriors of the Mortal Realms, snatched from death at the axes of Chaos at the last moment by Sigmar's intervention. Girded in armour of purest Sigmarite - the last remnants of Mallus, the World-That-Was, long since slain by the Forces of Chaos - and wielding mighty hammers and blades forged by the Priest-Smiths of Azyrheim, they stand ready to strike out against the very legions of hell itself and to bring the light of a new age upon the Mortal Realms.

The Stormcast Eternals are divided into various Stormhosts, self-contained armies that each perform their God-King's bidding, and who are each renowned for myriad heroic deeds. Amongst these Stormhosts are - the Hammers of Sigmar, the Anvils of Heldenhammer, the Astral Templars and the Celestial Vindicators.

    Tropes 
  • Amazon Brigade: Stormcasts have women in their ranks and some chambers are female only.
  • The Armies of Heaven: Commanded by the main benevolent deity of the setting, come from Azyr, the Realm of the Heavens, functionally immortal, they even have a winged variety of troops, and they will stop at nothing, not even Death, to defeat Chaos once and for all.
  • Armored Dragons: The Stardrakes, immense magical dragons used as steeds by Stormcast Eternals, wear armor plating on their chests and legs.
  • Astrologer: Lord-Ordinators observe the movements of the stars, using mathematics, science and seer-craft to determine the future.
  • An Axe to Grind: The Stormcast Eternals can field Decimators, who wield giant two-handed Thunderaxes on par with the massive battleaxes hefted by Khorne's warriors.
  • Badass Army: Had to be. What else could possibly take on the Warriors of Chaos?
  • Badass Cape: Lord-Celestants on foot are equipped with Sigmarite Warcloak that unleash a barrage of magical hammers at the Lord-Celestant’s foes.
  • Barbarian Hero: Many of the Stormcasts are reincarnated barbarian tribes. Because after all, why should Chaos get all the fun?
  • Black and White Insanity: Some Stormcast who have had to be reforged too many times had lost much of what it is to be human and any sense of judgement or discernment regarding right and wrong. Only an existence of black and white remained, of Order and Chaos, with no shades of morality inbetween.
  • Bling of War: Clad in golden armour with sigils of Ghal Maraz, the Twin-Tailed Comet, lightning bolts, Griffons and such embossed upon their plate. It gets increasingly more elaborate as one goes up the ranks, from the rather functional and utilitarian-seeming Liberators to the ridiculously ornate Lord-Celestants.
  • Blood Knight: They live only to slaughter Sigmar's enemies down to the last man.
  • BFS: Grandblades—massive enchanted runeblades forged from sigmarite.
  • Came Back Wrong: Not after first reforging, when they become Stormcast Eternals in the first place, but each subsequent reforging is noted as stripping away a piece of their personality. Those that have been killed twice after their first reforging tend to become The Stoic to the extreme in that they seem almost robotic - and what happens if a Stormcast were to be reforged after that has yet to be seen...
  • Cast from Hit Points: Lord-Arcanums and Knights-Incantor carry spirit flasks that can be shattered to deal wounds to all units near them, including the Lord-Arcanums or Knights-Incantor themselves.
  • Church Militant: Not an actual church of course, but their faith in Sigmar is a source of all of their resolve and determination, they also get along well enough with the actual priests of Sigmar.
  • Death from Above: Skyhosts.
  • Dragon Rider: Some Eternals go to battle on the backs of immense magical dragons known as Stardrakes.
  • Drop the Hammer: They worship Sigmar. Of course they use warhammers.
  • Energy Ball: Lightning Orb, the exclusive spell of the Lord-Arcanum on Tauralon, is a storm of pure Azyrite force.
  • The Engineer: Lord-Ordinators oversee the construction of new cities, walls and Stormkeeps, working in tandem with Dispossessed work gangs.
  • Expy:
    • Of the Adeptus Astartes, from Games Workshop's other significant IP, Warhammer 40,000: an Elite Army of engineered super-soldiers, personally designed by a godlike ruler to be his warriors to combat unfathomably terrifying Lovecraftian horrors that normal men would simply despair at; some Stormcast have crossbows that resemble bolters and the winged ones resemble the Blood Angels. Also, lightning hammers and thunder axes - "precursors" to lightning claws and thunder hammers. Design-wise, both are well-rounded armies with low model counts and sport heavy, all-enclosing armour with huge pauldrons which are easy to paint, making them good factions for people new to tabletop wargaming to start with.
    • The Hammers of Sigmar, the first Stormhost, who wear Blue and Gold, pride themselves on being the posterboys of the game and have little distinct personality, can be seen as the Ultramarines in the Mortal Realms. The Hallowed Knights, who wear silver and blue and are zealous about fighting Chaos, are the Grey Knights; the grim, brooding, black-clad Anvils of the Heldenhammer are the Dark Angels; while the Knights of the Aurora are considered to be the fastest Stormhost and specialise in rapid assault, are the equivalent of the White Scars.
    • In another sense, as fanatical, hammer-wielding warriors of Sigmar often commanding the power of golden light, it's easy to see them as next-generation Sigmarite Warrior-Priests. Ironically, the Warrior-Priests themselves were an influence on the development of the Adeptus Astartes as Warrior Monks.
    • As essentially anti-daemons, the Stormcast Eternals resemble also the Living Saints from Warhammer 40.000, not only in function, but also backstory of being ascended heroes, who can return multiple times after being slain, and are even somewhat similar in aesthetics, especially the winged ones. As anti-daemons, they also resemble the practically forgotten Angels/Law Daemons of Alluminas from Warhammer, or Viydagg.
    • As pointed out in Sigmar's article, the Stormcast Eternals also serve as basically Sigmar's Einherjar.
    • On a darker note, the Stormcast Eternals, in their Faceless Mooks look (especially the Lord-Relictors) resemble Necrons. Also like Necrons, Stormcast Eternals are changed by their resurrection/"reforging", returning as less than they were before it. Even their background is similar, as the souls of the dead placed in artificial bodies to serve again as warriors for their gods against the forces of Chaos.
    • Just to drive the point home further, Games Workshop have replaced "Bob the Space Marine", a statue in front of their head quarters, with a Stormcast Eternal. The new statue looks almost the same.
  • Faceless Mooks: An entire army of them - badass though they may be. Averted for the significant characters, who actually do take off their helms at certain points.
  • Final Death: Any Stormcast who falls in the Realms of Chaos is gone for good.
  • Foil: To the Space Marines, while their scifi counterparts are made from children often forcefully taken to be psycho-conditioned and genetically augmented to serve a doomed dystopian Imperium, the Stormcasts are all heroes saved from last stands where they fought to the very end against Chaos, then are magically empowered, and their main goal is to liberate the Mortal Realms from the grip of the Ruinous Powers. The Space Marines play their transhumanism to the hilt in that they usually tend to be considered as removed from humanity (by themselves and others), while the Stormcasts were once normal people and in many ways remain so still aside from how they're a lot more powerful than they were before. Stormcast have lost everything, know full well of the stakes (since they have experienced them), the concept of losing what they hold dear terrifies them, unlike the Marines who will wantonly throw away their lives.
  • Foreseeing My Death: The Celestial Warbringers claim to each know the hour of their death.
  • Four-Star Badass: The Lord-Celestants, each of whom leads a Chamber of Stormcast Eternals, are universally mighty warriors and inspiring leaders who often personally lead their warriors.
  • Hope Bringer: The other main reason for why Sigmar created them was to be this for the oppressed denizens of the Mortal Realms. The Modus Operandi specifically is to slay the "tyrants" of the Mortal Realms, meaning the Warriors of Chaos.
  • Horn Attack: while they prefer to avoid combat, the Tauralons ridden by some Lord-Arcanums sport a set of ram-like horns that they can use to gouge and smash their opponents. It is said that when at full charge a Tauralon's horns can demolish a fortress wall.
  • Horse of a Different Color: Mounts used by the Stormcast include Gryph-chargers (large flightless birds with two extra legs), Dracoths (small wingless dragons) and Stardrakes (large magical dragons).
  • Hunter of Monsters: Candidates for the Astral Templars are recruited from barbarian tribes who have to fight monsters for daily survival, and retain these skills after they have become Stormcast.
  • IKEA Weaponry: The Celestar Ballista is constructed in such a way that it can be broken down and carried by the two operators.
  • Implacable Man: While they are the good guys, each one of them is a resurrectable killing machine, they just come back after getting killed, for instance, there is one story where they nearly overwhelmed a Chaos host composed of Chaos Champions lead by none other than Archaon himself, this was because they had portals directly opened to Azyr, which allowed them to pour fresh formations of Stormcast Eternals to the fight, have the fight been prolonged for some more time this would have allowed the Stormcast to launch recently killed forces into the fray, and while they lost because the portals were closed, it's still remarkable that they almost won Chaos at his own game.
    • In fact, an entire chamber of Stormcast Eternals can get killed and brought back to Azyr just to be reforged and redeployed a few days later to finish the job.
  • Light 'em Up:
    • The Lord-Castellants carry lanterns heavily implied to be imbued with Hysh, the wind of Light Magic. As such, they can cast their light on their allies to defend them, or on enemies to set them on fire, especially if the enemy is a daemon.
    • Lord-Veritants channel the magic of their own lanterns to unbind spells and hurt enemy wizards. In one of the novels, City of Secrets, what is quite possibly their lanterns' primary use gets shown off, and that is to illuminate the truth of a person, forcing them to recall any misdeeds they have ever committed, and letting the Lord-Veritant know all about it.
  • Luke Nounverber: A Stormcast's last name (if they have one) almost always consists of a noun and an adjective or another noun: Vandus Hammerhand, Ionus Cryptborn, Tarsus Bullheart, Thostos Bladestorm, Hamilcar Bear-Eater, and so on.
  • Mage Killer: The job of Lord-Veritants is hunting out and systematically destroying evil magic-users, with all of their special rules being tailored to counter enemy Wizards in some way.
  • Magic Knight: Sequitors and Evocators, the line infantry of the Sacrosanct Chambers, have a few magic powers of their own.
  • Meaningful Name: Some Stormcast abandoned their birth name in favour of another one: Vandus Hammerhand used to be Vendell Blackfist; Aventis Firestrike used to be Avante Fireson and so on.
  • Musical Assassin: When needed, a Knight-Heraldor can use his battle-horn as a weapon whose reverberations can fell trees and shake buildings alike.
  • Noble Bird of Prey: Aetherwings are birds of prey that ally themselves with the Stormcast Eternals and will attack their enemies while the Vanguard-Raptors shoot from afar.
  • No-Sell: The Idoneth Deepkin cannot sever the souls of the Stormcast, leading to an alliance between them during their first contact.
  • Old Soldier: That "Eternal" thing in their name is not a metaphor or a boast. Some of them, such as Vandus Hammerhand, can dimly remember the age before the Coming of Chaos, making them many thousands of years old. In fact, it's even implied that some of the Stormcast Eternals are the ancient ancestors to thousands of modern human tribes on Aqshy and the other Mortal Realms.
  • Our Angels Are Different: They are made from mortal warriors taken away by the God-King Sigmar and augmented with mystic energies and given fancy new weapons and armour made of Sigmarite. The universal trait to all the Eternals is that they oppose Chaos whenever it appears. Aside from all that, Stormcasts aren't actually all the holy or magical when it comes down to it; they are about as powerful physically as a Chaos Warrior, aside from the "cannot completely die" thing. Unlike Chaos Warriors, who are fanatically devoted to Chaos, Stormcasts are still very much human, or whatever race they were before. They need to eat, to sleep and have desires as anyone else. The Eternal part of their name is rather relative: their souls are constantly coveted by Nagash, and the supply of Sigmarite is limited, with each reforging taking more supplies and more of the Stormcast's memories, feelings and general personality is lost.
  • Power Creep: The new Stormcast Eternals are one of the stronger factions in the game and keep getting increasingly powerful new gear, such as a new monster in the form of Stormcast Eternals riding dragons.
  • Power Of Hate: They run on hatred for the Forces of Chaos, seeing as how their followers destroyed their realms, slaughtered and subjugated their people and killed all of them. Sigmar himself encourages this, considering that he opposed Chaos for thousands of years prior to the beginning of the setting and ultimately lost to them during the End Times.
  • Resurrective Immortality: Stormcast can't die under normal circumstance. Upon death, they are warped back to Sigmar's side, reforged, then sent back.
  • Sculpted Physique: Male Stormcast Eternals' breastplates clearly were made to look they have defined pectoral muscles. The female ones instead have their breastplates shaped like a top over the breasts with defined abdominal muscles underneath.
  • Shock and Awe: During the the End Times, Sigmar in addition to being an Imperial War-God also became one with Azyr, the Wind of Heavens. As a result, he gained mastery over lightning and thunder, which seems to have been passed on to the Stormcast Eternals. Though the Lord-Relictors seem to fall back more on Shyish than Azyr.
  • Shoulders of Doom: Massive spaulders emblazoned with the Stormhost's colours and various Sigmarite iconography.
  • Sigil Spam: The Stormcasts seem to enjoy spamming Sigmar's hammer and twin-tailed comet emblems everywhere on their armour.
  • Skull for a Head: The Lord-Relictors, who are culled from tribesmen from Shyish - the realm of Death and domain of Nagash.
  • Sword and Gun: All Vanguard-Hunters wield a Boltstorm Pistol, with some being equipped with Storm Sabres as well.
  • Talking Animal: The Stardrakes and Dracoths, who have their own language and can also understand the tongues of the other Order-aligned races.
  • Theme Naming: As the elite warriors of a god strong associations with thunder and lightning, the Stormcast Eternals are armed with weapons and equipment that follow this theme such as Lightning Hammers, Stormstrike Glaives and Thunderaxes.
  • True Companions: Having trained for ages in Azyr, each Stormhost forms a link of camaraderie and friendship among their ranks and sometimes between them. There is one instance where a Lord-Celestant received the mission to make his chamber reinforce the beleaguered forces of another stormhost whose Lord-Celestant was being deployed for the first time against Chaos, and he was promptly goaded by members of the other stormhost to bring their inexperienced brother alive unless they demand a satisfaction, instead of getting angry at them he promised to do his utmost to bring him back as he was his friend too.
  • Warrior Monk: They're giant, hammer-wielding murder-machines and their faith in Sigmar is constantly reinforced as a major aspect of their characters.
  • Weapon of X-Slaying: Sequitors' Stormsmite Greatmaces and Castigators' Thunderhead Greatbows can release a burst of celestial energy upon hitting their targets, dealing extra damage to Daemons and Nighthaunt.

