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* JackOfAllStats: The spell selection his prime version has. It led that version being considered a SkillGateCharacter since although he was great for people trying to learn to the play the game, hence being included in Cygnar's starter box set, he wasn't very good due his MasterOfNone prevent him from being good enough at anything to be effective in competive play.

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* JackOfAllStats: The spell selection his prime version has. It led that version being considered a SkillGateCharacter {{Skill Gate Character|s}} since although he was great for people trying to learn to the play the game, hence being included in Cygnar's starter box set, he wasn't very good due his MasterOfNone prevent him from being good enough at anything to be effective in competive play.
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* EldritchAbomination

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* EldritchAbominationEldritchAbomination: Was already one by default as a [[DraconicAbomination dragon]] but managed to take it even further than his brethren by learning how to weaponize his own blight, allowing him to act as a disembodied spirit fuser directly with his blight.

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this character is way too minor and doesn't have any distinguishing feature


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

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The Iron Kingdoms have a large number of heroes, here you can see tropes associated to them.
%%Pending split
%%* [[Characters/IronKingdomsCreatures Creatures]]
%%* [[Characters/IronKingdomsRaces Races]]
%%* [[Characters/{{Warmachine}} Wargame Factions and Characters]]



[[folder:Blighted Archon]]

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[[folder:Blighted [[folder:Blight Archon]]



* DropTheHammer: The Hammersmith's massive twin forge hammers are clearly designed for pounding metal flat.




* DropTheHammer: Havoc his battle hammer.

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\n* DropTheHammer: Havoc his battle hammer.----




!!Corporal Rourke

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

* MageMarksman
* TheGunslinger: Like any Gun Mage from Cygnar he perfectly combines both.




* DropTheHammer: Two of them, named Action and Reaction.



* DropTheHammer: Crucible Guard assault troopers carry only oversized thermal hammers as weapons.




* DropTheHammer: His weapon of choice is a stone hammer covered in runes.

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\n* DropTheHammer: His weapon of choice is a stone hammer covered in runes.----



* DemonLordsAndArchdevils: Each infernal society recognise its own distinct hierarchy. Among the Nonokrion Order, above the curators and executors are two tiers who never directly deal with mortals. Collectively known as the Cadre Architectia, architects are great planners who set the executors in motion and evaluate the harvest of resources. Above all is the Magnate Tritorium, a trio who speaks as one, whose unity is considered the absolute ruler of the Nonokrion Order. As the architects are akin to gods, the trio is beyond their comprehension.

to:

* DemonLordsAndArchdevils: Each infernal society recognise recognises its own distinct hierarchy. Among the Nonokrion Order, above the curators and executors are two tiers who never directly deal with mortals. Collectively known as the Cadre Architectia, architects are great planners who set the executors in motion and evaluate the harvest of resources. Above all is the Magnate Tritorium, a trio who speaks as one, whose unity is considered the absolute ruler of the Nonokrion Order. As the architects are akin to gods, the trio is beyond their comprehension.



* DropTheHammer: Horgenhold Forge Guard wield massive, two-handed pneumatic hammers.
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* OffingOnesOffspring: His goal is to consume all of his sons and regain his lost power.

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* OffingOnesOffspring: OffingTheOffspring: His goal is to consume all of his sons and regain his lost power.

Added: 340

Changed: 8

Removed: 337

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* MakeMeWannaShout: Drakes can bellow with such significant volume and force that the power of their cry can crack a stone fortress and splinter a stout tree.



* SuperScream: Drakes can bellow with such significant volume and force that the power of their cry can crack a stone fortress and splinter a stout tree.



* LivingWeapon: The Void Engine is an autonomous weapon that possesses a dark, hungry sentience.



* MakeMeWannaShout: Fell callers have powerful booming voices that can shatter stones and bones.



* SuperScream: Fell callers have powerful booming voices that can shatter stones and bones.




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----



* MakeMeWannaShout: Fell Callers are basically Immoren's version of the Dragonborn.




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----

Added: 15573

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Removed: 11892

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[[folder:Dragonspawn]]

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[[folder:Dragonspawn]][[folder:Blighted Archon]]



* BreathWeapon: Every dragonspawn has a breath weapon whose properties depend on the spawn's progenitor.

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* BreathWeapon: Every dragonspawn has a breath weapon whose properties depend on EvilKnockoff: When the spawn's progenitor.gods sent forward their archons to defend Caen from the infernal invasion, Everblight was disgusted by the crude flesh work of the infernal masters and contemptuous of what he saw as the gods' attempt to best his creations. His efforts to create the perfect being culminated in his crowning achievement: the blight archon.
-->'''Edrea Lloryrr:''' The creation of the blight archons demonstrates Ethrunbal's determination to assert his dominance over the divine powers and prove his mastery of the art of sculpting flesh. It is clear that the dragon will stop at nothing to spread his influence throughout the world.
* PoisonedWeapons: The blight archon can exhale a cloud of toxic blight.