    Characters 

Celestant-Prime, The Avenging Angel of Azyr. The Bearer of the World-Hammer. The First Scion of Sigmar.

https://static.tvtropes.org/pmwiki/pub/images/sigmarini.png
Taking flight against Chaos one more time.

The first of the Stormcast Eternals, the Celestant Prime was formerly a great king from a darkening age, a guardian of mankind chosen by Sigmar himself to be the first of his new army in the war against Chaos. Wielding the Cometstrike Sceptre and Ghal Maraz, the hammer of Sigmar itself, the Celestant Prime is the god's will incarnate, and a terrifying force to behold on the battlefield.


Lord-Celestant Vandus Hammerhand

  • Arch-Enemy: Vandus desires little more than to settle his blood debt with Korghos Khul, the leader of a Khornate warband that destroyed his tribe, killed his sons, ended his mortal life and was featured as his nemesis in the first edition starter set.

Neave Blacktalon

  • An Axe to Grind: Neave's Whirlwind Axes can cut down characters in a flurry of blows.
  • Helmets Are Hardly Heroic: The rest of her body is fully armoured, but you can choose to have her wear a full helm or not.
  • The Musketeer: Neave is armed with Whirlwind Axes to fight enemies in close combat and a Boltstorm Pistol to strike them from range.

Gavriel Sureheart

  • Born into Slavery: He was born as the son of two slaves in a Khornate arena, and he was soon inured to the lash as a child.
  • Gladiator Games: Upon coming of age, Grub was forced as fodder into the arena.
  • Gladiator Revolt: He led an armed revolt against the Khornate rulers of the Ratspike arena which ultimately ended in failure.

Aventis Firestrike

  • Cool Crown: He wears the ornate Thunderhead Crown, which renews him even in the thick of battle.
  • Eat Dirt, Cheap: Upon the destruction of his homeland, Avante transmuted his body into fire in order to consume the Everburning Coal, a shard of primordial realmstone, and use it as a source for devastating magic.
  • Hot-Blooded: Aventis is famously known for his foul temper.
  • Playing with Fire: Aventis is capable of combining the magics of Aqshy and Azyr with his unique spell Pyroelectric Blast.

Astreia Solbright

  • Anime Hair: Since her second reforging Astreia has been surrounded by a corona of electricity that causes her flaxen hair to stand out around her head.
  • Immortality Seeker: Astreia has hunted countless ostensibly immortal creatures to unlock their secrets in search for a cure to the slow erosion of the souls of the Stormcast Eternals.
  • Light 'em Up: She was originally a magus of light from Hysh.

Cities of Sigmar

    Tropes 

Freeguilds

  • Badass Normal: The Freeguilds are composed of completely normal humans with no special powers in a fantastical setting where humanity is severely outclassed by almost everyone else. And they hold the line against Chaos with completely normal weapons, armour, and the occasional demigryph or gryphon.
  • Grenade Launcher: A few Freeguild Sharpshooters carry grenade-launching blunderbusses.
  • Medieval Stasis: Thousands of years have passed and a world has ended, but the Free Peoples are still dressing in the exact same fashion their ancestors in the Empire of the World-that-was once did, and there's been little cultural shift in that time. One of the more ridiculous examples is their gunpowder weapons. They've had the technology to make rifles for thousands of years, but for some reason still use smoothbore barrels for everything but sharpshooter weapons. They seem to have stalled out sometime between flintlock mechanisms being introduced and matchlock ones being phased out; just the right spot to make bows and crossbows still a viable alternative. In our world this period lasted about one generation, and the flintlock era itself was only about two centuries.
  • Mighty Roar: The Griffons used by some Freeguild Generals as mounts can unleash a piercing bloodroar to frighten enemies.

Devoted of Sigmar

  • The Berserker: Flagellants launch themselves at the enemy with rabid fervour, heedless of their own survival.

Collegiate Arcane

  • Amplifier Artifact: A Celestial Hurricanum can act as a focus for magical energies for the benefit of nearby wizards.
  • Chain Lightning: Battlemages with the Heavens specialisation have access to the exclusive Chain Lightning spell, a lightning bolt that can jump to other units near the original target.
  • Combat Clairvoyance: Soldiers standing near a Celestial Hurricanum can see visions of the imminent future which allow them to predict the actions of the foe and attack with uncanny accuracy.
  • Multiple Head Case: The Griffons used by some Amber Battlemages as mounts have two heads to bite enemies.
  • Ray Gun: The Luminark of Hysh is capable of unleashing a blinding, destructive beam of soulfire through its arcane optics that vaporises anything in its path.
  • Weather-Control Machine: The magical orrery mounted on a Celestial Hurricanum can be used to summon a Storm of Shemtek to batter the foe.

Ironweld Arsenal

  • Car Fu: Steam Tanks can simply crush enemy soldiers beneath their ironclad bulk.
  • Heal Thyself: A Steam Tank's commander can attempt to repair it in the midst of a battle.
  • Helicopter Blender: Gyrocopters and Gyrobombers can use their rotor blades as a melee weapon in a desperate situation.
  • Macross Missile Massacre: Helstorm Rocket Batteries are capable of launching an earth-shaking cascade of shrieking, explosive rockets.
  • More Dakka: Organ Guns and Helblaster Volley Guns can fire volleys of shots at once.
  • Multinational Team: The Arsenal was initially formed to facilitate knowledge exchange between human and duardin engineeers.
  • Siege Engines: The Ironweld Arsenal is composed of all artillery manufactured by humans and dwarfs.
  • Tank Goodness: Steam Tanks are monstrous, smoke-belching tanks that rumble towards the enemy, firing deadly cannonballs from their steam-powered guns.

Phoenix Temple

  • Hostile Weather: Enemies near a Frostheart Phoenix are caught in a blizzard which reduces their wound rolls.
  • The Phoenix: Come in two flavours — the Flamespyre Phoenix, which is young and fiery and able to come back from the dead in a shower of flames, and the ancient Frostheart Phoenix, which trails ice and chill rather than flames, and has lived so long it is no longer able to resurrect itself.
  • Playing with Fire: The Flamespyre Phoenix terrorises its enemies by engulfing them in flame.

Darkling Covens

  • Deadly Gas: Black Dragons can breathe clouds of noxious fumes at enemies.
  • Dead Man Switch: If its wearer is slain in the combat phase, the Heart of Woe inflicts mortal wounds on each enemy unit within 3".
  • Dragon Rider: Sorceresses can enter battle on the back of a Black Dragon.
  • Evolving Weapon: The Shadesliver, an artefact of the Darkling Covens, gets permanently and cumulatively more powerful every time it inflicts a wound.
  • Flechette Storm: The exclusive spell of the Sorceress on Black Dragon is Bladewind, which conjures a cloud of ethereal blades to cut the enemy.
  • Human Sacrifice: A Sorceress can sacrifice a member of the Covens to temporarily enhance her magical power.
  • Praetorian Guard: Utterly loyal, the Black Guard are the personal protectors of the coven’s leader.
  • Slave Mooks: Normal members of the Darkling Covens are ensorcelled thralls under a spell of the ruling Sorceress.
  • Sorcerous Overlord: Most Darkling Covens centre around a single powerful Sorceress; these despots may have apprentice spellcasters and captains, but their rule is absolute.
  • Stripperiffic: Sorceresses don't wear much in battle, but they are not supposed to sit near the frontline at the first place.
  • Training from Hell: Black Guard upbringing is harsh, with constant drill and deadly gladiatorial training against captured monsters and thralls.
  • You Have Failed Me: If a Darkling Coven unit has to take a battleshock test when they are within 3" of their general, you can choose to inflict a mortal wound (heavily implied to be the Sorceress' doing) on the unit so they wouldn't have to take the test.

Order Serpentis

  • Breath Weapon: The War Hydra can incinerate enemies with its fiery breath, while Black Dragons can exhale a noxious breath.
  • Creating Life: The Order's Drakespawn and War Hydra were originally created from dark sorcery as a replacement for dragons.
  • Dragon Rider: The Order Serpentis used to be an order of Black Dragon riders, but the dragons' number has declined to the point that only their Dreadlords can still do it.
  • Healing Factor: Each time a foe chops off one of the War Hydra's many heads, another swiftly grows back in its place.
  • Knightly Lance: Drakespawn Knights charge into battle with a barbed lance.
  • Multiple Head Case: The War Hydra has six in total.
  • Raptor Attack: The Order Serpentis' Drakespawn bear a strong resemblance to real life dromaeosaurid dinosaurs.
  • A Taste of the Lash: A War Hydra's handlers are armed with a lash to keep the beast in check.
  • You Have Failed Me: If an Order Serpentis unit flee in the presence of a Dreadlord, he'll ruthlessly cut them out as an example for those who would disappoint him.

Scourge Privateers

  • City on the Water: The Scourge Privateers' Black Arks are immense fortress-cities floating on the sea.
  • Combat Tentacles: The Kharybdiss snatch up its victims with its fanged tentacles.
  • Hunter of Monsters: The Scourge Privateers are among the finest hunters in the Realms, seeking misshapen and deadly sea monsters to capture.
  • Hyperactive Metabolism: The Kharybdiss has a chance to instantly regain a Wound when it eats an enemy model.
  • Kraken and Leviathan: Scourge Privateers make use of the Kharibdyss, a creature dragged from the depths of the oceans.
  • Nemean Skinning: Black Ark Corsairs and Fleetmasters wear a cloak made from sea dragon pelt.
  • Pirate: The Scourge Privateers ply their bloody trade across the seas of the Realms, seeking out fresh slaughter and loot.
  • Seadog Peg Leg: The model of the Black Ark Fleetmaster has a sword for a leg.
  • A Taste of the Lash: A Kharybdiss' handlers are armed with a lash to control the beast.

Shadowblades

  • Bow and Sword, in Accord: Dark Riders are armed with deadly repeater crossbows and barbed swords; Shadow Warriors are able to cut to the heart of the enemy with either bow or blade.
  • Poisoned Weapons: Assassins coat their weapons with the deadliest poisons.
  • Secret Police: For many years the Shadowblades serve Sigmar in this role by rooting out Chaos cultists, spies and other traitors from the city of Azyrheim without revealing themselves to the populace.

Wanderers

  • The Atoner: Wanderers seek to redeem themselves for having abandoned Ghyran and the Sylvaneth to Nurgle's infestations during the Age of Chaos.
  • Eye Scream: Nomad Princes have pet hawks which can gouge out the eyes of enemies.
  • Green Thumb: Sisters of the Thorn can cause crawling brambles to burst from the ground and form a living barrier around their allies.
  • Hit-and-Run Tactics: Wanderers are difficult to lock in combat, melting away to strike from afar. A Wanderer unit that retreats can shoot in the shooting phase of the same turn, encouraging players to make maximum use of Glade Guards' mobility while retaining their effectiveness when it comes to shooting.
  • Horse of a Different Color: Wild Riders and Sisters of the Thorn are borne into battle on mystical, stag-like steeds.
  • Living Weapon: The Splinterbirch Blade is made of still-living wood that can regrow itself if struck against armour.
  • Punny Name: One of the Wanderers' artefacts is a chain of florets called 'Forget-me-knot'.
  • Walking the Earth: The Wanderers have travelled the realms for generations and know many hidden paths.
  • Weapon of X-Slaying: Wildwood Rangers' draichs inflict more damage against monstrous creatures; Sisters of the Watch's arrows are more effective against Chaos units.

Dispossessed

  • Anti-Magic: The Runic Icon gives units with the icon a 5+ save against casting attempts on them.
  • Elaborate Underground Base: Most of the Dispossessed kingdoms are found in great caverns under the city of Azyrheim.
  • The Musketeer: The Dispossessed's heavy gunners, Irondrakes, are not awful in close combat, being only slightly worse than their melee-focused counterparts, Ironbreakers.
  • Throw Down the Bomblet: Ironwardens and Ironbeards can be given a Cinderblast Bomb to throw at the enemy.
  • Weapon of X-Slaying: Irondrakes can be equipped with Grudgehammer Torpedoes which deal more damage against enemy monsters.
  • When I Was Your Age...: Longbeards are always grumbling and complaining about something, from how expensive beer is, to the hardships they endured during their youth, to how the young do not respect their elders and so on.

    Characters 

Grombrindal, the White Dwarf

  • The Artifact: Even after his race was renamed, Grombrindal retains the title of White Dwarf rather than being called White Duardin, due to his status as the mascot of the White Dwarf magazine.
  • The Cavalry: Grombrindal is infamous for his tendency to appear on the battlefield without warning.
  • Palette Swap: To celebrate White Dwarf magazine being relaunched in September 2016, Grombrindal was given rules so that he could be used in Age of Sigmar. This version of Grombindal doesn’t have his own model, instead he is represented by a Duardin Unforged model painted in a specific colour scheme.

Daughters of Khaine

    Tropes 
  • Affably Evil: Some temples are rather pleasant and on friendly terms with locals.
  • Agony Beam: A Bloodwrack Shrine emits an aura that wreathes foes in pain.
  • Amazon Brigade: Except for the Doomfire Warlocks, this entire faction consists of females (aelves and Medusae).
  • And I Must Scream: The mere touch of a Blood Sister can crystallise flesh in an instant, and the victim is still alive and aware. In fact, they love crystallising their foes in the few agonizing moments between having their hearts ripped out and dying so they're forever trapped in that state.
  • Arch-Enemy: Khainites prosecute their crusades with particular violence against the servants of Slaanesh.
  • Bare Your Midriff: You'll be hard-pressed to find a female member of the Daughters of Khaine who doesn't leave her belly bare.
  • Battle Trophy: Melusai Blood Stalkers are skilled archers and have strings of hearts on their belts, each with holes consistent with having been pierced by one of their arrows.
  • Bloody Murder: An Avatar of Khaine, animated by blood rites, can spew forth a torrent of burning blood.
  • Combat Medic: A Hag Queen or Slaughter Queen can take the Crimson Rejuvenation prayer which allows them to heal the wounds of friendly Daughters of Khaine except Morathi.
  • Church Militant: The Daughters of Khaine are an army of religious fanatics with unbreakable faith in Khaine.
  • Clingy Costume: Sisters of Slaughter permanently graft leering masks of living metal onto their faces.
  • Critical Existence Failure: The Avatar of Khaine plays this trope straight, unlike most Behemoth units in the game: it does not get slower or weaker as it loses wounds and remains fully operational until it is destroyed.
  • Cruel and Unusual Death: Should an enemy meet a Bloodwrack Medusa's gaze, they will die a horrifying and painful death as their blood flows from every pore.
  • Death from Above: Khinerai Heartrenders outright invoke this with one of their rules, allowing them to easily pierce heavy armor with their javelins on the turn they swoop down onto the battlefield.
  • Deflector Shields: The powerful magic that fuels a Cauldron of Blood protects it and nearby followers with a Bloodshield.
  • Dual Wielding: A Slaughter Queen fights with a sword in each hand: a Deathsword and a Blade of Khaine.
  • Everyone Has Standards: Most aelven members consider the Sisters of Slaughter extreme for grafting living metal masks to their faces with boiling blood.
  • Fountain of Youth: Rituals of rebirth keep the covenite sisters youthful in appearance and supple in body.
  • Gladiator Games: Witch Aelves and Sisters of Slaughter are gladiatrixes that fight public ritualised combats or shady pit fights.
  • Godiva Hair: The Bloodwrack Medusa's left breast is covered by her snake hair.
  • Gratuitous Foreign Language: The writing in the Daughters of Khaine battletome is peppered with words in the aelves' language, some (but by no means all) of which bear suspicious resemblance to the Irish language, for example leathanam (meaning 'half soul'), scáthborn (one of whose alternate names is Shadowborn; scáth means 'shadow' in Irish); or sciansá (scian meaning 'knife' and being the nominal form of the verb saigh meaning 'stab').
  • Hit-and-Run Tactics: Khinerai Heartrenders excel at hit-and-run attacks. With their Fire and Flight ability, they can instantly dash away from the foe after firing.
  • Horse Archer: Doomfire Warlocks can be armed with doomfire crossbows, and are expert at using them while atop their dark steeds.
  • Increasingly Lethal Enemy: The longer the Daughters of Khaine fight, the deadlier they become, as they accumulate bonuses from their Blood Rites trait. While you may be able to whittle their forces down, those left are only going to get stronger and angrier.
  • Javelin Thrower: Khinerai Heartrenders throw armour-piercing barbed javelins.
  • Lady Land: Exaggerated. The cities and temples of the Daughters of Khaine are ruled by the female aelves while the male aelves are slaves (even the Doomfire Warlocks are branded with mind-control runes). Even their religion has been co-opted by this; while Khaine is a male deity, unbeknownst to his followers Morathi is siphoning away his power into herself, using his religion as a front so she can ascend to godhood.
  • Last Ditch Move: The Martyr's Sacrifice prayer causes friendly Daughters of Khaine unit to deliver one last blow (represented by a chance to deal a mortal wound) when slain.
  • Living Statue: The statue of Khaine, previously only seen on top of a Bloodwrack Shrine in the old Warhammer, now can be animated and fielded as an iron Avatar of Khaine.
  • Malevolent Masked Men: Not so much on the men part, but the Sisters of Slaughter, Melusai Blood Sisters, and Khinerai Heartrenders all wear pretty impressive Rage Helm masks, and the Doomfire Warlocks' Master of Warlocks has a mask that's more Majora's Mask-style creepy than angry-looking.
  • Men Are the Expendable Gender: The slave class among the Daughters of Khaine consists exclusively of the male aelves among them, and only the strongest are allowed to survive.
  • One-Gender Race: Male Bloodwrack Medusae do not exist, as all of them were originally women transformed by Morathi.
  • Poisoned Weapons: The Bloodbane Venom, coating a blade, causes even the tiniest wound to bleed openly and profusely.
  • Really 700 Years Old: Many Daughters of Khaine have lived far beyond the average aelf lifespan, which is already longer than that of other races.
  • Sexy Packaging: Reading the Daughters of Khaine battletome in public might attract unwanted attention.
  • Slave Brand: To ensure their faith, each Doomfire Warlock is branded with runes of control, although they are told such marks are wards against Slaanesh.
  • Snake People: The Bloodwrack Medusa and the Melusai, have snake-form lower bodies, with all the attendant tropes.
  • Stripperiffic: The skimpy, revealing clothing of the Witch Elves and Sisters of Slaughter does not look like what you should be wearing to the battlefield. The Bloodwrack Medusa's humanoid torso is that of a woman and has one breast bared.
  • Taken for Granite: The Melusai Blood Sisters can turn enemies into crystalline statues with a touch.
  • Technicolor Fire: The Doomfire Warlocks' Doombolt spell throws bolts of black flame, which isn't a natural fire colour.
  • Token Evil Teammate: One one hand, they serve the forces of Order. On the other, they are blood-crazed fanatics who get turned on by killing, worship a dead God of Murder, think little of butchering the innocent and their leader has had... pretty substantial issues dating back to thousands of years before the Old World burned.
  • Took a Level in Badass: The Bloodwrack Medusa, formerly a fairly weak monstrous beast in Warhammer, has now turned into masters of shadow magic.
  • Winged Humanoid: Some of the Daughters of Khaine, the Khinerai, have been gifted with bat-like wings.
  • Whip It Good: The Sisters of Slaughter are armed with barbed whips and bladed bucklers.