[[folder:Slag Hound]]

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[[folder:Slag Hound]][[folder:Dragonspawn]]



* EatDirtCheap: Slag hounds primarily feed on dirt, tearing up great clods of earth and stuffing them into their maws.
* MetalMuncher: Slag hounds have developed an insatiable hunger for magically imbued metal and will out of their way to devour it. They are particularly prone to attacking steamjacks, due to the abundance of magical alloys within the cortex and arcane turbine.
* MooksAteMyEquipment: Slag hounds usually kill when crunching through enchanted armour with the wearer still inside, or rending off a limb in an attempt to consume a magic item.
[[/folder]]

[[folder:Thrullg]]

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* EatDirtCheap: Slag hounds primarily feed on dirt, tearing up great clods of earth and stuffing them into AsteroidsMonster: Dragons draw upon the blighted power in their maws.
blood to produce dragonspawn.
* MetalMuncher: Slag hounds BioweaponBeast: Uniquely among dragons, Everblight has turned his spawn into living weapons spawned for the express purpose of war. Each is engineered for a unique purpose by Everblight, and its form is perfectly suited to a single task. In the wargame, they serve as the Legion's warbeasts.
* BreathWeapon: Every dragonspawn has a breath weapon whose properties depend on the spawn's progenitor.
* {{Cyborg}}: Khymaeric dragonspawn are made up of co-mingled draconic flesh and otherworldly metal, sharing all dragonspawn's blighted traits and also possessing machine-like qualities.
* FeelNoPain: Dragonspawn
have developed an insatiable hunger for magically imbued metal and will out of limited reactions to impulses like pain or extremes in temperature. If their way to devour it. They are particularly prone to attacking steamjacks, due to tasks require it, they can ignore even the abundance of magical alloys within the cortex and arcane turbine.
most drastic damage to their bodies without flinching.
* MooksAteMyEquipment: Slag hounds usually kill when crunching XRayVision: Dragonspawn see through enchanted armour with special organs that give feedback through the wearer still inside, blighted energies they radiate. They can view their surroundings unhindered by smoke or rending off the nightfall, giving them a limb distinct advantage in an attempt to consume a magic item.
[[/folder]]

[[folder:Thrullg]]
conditions of low visibility.

!!!Nephilim



* CombatTentacles: Two long, powerful tentacles on the thrullg's head allow it to grasp objects and draw them close. Each of these appendages is thicker around than a man's arm, strong enough to rip through the hull of a steamjack, and long enough to reach the cortex within.
* MagicEater: Thrullgs consume arcane energy as if it were some sort of bizarre foodstuff.
* SupernaturalSensitivity: A thrullg can pinpoint the location of magic items and spellcasting within 100 feet of it.

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* CombatTentacles: Two long, powerful tentacles on DraconicHumanoid: The nephilim is a distressingly humanoid creature combining the thrullg's head allow it to grasp objects Nyss' silhouette with the dragonspawn's features: eyeless face, bony spurs, savage teeth and draw claws.
* {{Mutants}}: Unlike other dragonspawn, nephilim are not created directly from the blood of one of Everblight's warlocks. Instead, certain pregnant Nyss are selected by the dragon or his generals to receive an infusion of warlock blood, causing
them close. to give birth to the nephilim.

!!!Throne of Everblight
----
* HorseOfADifferentColor:
Each throne of these appendages is thicker around than Everblight serves as a man's arm, strong enough mobile assault platform for a sorceress to rip through unleash blighted invocations upon Everblight's enemies. In the hull wargame, they are the only spawn that are not warbeasts, instead serving as the Legion's battle engine.
* ToServeMan: Thrones
of a steamjack, Everblight's great tongues lash out and long enough pull foes into their draconic maws to reach the cortex within.
* MagicEater: Thrullgs consume arcane energy as if it were some sort of bizarre foodstuff.
* SupernaturalSensitivity: A thrullg can pinpoint the location of magic items and spellcasting within 100 feet of it.
be devoured.