    Characters 

Morathi the Shadow Queen, High Oracle of Khaine

https://static.tvtropes.org/pmwiki/pub/images/preview_feb18_morathisnake3rtv.jpg
Too long have I been shunned, no longer will I be denied!
  • The Archmage: She's not nearly at Nagash's level of power, but there are few spellcasters in the Mortal Realms capable of putting out as many spells per turn as she can in her High Oracle form (even Arkhan the Black and Kairos Fateweaver fall short there), and fewer still who exceed her. She also doubles the range of any spell she casts while in that form.
  • Blade on a Stick: In both her forms Morathi wields Heartrender, the magical spear she wielded on the world-that-was.
  • Discard and Draw: In her Shadow Queen form, Morathi loses her command ability and enhanced powers of sorcery in exchange for turning into a melee powerhouse.
  • Does Not Like Men: Heavily implied. Morathi deliberately made only a few male aelves in the faction, and then only from the weakest and most broken of souls retrieved from Slaanesh. Even those born the conventional way are cursed by Morathi to the same fate so she can siphon part of their souls. They're also deliberately restricted to serving the most menial roles where only the strongest are allowed to live, such as the Doomfire Warlocks... but even they are deceitfully branded with mind-control runes.
  • Game Face: Morathi starts the battle in a humanoid form, but can change to her true form, a larger winged version of basic form, with a snake tail and snakes for hair.
  • Glamour: Morathi is a mighty sorceress who is a master of shadow magic and illusion. The incredibly vain Morathi uses these magical abilities to disguise her loathed, Slaanesh-tainted, true form.
  • Glamour Failure: When wounded, there is a chance that High Oracle Morathi’s rage will cause her disguise spells to fail, automatically transforming her into her true, monstrous Shadow Queen form.
  • Gorgeous Gorgon: Morathi's true form does nothing to diminish her attractiveness.
  • Interspecies Romance: Morathi has taken her shadow daemons as lovers and also tried to seduce (in failure) Sigmar, Nagash and Kharybtar, the Father of Kharybdisses.
  • It's Personal: When Morathi was part of Sigmar's pantheon, she tried to seduce Nagash. Insulted by her seduction spells, Nagash struck Morathi, revealing her true serpentine form. Humiliated, Morathi fled and would never forgive or forget what Nagash did.
  • Monster Lord: Morathi is served by mist elementals and shadow daemons who haven't made an appearance in-game yet, along with the Bloodwrack Medusae, Melusai, and Khinerai. Their monstrous forms, including her own, are all because of being twisted by Slaanesh before escaping (in Morathi's case) or being forcibly torn from him and reborn.
  • Nice Job Breaking It, Hero!: Her deceptive magics to skew the soul division between herself and Malerion, Tyrion and Teclis altered the eldritch balance that kept Slaanesh perfectly suspended between Hysh and Ulgu, leading to vast armies of Slaanesh followers to invade Ulgu in search of their god and may mean that Slaanesh will be able to free itself if said imbalance becomes worse.
  • No-Sell: Even in her squishier High Oracle of Khaine form, she is ridiculously hard to kill, thanks to the Iron Heart of Khaine preventing her from taking more than three wounds in any given turn, and she retains the item and its effects in her true Shadow Queen form. Only outright One-Hit Kill abilities can bypass the need to wear her down over multiple turns.
  • Path of Inspiration: Not that she tries to pass off the Khainite cult she leads as benevolent, but she is actively preventing Khaine's return and consuming the power that would be going toward him in her own quest for Godhood.
  • Randomized Damage Attack: Morathi's unique spell is Arnzipal's Black Horror, which stands out for having its damage determined by two separate die rolls.
  • Rapunzel Hair: Morathi's hair in her High Oracle form is long enough to approach her feet.
  • Razor Wings: The ornamental wings that Morathi wears in her High Oracle form are razor sharp and she uses them to lacerate her foes in combat.
  • The Resenter: The Arc Words of the preview videos for the faction's Battletome were, "Too long have I been shunned, no longer will I be denied!" She resents her son for being rather ungrateful, the other Gods of Sigmar's alliance for distrusting, looking down on, and even pitying her, and outright despises Nagash for outing her true form to the rest of the pantheon. All of that combined doesn't hold a candle to the sheer hatred she has for Slaanesh, though, for obvious reasons.
  • Scaled Up: She can swap between her true, monstrous form, and how she looked in the world-that-was, though in-game she always starts in the latter, until the player chooses to have her change, or fails to keep her concentration on her prior form when taking damage. The primary author of the faction's Battletome mentioned that she reverts to her true form when particularly angry or passionate.
  • Symbolic Wings: Morathi's High Oracle outfit sports a pair of ornamental, blood-dripping, golden wings. These wings not only add to the impressiveness of her costume, giving her a look sutable for an aelf demigoddess, but are a nod towards her true winged form.
  • Tail Slap: In her Shadow Queen form, Morathi can crush foes to death with her tail.

Idoneth Deepkin

The Deepkin are a race of aquatic aelves who live deep below the seas of the Mortal Realms. They were created from the souls of those aelves who were devoured by Slaanesh during the End of Times, and then rescued by the forces of Teclis, Tyrion, and Malerion.

Teclis molded these aelven souls into the Cythai and taught them magic, intending to recreate the High Elven empires that existed in the World-That-Was. However, having been cursed to be born without souls, the Cythai rebelled against Teclis, and fled to the seas when he tried discovering their true nature. There, they renamed themselves as Idoneth - meaning "seclusive".

The Deepkin are defined by a hierarchy based on which of them had souls - those born with souls occupy the higher parts of society as the Akhelian warrior-kings, and the magically-inclined Isharann. These two castes are the leaders of Deepkin society and share a symbiotic relationship as either one couldn't work without the other's skills. The large majority are the Namarti, bald, eyeless aelves born without souls. These aelves conduct raids on settlements to gain souls for themselves, leaving nothing behind.


    Tropes 
  • Action Pet: Each Soulrender employs a Rakerdart bond-beast that glides at its master's feet and stabs prey with its sharp bill. A Tidecaster has a bunch of phantom fish that protect her, the Soulscryer has a shoal of fish it can use as a ranged weapon and Lotann has an Ochtar who floats around him, fighting on his behalf.
  • Arch-Enemy: They do not tolerate the presence of Slaanesh's followers, even gaining one extra point of damage when pitted against them.
  • Asskicking Equals Authority: The Akhelians are strictly meritocratic – lines of succession don't mean much when most of their children will be Namarti.
  • Back from the Dead: Isharann Soulrenders can use their mystical lures to capture the souls of enemy dead and use them to resurrect fallen Namarti.
  • Bald Women: Most Idoneth Deepkin models are hairless, including the women.
  • Big Eater: Allopexes are ferocious predators of the deeps that are always hungry.
  • Casting a Shadow: One of the spells in the Deepkin's exlusive Lore of the Deeps is Abyssal Darkness, which shrouds the caster and nearby allies in shadow.
  • Conscription: All Akhelians, regardless of gender, perform obligatory military service.
  • Death of a Child: Namarti children only survive beyond infancy if they receive a new soul.
  • Deflector Shields:
    • The Ishlaen Guard can channel their Fangmoras' bioelectricity into their shields, where it manifests as an arcing energy field that turns aside enemy blows.
    • The Black Pearl projects an aura which can protect the bearer from any harm.
    • Nautilar Tidecasters know the spell Protective Barrier, which creates arcane barriers to protect their comrades from harm.
  • Early-Bird Cameo: The Idoneth Deepkin are first mentioned in the Daughters of Khaine battletome in the backstory (where they're described as 'mysterious sea-beings') and as one of the possible armies that the Daughters of Khaine can ally with, before their formal introduction into the game.
  • Evil Counterpart: The Deepkin can be seen as this to the High Elves. The High Elves are magically-inclined race who tend to be Noble Bigots that look down on the younger races, yet still help them against the forces of Chaos. The Deepkin has none of that, and they selfishly sustain themselves and their empire at the expense of others.
  • Eyeless Face: The Namarti Deepkin do not have eyes, their eye sockets being covered in translucent skin. This is justified, as it is a trait to differentiate them from those who were born with souls.
  • Fantastic Caste System: The Deepkin are divided into several castes, though unusually there is a meritocratic aspect to them caused by the fact that the curse that causes most of their number to be born without souls strikes families at random. The Namarti are the aforementioned soulless aelves and typically serve as the lowest caste, performing menial work for Deepkin society, and serve as infantry in battle. The Akhelians are the dedicated warriors and ride into battle upon tamed sea creatures in emulation of the Dragon Princes of the World-That-Was, and the Isharann are the mages of the Deepkin, both of these latter castes being composed entirely of aelves born with souls.
  • Flying Seafood Special: When the Idoneth Deepkin fight, they summon a magical ocean called the aethersea around themselves, allowing their troops and sea monsters to "swim" in the air and take advantage of their underwater training.
  • Four-Star Badass: An Akhelian King must be swift and strong, able to best any of his comrades in single combat. Yet martial skill is not enough, for a King is first and foremost a leader and his mind must be as deft as his swordplay.
  • Gratuitous Foreign Language: The Idoneth Deepkin enclave of Dhom-hain means deep questors in their language. Remove the hyphen, and you get the lenited form of the Irish word domhain, meaning deep or depth.
  • Hidden Elf Village: The Idoneth Deepkin live in cities hidden far beneath the waves, and have isolated themselves to such an extent that they're barely known by the other inhabitants of the Mortal Realms.
  • Horn Attack: Every Deepmare has a spiral horn which it uses to gore foes when charging into combat.
  • Horse of a Different Color: Mounts used by the Deepkin include the Fangmora Eel (an electric eel), Allopex (a shark), Deepmare (a hippocampus) and Leviadon (a six-flippered giant turtle).
  • Hot-Blooded: The Fuethán are militant, aggressive, impetuous, bold and are quick to anger, especially after a long exposure to the realm of Aqshy.
  • Hunter of Monsters: The Dhom-hain's Akhelians are experts at fighting the savage beasts that live near their home in the realm of Ghur.
  • Laser-Guided Amnesia: The Deepkin use memory magic to make the victims of their raid forget about them, like a dimly remembered nightmare.
  • Magic Music: Upon the back of each Leviadon, a Namarti pounds a void drum, sending forth rippling currents that refract light in strange ways around the creature and making it hard to see and aim at despite the Leviadon's massive size.
  • Making a Splash: The Isharann are the masters of the crushing, abyssal power of the seas.
  • Meaningful Name: In-universe, "Idoneth" means "extreme seclusion", apt for a culture of aelves who concealed themselves in the ocean depths and avoided contact with the rest of the world.
  • Mysterious Mist: When the Deepkin enter battle, their presence generates a disorienting magical mist as part of the aethersea that lets them and their mounts act as though underwater.
  • Playing with Fire: The Deepkin's forges are powered by the molten discharge of the fuiadon bond-beasts.
  • Poisoned Weapons: Terrornight venom can be used to coat a weapon, so the smallest cut will cause severe pain and nausea and fill the victim with a feeling of impending doom.
  • Shock and Awe: Fangmora Eels possess the ability to harness biovoltaic energy.
  • Slave Collar: The Namarti's iron collars serve as a mark of their low status.
  • Slave Mooks: The Deepkin's bond-beasts are magically enslaved by the Embailors, a specialised sect of the Isharann. If not previously blinded, they risk slipping their bonds and escaping in a murderous rampage. There are some exceptions: a few Ochtar and Deepmares have proven loyal.
  • Soul Jar: When the Deepkin die, their spirits are interred in a coral reef called a chorrileum.
  • Tail Slap: Fangmora Eels and Deepmares can batter enemies with their lashing tails.
  • Threatening Shark: Allopexes are vicious sharks known for their voracious appetites, savage blood frenzies and a bite force capable of severing the arm of a gargant.
  • Turtle Island: The Nautilar's city of Galanaur was established on a desert, without realising that it was not on the sea bed, but upon the back of a continent-sized Great Scaphodon.
  • Turtle Power: The greatest of the Idoneth Deepkin's monsters is the Akhelian Leviadon, a giant turtle that is described as 'something between an armoured battleship and a dragon'.
  • Underwater City: The Idoneth Deepkin build their cities beneath the oceans of the Mortal Realms.
  • Vertebrate with Extra Limbs: The Idoneth Deepkin's Leviadons are giant turtles with six flippers instead of four.
  • Weapon of X-Slaying: The Abyssal Blade, one of the Akhelian artefacts, is especially deadly against those dedicated to the ancient enemy Slaanesh, dealing 1 more damage to all models with the Slaanesh keyword.
  • Witch Species: Like all aelves, the Idoneth Deepkin are highly attuned to magic.
  • Wolverine Claws: Soulscryers defend themselves with claws made from razor-sharp Allopex teeth.
  • Would Hurt a Child: Unlike most other enclaves, the Fuethán do not avoid harming children and withdraw only when all their foes are dead.
  • Your Soul Is Mine: The Deepkin steal the souls of sentient creatures and use them to extend their lives and grant new souls to their Namarti.