[[folder:Vektiss]]

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[[folder:Vektiss]][[folder:Slag Hound]]



* AbsurdlySharpClaws: A vektiss' limbs end in razor-sharp chitinous scythes, which it uses to draw its prey to its chattering mandibles.
* BigCreepyCrawlies: A vektiss is an insectile creature roughly the size and mass of a small horse or donkey.
* ChestBurster: Female vektiss lay a single egg in an open wound before regurgitating a powerful soporific into the host's mouth. This substance paralyses the victim and prevents its flesh from decaying, ensuring that the young vektiss will have sufficient meat available when they hatch.
* TheParalyzer: The vektiss' bite imparts a paralytic venom.
* TrackingSpell: Implanted victims who escape a vektiss lair are pursued relentlessly, since vektiss can track their eggs with uncanny accuracy and will stop at nothing to retrieve their young.

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* AbsurdlySharpClaws: A vektiss' limbs end in razor-sharp chitinous scythes, which it uses to draw its prey to its chattering mandibles.
* BigCreepyCrawlies: A vektiss is an insectile creature roughly the size
EatDirtCheap: Slag hounds primarily feed on dirt, tearing up great clods of earth and mass of a small horse or donkey.
* ChestBurster: Female vektiss lay a single egg in an open wound before regurgitating a powerful soporific
stuffing them into the host's mouth. This substance paralyses the victim and prevents its flesh from decaying, ensuring that the young vektiss will have sufficient meat available when they hatch.
* TheParalyzer: The vektiss' bite imparts a paralytic venom.
* TrackingSpell: Implanted victims who escape a vektiss lair are pursued relentlessly, since vektiss can track
their eggs with uncanny accuracy maws.
* MetalMuncher: Slag hounds have developed an insatiable hunger for magically imbued metal
and will stop at nothing to retrieve out of their young.way to devour it. They are particularly prone to attacking steamjacks, due to the abundance of magical alloys within the cortex and arcane turbine.
* MooksAteMyEquipment: Slag hounds usually kill when crunching through enchanted armour with the wearer still inside, or rending off a limb in an attempt to consume a magic item.



[[folder:Wyldgeist]]

to:

[[folder:Wyldgeist]][[folder:Thrullg]]



* AcidAttack: The wyldgeist can release a cloud of acidic mist around itself.
* FusionDance: The wyldgeist can bond with the fled spirit of a dead creature, dissolving the corpse and replacing it with its own body and will, becoming a hybrid of the two creatures.
* GeniusLoci: Wyldgeists are claimed to be spirit manifestations of the Blackroot Wood in Khador.

to:

* AcidAttack: The wyldgeist can release a cloud CombatTentacles: Two long, powerful tentacles on the thrullg's head allow it to grasp objects and draw them close. Each of acidic mist these appendages is thicker around itself.
* FusionDance: The wyldgeist can bond with
than a man's arm, strong enough to rip through the fled spirit hull of a dead creature, dissolving steamjack, and long enough to reach the corpse cortex within.
* MagicEater: Thrullgs consume arcane energy as if it were some sort of bizarre foodstuff.
* SupernaturalSensitivity: A thrullg can pinpoint the location of magic items
and replacing it with its own body and will, becoming a hybrid spellcasting within 100 feet of the two creatures.
* GeniusLoci: Wyldgeists are claimed to be spirit manifestations of the Blackroot Wood in Khador.
it.



!!Beasts
[[folder:Argus]]

to:

!!Beasts
[[folder:Argus]]
[[folder:Vektiss]]



* AnIcePerson: Winter argus can manifest a supernatural cold to cripple enemies.
* MultipleHeadCase: Argus are a family of two-headed dogs.
* SavageWolves: Argus are huge two-headed canines tamed, breeded, and trained by the druids for battle and protection.
* ScarilyCompetentTracker: Moonhounds boast an eyesight better than that of other argus breeds and a peerless sense of smell. The faintest scent allows moonhounds to pinpoint prey hundreds of yards away, even over running water, in the harshest rainstorms, or when masked by alchemical methods.
* SuperScream: A common argus' twin heads can combine their barks to produce an unsettling blast that addles the mind and stills the flesh.

to:

* AnIcePerson: Winter argus can manifest a supernatural cold AbsurdlySharpClaws: A vektiss' limbs end in razor-sharp chitinous scythes, which it uses to cripple enemies.
draw its prey to its chattering mandibles.
* MultipleHeadCase: Argus are a family of two-headed dogs.
* SavageWolves: Argus are huge two-headed canines tamed, breeded,
BigCreepyCrawlies: A vektiss is an insectile creature roughly the size and trained by mass of a small horse or donkey.
* ChestBurster: Female vektiss lay a single egg in an open wound before regurgitating a powerful soporific into
the druids for battle host's mouth. This substance paralyses the victim and protection.
* ScarilyCompetentTracker: Moonhounds boast an eyesight better than
prevents its flesh from decaying, ensuring that of other argus breeds and a peerless sense of smell. The faintest scent allows moonhounds to pinpoint prey hundreds of yards away, even over running water, in the harshest rainstorms, or young vektiss will have sufficient meat available when masked by alchemical methods.
they hatch.
* SuperScream: A common argus' twin heads TheParalyzer: The vektiss' bite imparts a paralytic venom.
* TrackingSpell: Implanted victims who escape a vektiss lair are pursued relentlessly, since vektiss
can combine track their barks to produce an unsettling blast that addles the mind eggs with uncanny accuracy and stills the flesh.will stop at nothing to retrieve their young.