    Characters 

Mathlann

The old god of the sea worshipped by the elves of the World-that-Was, Mathlann is long dead by the time of the Age of Sigmar — like the rest of the elven pantheon, he was destroyed by Slaanesh during the End Times. He's nonetheless widely worshipped by the Idoneth, who were formed from the souls of his old worshippers and can summon echoes of his power to aid them in battle.
  • Badass Cape: The Eidolon of Mathlann rides on a crashing wave that extends far longer than his height and is worn like a cape.
  • Dual Mode Unit: The Eidolon of Mathlann can be built and fielded as either the melee-oriented Aspect of the Storm or the magic-wielding Aspect of the Sea.
  • Dual Wielding: The Eidolon of Mathlann wields a Spear of Repressed Fury and a Crulhook in its Aspect of the Storm, or a Psi-trident and Deep-sea Sceptre in its Aspect of the Sea.
  • Ethnic God: Mathlann is the most-worshipped figure by the Idoneth Deepkin, who were originally created out of the souls of his followers rescued from Slaanesh.
  • Forced Sleep: One of the exclusive spells of the Eidolon of Mathlann's Aspect of the Sea is Cloying Sea Mists, which send foes into a slumber from which they'll never awaken.
  • Fusion Dance: Each Eidolon of Mathlann is formed as a gestalt consciousness from the portions of the souls of deceased Deepkin.
  • Healing Factor: The Eidolon of Mathlann can heal D3 wounds per round, either by not using a re-roll for casting rolls in the Aspect of the Sea or by charging enemies in the Aspect of the Storm.
  • Posthumous Character: Mathlann himself is gone, killed by Slaanesh, but his Deepkin followers can still create the Eidolons of Mathlann, summoned visions of Mathlann as he once was. While they tried many times to resurrect him, none of these attempts succeeded.
  • Supernatural Fear Inducer: The Eidolon of Mathlann in its Aspect of the Sea has an exclusive spell named Tsunami of Terror. This spell sends forth invisible waves of fear that force enemies to cower.

Volturnos

The High King of the Idoneth Deepkin. He is one of the original Cythai who were created from the aelven souls rescued from Slaanesh's stomach. Though time and wars had whittled away at the Cythai's numbers, only he remained.
  • Anti-Magic: Volturnos' shield Cealith protects him from malign magic.
  • Asskicking Equals Authority: He is regarded by the Deepkin as the most powerful warrior, so naturally he got to lead them as their High King. It's not unwarrented, given his long list of accomplishments.
  • The Cavalry: The Nautilar tell the tale of how Volturnos arrived at the head of a coalition to break the Siege of Grystleback, the greatest threat to ever beset their city.
  • Eyepatch of Power: Volturnos wears an eyepatch over an eye which he lost during a fight against the Masque.
  • Gratuitous Foreign Language: The great gift of learning and magic that Teclis bestowed upon Volturnos is called eolas (which means knowledge in Irish). His deepmare mount is named Uasall, which is very similar to uasal, the Irish word for noble.
  • Last of His Kind: Volturnos is the last surviving member of the original Cythai created by Teclis.

Lotann

  • Dual Wielding: Lotann's familiar Ochtar carries a knife and a club with its tentacles.
  • Familiar: Lotann is protected on the battlefield by the octopoid familiar Ochtar.
  • The Pen Is Mightier: If forced to fight in close combat, Lotann uses his Bone Quill to stab enemies.

Fyreslayers

https://static.tvtropes.org/pmwiki/pub/images/ginger_dwarf.jpg
There are grudges to settle and gold to gather!
With each strike of the hammer,
You are tested with pain,
The runes shall ignite your rage,
And fury shall be your armour."
Hammerchant of Runemaster Althar

A duardin culture that originally arose in the Salamander's Spine mountain range of Aqshy, the Real of Fire, during the Age of Myth, the Fyreslayers are a fierce, warrior race that regularly higher themselves out as mercenaries willing to fight for almost anyone for the right price. Worshipers of Grimnir, the lost duardin god of war and vengeance, the Fyreslayers are driven to seek out ur-gold, a mystical substance containing fragments of their god's divine essence.


    Tropes 
  • Addictive Magic: Releasing the divine power stored within the ur-gold runes hammered into their flesh gives Fyreslayers a sense of connection to the god and an intense rush of power. The power of the runes doesn't last forever, however, and some Fyreslayers begin to crave more of Grimnir's power, entering a state known as glimmerlust. Fyreslayers lost to glimmerlust can become quite unstable, with some even attacking their fellows so that they can steal their ur-gold runes for themselves.
  • Ancestral Weapon: The Vosaxe is a mighty Artefact of Power of the Vostarg Lodge that has been carried by the best fighters of the lodge for centuries uncounted, a position currently held by the Grimwrath Berzerker Arngard the Fearless.
  • Anti-Magic:
    • The 1st Edition Artefact, the Ash-plume Sigil, and its 2nd Edition replacement, the Ash-cloud Rune allow their bearer to call forth a column of soot that briefly clogs the flow of magic on the battlefield, preventing enemy Wizards from casting spells. In game terms, the Sigil could only be used once per battle but automatically stopped a spell from being used. The Rune meanwhile gives the bearer the ability to stop two spells a turn in the same manner as a Wizard.
    • The Nulsidian Icon of Grimnir is capable of siphoning the magical energies manipulated by enemy spellcasters and diffusing it into the earth. In game terms, the 2nd Edition rules give the bearer of the Icon a 50% chance of ignoring any spell cast upon him or a nearby friendly unit.
  • Armor-Piercing Attack: The Vostarg Lodge's Vosaxe gives the wielder a bonus to the Rendnote  characteristic and a chance to do extra Damage.
  • An Axe to Grind: Axes were the favoured weapon of Grimnir and the Fyreslayers imitate their patron god to the point that there are no duardin models in the army that aren’t armed with an axe of some sort, usually a fyresteel throwing axe.
  • The Berserker:
    • The rank-and-file Vulkite Berzerkers and the elite Hearthguard Berzerkers of the Fyreslayer lodges are renowned for throwing themselves into the maelstrom of battle with reckless abandon, hacking apart their enemies with little thought to their own defence in imitation of their lost god. The in-game rules for these units represent this with rules and characteristics that allow them to attack their enemies’ multiple times and give them a chance to survive enemy attacks that should kill them.
    • Grimwrath Berzerkers are the greatest warriors of their Lodge, the living incarnation of the wrath of Grimnir. Highly antisocial, Grimwrath Berzerkers are only able to find joy on the battlefield, entering into a state of absolute fury, his great axe becoming a blood-spattered blur as he cleaves his way through his foes. In the 2nd Edition of the game, the Grimwrath Berzerker's rage is represented by having the highest base number of melee attack of any model in a Fyreslayer army, and has abilities that allow him to ignore wounds and make even more attacks under the right conditions.
  • Booze-Based Buff: Magmelt ale is a fiery drink that energises those Fyreslayers that drink it and can send them into a brief frenzy. The 2nd Edition Artefact of Power known as the Draught of Magmalt Ale represents this by giving a bonus to the number of Attacks a Fyreslayer can unleash in the combat phase that they consume it.
  • Deadly Disc: Some Vulkite Berzerkers are equipped with Bladed Slingshields. These small, buckler-like shields offer some protection to the Berzerkers that carry them, and, in the 2nd Edition Order Battletome: Fyreslayers, their razor-sharp edges allow the Fyreslayer to throw the shield like a discus while charging, giving them a chance of scoring mortal wounds against the target unit.
  • Delinquent Hair: In honour of their lost War God Grimnir, the violently aggressive Fyreslayers wear their hair in large mohawks that can be nearly as tall as they are that are held in place with special wax, and often propped up by the design of their helmets. To further emulate Grimnir, the Fyreslayers will also normally dye their hair and beards a fiery orange, although some will often add the colours of their lodge as well.
  • Dragon Rider:
    • Some high ranked Fyreslayers fight from the backs of Magmadroths with the relationship between the two being close to one of camaraderie than that of rider and mount.
    • Of all the Fyreslayer Lodges, the Lofnir Lodge are said to raise the largest and fiercest of all Magmadroths and it is rare for their Fyrds to go into battle without at least one of the children of Vulcatrix. The 2nd Edition rules represent this by giving Magmadroth riders of the Lofnir Lodge access to a unique Ability, Command Trait and Artefact of Power.
  • Early Installment Weirdness: The very first Age of Sigmar starter book, and the game's introductory White Dwarf article, refer to mercenary duardin known as Red Slayers. The name didn't last long and all subsequent publications have used the term Fyreslayer.
  • Elemental Embodiment: The increase in magical power after the shyish necroquake, Zharrgrim priests have been able to summon Molten Infernoths, elemental beings of blazing magma that destroy the enemies of the Fyreslayers with torrents of lava and chunks of molten metal. In the 2nd Edition rules these mighty beings are represented by the Molten Infernoth Magmic Invocation/Endless Spell that moves across the battlefield causing mortal wounds to any non-Fyreslayer unit nearby.
  • Fiery Redhead: Fyreslayers are the most warlike of all the duardin cultures, being warlike mercenaries who throw themselves into battle with abandon. As part of their religious nature, the Fyreslayers also dye their hair at least partially red or orange in honour of their founder, the War God Grimnir.
  • I Gave My Word: While they may be pragmatic, and often lacking in empathy, Fyreslayers are as serious about fulfilling their oaths as any other race of duardin, willing to do almost anything to fulfil a contract to the letter as an untrustworthy mercenary is unlikely to acquire much work.
  • High Priest: Auric Runemasters are the oldest and wisest of their lodge's Zharrgrim priests, revered for their wisdom, skill and unsurpassed connection to their god. Auric Runemasters are typically one of the closest advisers of their lodge's Runefather, counselling their leader on mercenary contracts, oaths and anything involving ur-gold. It is also the lodge's Runemaster who is in charge of crafting the runes that are hammed into a Fyreslayer's flesh and they are so attuned with the divine power of Grimnir that they are able to sense its presence from great distances.
  • Javelin Thrower: Auric Runesons often go into battle armed with Wyrmslayer Javelins that can be both thrown and used in melee combat.
  • Magma Man: Due to their exposure to the volcanic energy of Vulcatrix that merged with the divine energies of Grimnir in ur-gold, Auric Runemasters and Runesmiters have developed the ability to control magma. With the correct prayers and rituals, members of the Zharrgrim Priesthood can, amongst other things, call upon the powers of Vulcatrix to cause scalding magma to spout from the ground or to create tunnels through which their fellows can march. These abilities are represented, to different extents depending on the edition, by various Abilities, Zharrgrim Blessings and Magmic Invocations.
  • Massive Numbered Siblings: One of the duties of a Runefather is to ensure the continuation of his bloodline and to pass on the leadership of his lodge to the most worthy successor. Due to the violent nature of a Fyreslayer's life, however, death is never far away for an Auric Runeson so most Runefathers will sire more than a dozen sons who will compete with each other to inherit kingship of the lodge.
  • Mix-and-Match Weapon:
    • The magmapikes wielded by Auric Hearthguard are arcane, two-handed cannons that fire clods of scalding magma. Each magmapike is also fitted with keen blades on their hilts and heads so that the Hearthguard can engage their enemies should they survive the Fyreslayer's incendiary volleys.
    • Some Hearthguard Berzerkers carry flamestrike poleaxes into battle. These two-handed axes have a brazier tipped flail attached to the axe head that can be used to set enemy warriors ablaze. In the 2nd Edition rules this is represented by a chance of causing mortal wounds.
  • My Greatest Failure: Millennia ago, the Vostarg Lodge vowed to defend the Shyishan city of Shadespire from all threats but were unable to stop Nagash, the God of Death and the Undead, from destroying and cursing the once great metropolis. Even after so many years, the Vostarg Fyreslayers have never forgiven themselves for this failure and, once a century, send a fyrd of warriors to the cursed Mirrored City in an attempt to reclaim it.
  • Only in It for the Money: Most Fyreslayers won't work for anyone, not even Sigmar or fellow duardin, unless they are paid in gold for their services. The Hermdar Lodge Subvert this however as they are more than willing to fight against tyrants, slavemasters and despots for free, something other Fyreslayer Lodges consider foolish at best.
  • Our Dragons Are Different: Magmadroths are flightless, dragon-like creatures who are said to be the children of the god-beast Vulcatrix and their eggs are often found near to seams of ur-gold. With scales as tough as stone, the ability to spew burning bile over their foes and magma-like blood in their veins, Magmadroths are creatures of flame and fury, who are powerful allies of the Fyreslayers.
  • Our Dwarves Are All the Same: As a major duardinnote  culture, Fyreslayers share many of the traditional dwarven racial traits with their more distant kinsmen including thick beards, a highly developed sense of honour and a reverence for their ancestors. Where they differ is in their attitude towards the traditional occupations of mining, blacksmithing and craftmanship. While they are still highly skilled in such activities, the Fyreslayers see such work as secondary to their primary purpose, the waging of war and the collection of ur-gold. Some Lodges, such as the infamously militaristic Greyfyrd Lodge, forgo such things entirely so that they can focus solely on warfare.
  • Poor Communication Kills: The Fyreslayers will do absolutely anything to retrieve ur-gold and the divine essence of Grimnir that it contains but refuse to speak about this to outsiders, least they seek their god's power for themselves. This has led to many to believe that the Fyreslayers search for gold and their, sometimes questionable, mercenary activities to be motivated by simple Greed or Gold Fever.
  • Portal Network: The background material for the Gryfyrd Lodge mentions that the Gateswold, their primary magmahold, is famous for its multiple Realmgates that allow the particularly warlike Lodge to quickly deploy fyrds to any of the Mortal Realms where they have been hired.
  • Power Tattoo: The Zharrgrim priests of the Fyreslayers turn forge the ur-gold their Lodge acquires into runes and hammered into a warrior's skin. During battle, the Fyreslayers are able to activate the power of Grimnir stored within these runes to boost their already considerable fighting powers. The 2nd Edition rules represent this with the Ur-Gold Runes Battle Trait that grants the Fyreslayers in an army one of six bonuses to various characteristics or dice rolls for a turn each.
  • Private Military Contractors:
    • Their desire to gather ur-gold, and release its power in battle, has led to the Fyreslayers becoming some of the most widespread mercenaries in the Mortal Realms. Most Fyreslayer Lodges will fight for anyone and against anything as long as they are payed enough and the contract doesn’t conflict with any currant oaths they may hold. Some Lodges will even take contracts from the forces of Chaos to fight against the forces of Order.
    • The Fyreslayers of the Greyfyrd Lodge are infamous as one of the most mercenary of their kind. While the Fyreslayers of other Lodges may mine and forge weapons between battle, the Greyfyrd Fyreslayers fight non-stop, going from contract to contract and war to war.
  • Rated M for Manly: The Fyreslayers take the rough manliness of a typical duardin and add going into battle wearing nothing but a helmet and loincloth, hammering golden runes into their flesh, dragon riding and lots of fire.
  • Screw the Money, I Have Rules!: While they are mercenaries, a number of Fyreslayer lodges, such as the Tangrim Lodge will refuse to work for followers of the Dark Gods, and some other factions, for reasons of honour and/or pragmatism. The Hermdar Lodge take this even further, eagerly facing down tyrants and slavers even when they know they will gain little to no pay for their efforts.
  • Sibling Rivalry: As rulership of a Lodge is decided by deeds rather than birth order, competition between Auric Runesons can be intense as they attempt to outdo each other to earn the right to succeed their Runefather, although it's rare for such rivalry to turn into outfight violence between brothers. The 2nd Edition rules represent this competition with the Vying for Glory ability that grants a reroll to attacks for any Auric Runeson in close proximity to one of his brothers.
  • Tail Slap: The Magmadroths thatsome Fyreslayers ride into battle use their spiked tales to pulverise their enemies. In-game this is represented by the Lashing Tail ability that allows the magmadroth the chance to cause mortal wounds against their opponents.
  • Taking the Bullet: It is the sworn duty of the Auric Hearthguard to protect the leaders of their lodge, with their lives if necessary. This is represented in the 2nd Edition rules by the Sworn Protectors ability that allows a unit of Hearthguard to take wounds in place of nearby Fyreslayer Heroes.
  • Taking You with Me: Even when mortally wounded Grimwrath Berzerkers and Vulkite Berzerkers will continue to fight so that they can bring down as many enemy warriors as possible before they succumb to their wounds. In the 2nd Edition of the game this is represented by the Dead, But Not Defeated and Berserk Fury abilities respectively, that allow these characters and units a chance to attack before their models are removed as casualties.
  • The Unfettered: The highly militaristic Greyfyrd Lodge will fight for anyone without question, even the followers of the Chaos Gods, as long as their price is met in ur-gold, prioritising the release of their god's power above any concerns about morality. Despite their lack of scruples, however, there are things that the warriors of the lodge are not proud of and there are deeds that their Battlesmiths, the keepers of the lodge's oral history, refuse to recount.
  • Weapon of X-Slaying: The long, barbed Wyrmslayer Javelins have been designed specifically to slay monsters and deal extra damage to foes with the Monster keyword.

    Characters 

Grimnir the Furious, the Burning Berserker

https://static.tvtropes.org/pmwiki/pub/images/grimnir.png

Brother to the duardin creator-god Grungi, Grimnir is the ferocious god of battle and, it is claimed, the literal father of all Fyreslayers. After being rescued from captivity by the Sigmar, the honourable Grimnir set out to pay his debt by slaying the mighty godbeast Vulcatrix, a quest that resulted in the destruction of both mighty beings and the creation of ur-gold.


  • Flaming Hair: Legends say that, during the climactic battle between Grimnir and Vulcatrix, the hair and beard of the mighty War God burst into crimson flame due to the fury of the godbeast's attacks.
  • Mutual Kill: Grimnir's battle with Vulcatrix, the Mother of the Salamanders, ended with the Burning Berserker felling the godbeast, only to be slain himself by her death throes and poisonous blood. The death of two such mighty beings is said to have resulted in a cataclysmic explosion that levelled the mountainous region the pair were fighting in, creating the Plains of Aqshy and scattering fragments of both throughout the Mortal Realms.
  • I Owe You My Life: After being saved from captivity by Sigmar, the rage filled Grimnir demanded the God King name a foe for him to defeat so that he could pay off the debt owed. Sigmar chose the godbeast Vulcatrix because he didn’t want to insult the honourable War God and named the most difficult monster he could think of.
  • Pieces of God: The explosive climax of their dual resulted in Grimnir's divine spirit and Vulcatrix's metallic blood merging to form ur-gold, and scattered this magical substance across the realms. The Fyreslayers believe that if they can release enough of the energy bound within ur-gold, it will resurrect their lost god.
  • Posthumous Character: Grimnir's fatal battle with Vulcatrix took place during the Age of Myths, aeons before the game's timeline and, since discovering the remains of his divine power within ur-gold, Grimnir's Fyreslayers followers been on a mission to resurrect their god by releasing his power during battle.
  • War God: Grimnir was the duardin god of battle, patron of warriors and father of the Fyreslayers. A bellicose and violent god, Grimnir was able to temper his fury with his highly honourable nature, a trait his followers attempt to emulate.

Bael-Grimnir, Runefather of the Vostarg Lodge

"Hear me, my scions, and I will tell ye the same as I heard from my own forebear. Only one can bear the lodge's grandaxe. I shall name as heir he whose deeds prove best – he who fells the mightiest foes and brings before the proud name of Vostarg the greatest tribute to Grimnir. May the blaze of battle burn bright within you all".

The stern ruler of the Vostarg Fyreslayers, Bael-Grimnir is widely considered to be the greatest Runefather to lead his Lodge since the legendary Thorgar-Grimnir. Bael has held the position for centuries, siring more than fifty children and leading the warriors of the Vostarg to countless victories. In the wake of the Shyish necroquake, Bael has begun making preparations for a great expedition, with many believing that the mighty Runefather will soon attempt to retake the Vosforge, the ancient home of the Vostarg Lodge, from the forces of Chaos.


  • Ancestral Weapon: Bael wields Hrathling, an ancient latchkey grandaxe that has been carried by generations of Vostarg Runefathers. In the Tome Celestial rules for Baelnote , Hrathling has the stats of a regular latchkey grandaxe with more Attacks and a greater chance of destroying an enemy's weapon.
  • Breath Weapon: Like others of its kind, Bael's mighty Magmadroth mount, Flamespitter, is capable of unleashing a stream of flaming bile on its enemies. Such is its power, however, Flamespitter is able to unleash its Roaring Firestream at a greater range than any other Magmadroth if it remains stationary.
  • Determinator: Bael-Grimnir's toughness, and his determination to continue fighting despite his injuries, is legendary. In-game this is represented by the Furious Endurance ability that gives Bael a chance of ignoring any wound or mortal wound inflicted upon him.
  • Praetorian Guard: The Vosguard are Bael-Grimnir’s personal bodyguard of Hearthguard Berzerkers, consisting solely of those sons that the Runefather thinks are unworthy of commanding their fellows in battle. While there are no special rules for the Vosguard, the unit is represented on the tabletop by the unit of Vostarg Hearthguard Berzerkers that are part of the Lords of Vostarg Warscroll Battalion.
  • Promoted to Playable: Bael-Grimnir began as a character only mentioned in the background material until the Tome Celestial article about the Vostarg Lodge in the June 2019 issue of White Dwarf released rules so that he could be represented on the tabletop using a generic Runefather on Magmadroth model.

Kharadron Overlords

https://static.tvtropes.org/pmwiki/pub/images/1_1492204610183137616.jpg
Masters of the skies.

One of several duardin factions, the Kharadron Overlords descend from dwarfs who migrated to the mountains of Chamon, the Realm of Metal, and who escaped the Age of Chaos by first fleeing to the peaks of the mountains and then above them. Using arcane sciences, they learned to siphon "aether-gold", a magical floating metal that normally exists as a gas but which can be processed into a solid with the right treatments, they built enormous flying cities, converting their culture from one that mined the peaks to one that mined the clouds. Out of reach of the vast majority of their enemies, they have prospered, waiting for the proper time to make contact with the other races again.


    Tropes 
  • Airborne Aircraft Carrier: Each sky-port possesses a number of massive Grundcarriers for when the need arises.
  • Animal Mecha: A unit of Grundstok Thunderers can be accompanied by an aethermatic bird known as a Drillbill.
  • Artificial Limbs: If they have the money, those Kharadron duardin who have lost a limb can get it replaced with a custom made aether-powered Steam Punk augmetic.
  • Awesome, but Impractical: The Ironclad is not the biggest ship the Kharadron Overlords can build - it is only the largest vessel that can be propelled by a single buoyancy endrin. Massive craft with multiple endrins exist but are ruinously expensive to build and maintain, and are only built in small numbers for when the need arises.
  • Awesome Personnel Carrier: Skyvessels are bristling with weaponry and armour, and their cargo holds can be loaded with Arkanaut Companies or Grundstok Thunderers who are transported into battle in relative safety.
  • Bling of War: None take more pride in their uniforms than do the Kharadron from Barak-Zon. Their armour and ships are bright, so that all foes might see them coming and know who it is that shall defeat them.
  • Deadly Gas:
    • Aether-Khemists can fire pressurised gouts of noxious aether to smother enemies with their atmospheric anatomiser.
    • With a spoken command, a Balebreath Mask issues forth a pressurised cloud of gas infused with toxic metals.
  • Does Not Like Magic: Kharadron aren't fond of wizards, mainly because they view science and technology as the answer to everything.
  • The Engineer: The Endrinriggers and Endrinmasters of the Endrineers Guild are talented combat engineers whose job it is to keep their sky-vessels flying as well as defend it from any enemies and monsters that would attack it.
  • Faceless Mooks: Due to them operating at high altitude and in hazardous atmospheres, the Kharadron Overlords go into battle wearing elaborate helms that incorporate air filtration systems.
  • The Federation: Kharadron Overlords are a fairly loose confederacy but ultimately they all, up to a degree, pay heed to their ruling body: the Geldraad, consisting of 19 representatives adjudicated by the sky-ports.
  • Floating Continent: The Kharadron Overlords live in floating sky-port cities in the skies of Chamon, the Realm of Metal, held aloft by the mystical science of the aether-endrins. These sky-ports are centres of commerce and culture with the six greatest ports of Barak-Nar, Barak-Zilfin, Barak-Zon, Barak-Urbaz, Barak-Mhornar and Barak-Thryng forming the Geldraad, a council of representatives that act as the Kharadron government.
  • Gatling Good: Gattleson's Endless Repeater houses an aether supercharger that gives it a tremendous rate of fire.
  • Grappling-Hook Pistol: Endrinriggers and Skywardens can be armed with Grapnel Launchers, which can be used to snag on a terrain feature or unit so the Endrinriggers or Skywardens can reel in.
  • Hit-and-Run Tactics: Skywardens are practised at striking hard and then retreating quickly amidst timed explosions.
  • Jet Pack: The most fearless of the Kharadrons use personal aether-endrins. These small dirigible backpacks allow the Arkanauts to clean and repair their sky-vessels while still in flight, as well as acting as a form of airborne cavalry during battle.
  • Long-Range Fighter: The Kharadron Overlords make use of a wide variety of ranged weapons from Privateer Pistols through Aethershot Rifles and Aethermatic Volley Guns, to the Great Sky Cannons and Heavy Skyhooks. The Kharadrons are so reliant on firepower that there isn’t a unit in the army that doesn’t have some form of ranged attack.
  • Machine Empathy: The Endrinmasters are the greatest members of the Endrineers Guild, able to find and fix a single broken element in an aether-endrin on intuition alone.
  • Magic Is a Monster Magnet: The mystical substance known as aether-gold, that is essential for powering the technology of the Kharadron Overlords, the unfortunate side-effect of irresistibly attracting monsters and other dangerous aerial fauna. As a result, every Kharadron duardin of the sky-fleets has to be heavily armed and a skilled warrior despite not being professional soldiers.
  • Magitek: Although the Kharadron themselves think of what they do as science, in reality, it's essentially just Metal Magic developed to a whole new level and arguably mixed with Heavens Magic.
  • Mook Commander: As the flagship of the Kharadron fleet, the Ironclad buffs all skyvessels in line of sight in the Hero phase.
  • The Mutiny: The Kharadron Code approves of the removal of a ship's Captain if they're not turning a profit. The process is far more formal than most examples; the former Captain is still a part of the crew in whatever capacity their skills allow, and may potentially regain command on strict meritocratic grounds.
  • The Navigator: With signal flashes of their zephyrscopes, Aetheric Navigators can help steer any Kharadron airships into prevailing currents.
  • Naytheist: The Kharadron have lost a lot of their religious faith. Superstition was seen as detrimental, a remnant of an old age that had almost brought them into extinction. Statues and busts are more a secular matter of fashion than one of religious devotion. How they deal with the more pious factions, or what happens if they come face-to-face with an Incarnate, has yet to be explored.
  • Nominal Hero: This is actually part of their personal code: they only intervene in the war against Chaos when they find a valuable trading partner (such as the Stormcast Eternals) who needs protection; after all, dead people can't trade with you. There's actually a bit of history behind this: during the time that Chaos invaded the realms, no one came to the Kharadron Overlords' aid. Those who survived the war were forced to flee and developed quite a large chip on their shoulder. They're also plutocratic, meritocratic rationalists.
  • Only in It for the Money: The main reason for the Kharadron Overlords to affiliate themselves with the Order alliance is because Order provides them with the best business prospects. Neither the undead, the followers of Chaos or the barbarians of Destruction make good customers.
  • Our Dwarves Are All the Same: Downplayed. They still retain a lot of traditional dwarfish traits; they're obsessed with gold (although this time for the practical reason that aether-gold is not only their sole building material, it's actually integral to the devices that keep them afloat), they're strong and tough, they shun magic and prefer science and technology, etc. However, there are many other traits that are also different. First and foremost, they live in the sky and mine clouds rather than burrowing into the earth. Secondly, they've forsaken their old culture with its focus on clans and kings; instead, Kharadron culture is a sort of plutocratic meritocracy. All duardin start at the bottom, and work their way up by successfully helping their sky-vessels haul in successful loads of wealth from aether-gold "veins".
  • Phantasy Spelling: The Kharadron Code is composed of 'artycles', spelt with a Y. Their chemical experts are called 'Aether-Khemists'.
  • Private Military Contractors: The Grundstok Company, also known as the Grundcorps, are a group of professional mercenaries who hire out their services to the mercantile Kharadron sky-fleets to protect them from the vicious aerial monstrosities of the Mortal Realms, as well as any other threat they might face. Highly trained and outfitted with advanced weaponry, the Grundcorps are well worth their high price.
  • Rags to Riches: In Kharadron society, no one is born into nobility and privilege, and everyone has to rise through the ranks through hard work and gumption – from being a humble deckhand to a Captain of his own vessel, or even an Admiral rolling in gold.
  • Ray Gun: Endrinmasters wear a God's Eye that can unleash a beam called the Gaze of Grungni.
  • Sky Pirates: The Kharadron Overlords have a number of airships in their arsenal and are looking for plunder.
  • Steampunk: Almost Up to Eleven. Full suits of Magitek-and-steam Powered Armor, lots of guns, PERSONAL DIRIGIBLE JETPACKS, and airships.
  • Sword and Gun: The majority of Arkanauts are generally equipped with aether-powers pistols and close combat weapon known as an Arkanaut cutter that release a burst of energy when they cut their target. The more successful Arkanauts often wield elaborately designed and decorated versions of these weapons.
  • Taking the Bullet:
    • The Grundstok Gunhauler, tasked with ensuring the safety of larger ships, can choose to willingly suffer a wound in place of them.
    • When an Arkanaut Admiral chooses the Protect the Admiral! ability, he can have friendly Skyfarer units nearby take mortal wounds in place of him.
  • Those Magnificent Flying Machines: The aesthetic of their airships, being literal ships lifted by steam engines.
  • Utility Weapon: Unlike their Fyreslayer relatives, Kharadron Overlords don't have many dedicated warriors; instead, most of their troops are actually mundane workers. Fortunately, their tools are all designed so they make handy weapons in a pinch — rivet-guns that shoot white-hot rivets can easily bore big, steaming holes in flesh.
  • Weather-Control Machine: Aetheric Navigators can redial their gear's settings to summon raging aetherstorms that force airborne foes to the ground.

    Characters 

Brokk Grungsson, Lord-Magnate of Barak-Nar

  • Ace Custom: Brokk's dirigible suit is custom-built, commissioned from the Master Endrineer Durek Coghammer of Barak-Zilfin.
  • Chainsaw Good: In close combat Brokk Grungsson fights with an Aethermantic Saw.
  • Foe-Tossing Charge: Brokk has perfected the art of landing amidst a melee, dropping the not-inconsiderable weight of his one-duardin flying suit right on top of his target whilst slashing around him with the whirring blade of his aethermatic saw.
  • Frontline General: Always one to lead from the front, Brokk’s natural aeronautical skills and aggressive nature have led him to many glories.
  • Helmets Are Hardly Heroic: He wears a top hat (which doesn't count as proper armour) in place of the helmets worn by the other Kharadron. He still wears a head-engulfing mask as part of his pressure suit, though.
  • I Coulda Been a Contender!: Not Brokk himself, but his father had this mindset. It's part of what made Brokk what he is.
  • Nice Hat: Brokk's armor has a built-in top hat, fittingly for one of the most respected and influential members of a nation of ultra-wealthy steampunk merchants.
  • Unusual Weapon Mounting: He's armed with two aetherblasters mounted on his moustache. It's good to be Brokk Grungsson and get some of the coolest equipment and fashion statements in the Realms.

Seraphon

The Lizardmen of the Old World, having turned into Daemons of Order and come back to resume their eternal war against Chaos and the Skaven.
    Tropes 
  • The Archmage: The Slann are among the most powerful magic users in the setting, with mortal mages being mere children compared to them.
  • Blinded by the Light: The Coronal Shield can blind enemies standing before its carrier by the light of suns.
  • Chameleon Camouflage: Chameleon Skinks are possessed of curious abilities and can blend into their surroundings at will.
  • Javelin Thrower: Meteoric javelins are a very common weapon used by the Skinks.
  • Lizard Folk: The Saurus and Skinks are traditional lizard men, while Kroxigors are large crocodile men.
  • Made of Iron: The Bastiladon, an enormous creature covered entirely in impregnable armoured scales, can shrug off all but the strongest attacks.
  • Mix-and-Match Critters: The Stegadon has a ceratopsid's body plan, horns and bony frill; a stegosaur's vertical plates; and an ankylosaur's armour and spiked tail.
  • No Body Left Behind: The Seraphon are creatures of star magic, have no corpse to speak of and simply dissipate when 'killed'. The Bonesplitterz do not like how their prey disappear before they can eat them.
  • One Steve Limit: Previously, Seraphon was the dragon of Malekith. It is unclear if in setting if anyone remembers that was her name, or who Malekith even was for that matter.
  • Our Angels Are Different: The Seraphon are reptilian warriors made of Azyr who appear out of nowhere, making them "Daemons of Order" (they even have the DAEMON keyword on their warscrolls, except the Slann). They are described as having an empire in High Azyr (or, in other words, space) and travel across the Mortal Realms without the need for Realmgates. All the Seraphon bar the Slann are now memories, materialising when the Starmaster wants to beat down on Chaos. Just how physical the Seraphon are is vague — despite being described as materialising at the whim of the Slann they have blood of starlight which is said to be soaking in the ground to purify it of Chaos' taint. To make matters more confusing, the Seraphon also physically manifest as star constellations, with various hosts forming around a central Slann.
  • Power Floats: Slann Starmasters and Skink Starseers sit on palanquins that float around a metre over ground.
  • Randomized Damage Attack: The Engine of the Gods is a wildly unpredictable device whose exact effect is randomised by a die roll every time it's activated.
  • Ray Gun:
    • The Solar Engine, mounted on Bastiladons, radiates the staggering power of a sun, casting forth searing beams that turn armour to molten slag and incinerate anything alive extremely quickly.
    • The Prism of Amyntok can blast the bearer's foes with a beam of pure white energy.
  • Spike Shooter: Barbed Razordons are large creatures covered in spines, which they shoot by way of powerful muscular spasms.
  • Summon Magic: Slann can summon every single Seraphon unit except for other Slann: not only troops, but also specialist units like Chameleons, and even things like Carnosaurs.
  • Time Abyss: The Slann are survivors from the World-that-was and were witnesses of the birth of the Realms.
  • Tyrannosaurus rex: The Carnosaur is based on the large theropod dinosaurs (most notably Tyrannosaurus), and can rip the throats out of dragons.
  • Weapon of X-Slaying: The light of a Solar Engine is lethal to Chaos Daemons, which take extra damage from it.
  • Whateversaurus: One of the Seraphon subraces is simply called Saurus.

    Characters 

Lord Kroak

  • Colony Drop: One of Kroak's unique spells is Comet's Call, which causes a cluster of comets to drop on enemies' heads.
  • Gameplay and Story Segregation: In lore, Kroak is the most powerful wizard who exists or had ever existed in the Warhammer Fantasy Battle world outside of Tzeentch. Protected a city for decades against a daemonic horde, cast a magical nuke which killed hundreds of thousands of daemons, then when they kept coming he did something... stranger as a last-ditch defense. He finally got killed and, after he was dead cast an even more powerful spell which melted daemons across the entire world, saving it from imminent destruction by Chaos. He also brings himself back to life and saves the world, again, for a few years in the End Times. In-game, Lord Kroak is an extremely powerful wizard, but not quite as powerful as in lore, for obvious reasons.
  • Punny Name: He's a giant, dead, frog-like creature named Kroak.

Sylvaneth

The native inhabitants of the Realm of Ghyran, the Sylvaneth are the children of Alarielle, the Goddess of Life and Everqueen of the Jade Kingdoms. These otherworldly creatures are great enemies of the forces of Chaos, opposing their perversion of the natural order at every turn.
    Tropes 
  • Arch-Enemy: They will never forgive the followers and armies of Nurgle for permanently scarring their world and temporarily killing Alarielle before the Stormcast Eternals brought her back to life.
  • The Dreaded: Spite-Revenants are rightfully feared for their cruelty against enemies.
  • Gaia's Vengeance: To such a degree that even the Ents would tell these guys to calm down.
  • Natural Weapon: Spite-Revenants need no weapons other than talons and claws.
  • Nature Spirit: The Sylvaneth are an entire race of nature spirits, the living embodiments of life magic that have a deep connection the natural cycles of the Mortal Realms.
  • Non-Mammal Mammaries: Despite being plants, Dryads, Branchwraiths and Branchwyches have breasts like mammals.
  • Plant Person: All Sylvaneth are creatures of plant matter, save Alarielle, who is a High Elven woman merged with the magic of life and ascended to godhood.
  • Shockwave Stomp: Treelords can stomp the ground to push enemies off their feet.
  • Time Abyss: Some of them were ancient even in The-World-That-Was. Examples include Alarielle, Drycha and (maybe) some of the Treelord Ancients.
  • When Trees Attack: Treelords are Sylvaneth in the shape of walking trees.

Spirits of Durthu

https://static.tvtropes.org/pmwiki/pub/images/forces_of_order_sylvaneth_spirit_of_durthu.jpg
  • Bodyguarding a Badass: Seriously, they're the elite personal guard of the Goddess of Nature.
  • Degraded Boss: Durthu, a special character in the original Warhammer, was replaced in-game by the Spirits of Durthu, who are generic heroes that share his model in Age of Sigmar.
  • Generation Xerox: They're alternately referred to as the Sons of Durthu, as Alarielle specifically created them in Durthu's image, and they seek to live up to their predecessor.
  • Heroic BSoD: After Alarielle exiled them, most of the Sons of Durthu reacted badly. Some just kind of shut down from depression, others sought battle against the most horrible things they could find, and others took up wandering the Mortal Realms.
  • Praetorian Guard: The Spirits of Durthu were created to act as bodyguards, advisers and heralds for Alarielle protecting the Goddess of Life, and her chosen followers, from all harm. In-game this is represented by the Solemn Guardians ability that gives a Spirit the chance to take wounds in place of a nearby Sylvaneth Hero.
  • Undying Loyalty: Unfailingly loyal to their queen and their duty to her. Even during their exile, they fervently hoped she would call for them once more.
  • Walking the Earth: After Alarielle exiled them from her side for an unknown offense, many took to wandering the Mortal Realms, fighting Chaos and hoping to one day be called back to their Queen.

    Characters 

Alarielle

https://static.tvtropes.org/pmwiki/pub/images/everqueen_2.png
Forget the bugspray or the weedkiller. It's not going to save you.
Before the End Times, Alarielle was the the Everqueen of the High Elves, a beloved and adored leader who also served as the high priestess of the elven mother goddess Isha. Having ascended to Godhood after becoming one with the Wind of Life, she created the Sylvaneth to populate her new realm and became part of Sigmar's pantheon, but continued to pine for the lost World-that-Was. She was forced to return to her realm during the Age of Chaos when the forces of Nurgle attacked Ghyran, and came to resent Sigmar and the other gods for abandoning her land and people to their fate. In the modern day she willingly fights alongside the other forces of Order to repel Chaos, but has no interest in reforming the pantheon or, indeed, in doing much more than focusing on destroying the stranglehold that Nurgle's armies have established in her lands.
  • Back from the Dead: Once more than most characters, seeing as she was once killed by Nurgle's daemons while a goddess and was then brought back by the Stormcast Eternals with her new wooden arm and branch-wings.
  • Big Creepy-Crawlies: She rides into battle on the back of a Wardroth Beetle, a giant-sized combination of a stag and Hercules beetle.
  • Broken Bird: The radiant personality she had before the End Times is pretty much gone after all the crap she and her people went through.
  • Deity of Human Origin: She was a mortal elf in the World-that-Was, but in its dying days merged with the Wind of Life to become an Incarnate and became a full deity in the next world.
  • Fertile Feet: Alarielle's body is overflowing with life magic, her presence causing vegetation to burst into bloom with even the Wardroth Beetle she rides into battle sprouting shoots and fungus from its carapace.
  • Fisher King: As the goddess of life magic, Alarielle’s condition and mental state is reflected by the Realm of Ghyran, withering as she becomes lost and withdrawn, and bursting into life as she is reborn and leads the War of Life against the forces of Chaos.
  • Godzilla Threshold: Alarielle crossed this by causing Drycha's rebirth. She resisted replanting Drycha's soulpod due to Drycha's mercurial, berserk nature making her too unpredictable as an ally. However, when the war against Chaos pushed Alarielle's forces to the brink so Alarielle planted Drycha's soulpod, and Drycha was reborn to take the fight to Chaos.
  • Good Is Not Soft: The non-Sylvaneth in her realm of Ghyran hold her in high regard and she mostly benevolent and well-versed in healing magic. She has also destroyed at least one settlement by rousing the surrounding trees to smash it to pieces, as well as fought two Bloodthirsters with only her Wardroth steed and won. In one story, she destroyed a foundry of the Free Peoples that was polluting a glade and whose inhabitants were in conflict with the local Sylvaneth. Alarielle made sides to stop fighting and work together against a greater enemy, but not before promising the Free Peoples they would later answer for the harm they caused.
  • Lightning Bruiser: Alarielle has a massive pool of 16 Wounds with a 3+ Save and yet she still rocks a 16" Flying Move stat. She also regenerates and can heal all Sylvaneth models around her, including herself, even more.
  • Make Them Rot: When equipped for war Alarielle wears the Talon of Dwindling on her left arm, a weapon representing the withering of vegetation as winter approaches that is capable of turning enemies into lifeless husks with the slightest touch.
  • Mother Nature: What now Alarielle practically is, after merging with Isha (or at least her power) and Ghyran, the Wind of Life.
  • She's Got Legs: Alarielle's attire shows off her legs, which are quite long and toned (which has not gone unnoticed by fans, often leading to comments such as "she sure didn't skip leg day at the gym").
  • Transflormation: Alarielle is able to cast Metamorphosis, a spell that causes the target's arms to twist into branches and their feet to form roots until they become a tree. In the game, if this spell kills the last model in a unit then the player can replace the model with a wood.
  • Winged Humanoid: Alarielle has a pair of branch-like wings with leaves for feathers growing from her back.

Drycha Hamadreth

https://static.tvtropes.org/pmwiki/pub/images/angry_tree.png
Even her bark bites.
  • Absolute Xenophobe: She wages an eternal omnicidal war against anything non-Sylvaneth and makes no difference between Fyreslayers, Ironjawz, Chaos Warriors or the undead.
  • Ax-Crazy: In addition to being The Berserker, lore depictions of her show that she is not entirely sane, even apart from her pathological xenophobia.
  • The Berserker: To the point where some would believe that Khorne finally took a hand in gardening and created the most pissed off tree of all time.
  • Emotion Bomb: Drycha can stoke the anger of Spite-Revenants or unleash a howl that causes enemies to be filled with fear.
  • Large and in Charge: Drycha is now as big as a Treelord.
  • Pest Controller: Drycha's body plays host to swarms of insectoid spites (either the beetle-like flitterfuries or the centipede-esque squirmlings) that she can command to attack her foes.
  • Sadist: Her lore shows that while she is eager to kill any non-Sylvaneth, she is not above toying with them first. It's also fitting, given how she keeps company with the aptly-named Spite Revenants.
  • Token Evil Teammate: Drycha is this in the Sylvaneth faction. While she will fight alongside non-Sylvaneth, she hates them all and only does so when she thinks it will lead to the fulfilment of her genocidal plans in the long term. Only her love for her fellow Sylvaneth and a grudging loyalty to Alarielle keep her on the side of Order.
  • Unstoppable Rage: She can't calm down. Ever. Not as long as anything other than Sylvaneth still lives somewhere in the realms.
Top

How well does it match the trope?

Example of:

/

Media sources:

/

Report