[[folder:Assassin Fly]]

to:

[[folder:Assassin Fly]][[folder:Virtue]]



* BewareMyStingerTail: Assassin flies sport wicked stingers used by the males to deliver potent blood and nerve toxins, and by the females to lay eggs.
* ChestBurster: Female assassin flies lay eggs inside larger creatures with their stingers. In the 24-hour period before the larvae mature, the host starts to feel unwell. At birth, the young assassin flies chew their way out of the host's flesh.
* KillItWithWater: Assassin flies react poorly to rainfall and humidity, and have difficulty flying when there's more moisture than they are accustomed to, so they do not venture west of their native Bloodstone Marches.
-->'''Alten Ashley:''' I always keep an extra canteen with me when I'm hunting in the Bloodstone. More water always helps, but I keep this one around to douse any assassin fly nests that I encounter. I'll not be playing nursery to the offspring of some damned bugs.

to:

* BewareMyStingerTail: Assassin flies sport wicked stingers used by the males to deliver potent blood and nerve toxins, and by the females to lay eggs.
AcidAttack: The virtue can spew a stream of acidic fluid from its mouth.
* ChestBurster: Female assassin flies lay eggs inside larger creatures with PoisonousPerson: Virtue champions can secrete clouds of toxicity from their stingers. In pores.
* SuperSoldier: The virtue is a new species of perfect warrior engineered specifically by Everblight to combat
the 24-hour period before the larvae mature, the host starts to feel unwell. At birth, the young assassin flies chew their way out threat of the host's flesh.
* KillItWithWater: Assassin flies react poorly to rainfall and humidity, and have difficulty flying when there's more moisture than they are accustomed to, so they do not venture west of their native Bloodstone Marches.
-->'''Alten Ashley:''' I always keep an extra canteen with me when I'm hunting in the Bloodstone. More water always helps, but I keep this one around to douse any assassin fly nests that I encounter. I'll not be playing nursery to the offspring of some damned bugs.
infernals.



[[folder:Blackhide]]

to:

[[folder:Blackhide]][[folder:Wyldgeist]]



* BigEater: Its regeneration forces a blackhide to eat a substantial amount to recover.
* HealingFactor: A blackhide heals rapidly from wounds. Smaller injuries close in a matter of moments, and even severe wounds heal in a few hours.

to:

* BigEater: Its regeneration forces AcidAttack: The wyldgeist can release a blackhide to eat a substantial amount to recover.
* HealingFactor: A blackhide heals rapidly from wounds. Smaller injuries close in a matter
cloud of moments, acidic mist around itself.
* FusionDance: The wyldgeist can bond with the fled spirit of a dead creature, dissolving the corpse
and even severe wounds heal replacing it with its own body and will, becoming a hybrid of the two creatures.
* GeniusLoci: Wyldgeists are claimed to be spirit manifestations of the Blackroot Wood
in a few hours.Khador.



[[folder:Blighted Beast]]

to:

[[folder:Blighted Beast]]!!Beasts
[[folder:Argus]]



* AscendedToCarnivorism: Blighted beasts are usually predatory and aggressive, even ones that might have once been herbivores.
* DefeatEqualsExplosion: Some blighted beasts explode in a burst of blighted meat when killed.
* HornAttack: Most blighted chargers have large horns or antlers to gore prey.
* {{Mutants}}: Toruk's blight seeps across the Scharde Islands and remakes these creatures in infinite varieties by twisting their physiology. Some are so altered that they're scarcely recognisable as members of the same species and all but impossible to classify.

to:

* AscendedToCarnivorism: Blighted beasts AnIcePerson: Winter argus can manifest a supernatural cold to cripple enemies.
* MultipleHeadCase: Argus
are usually predatory a family of two-headed dogs.
* SavageWolves: Argus are huge two-headed canines tamed, breeded,
and aggressive, trained by the druids for battle and protection.
* ScarilyCompetentTracker: Moonhounds boast an eyesight better than that of other argus breeds and a peerless sense of smell. The faintest scent allows moonhounds to pinpoint prey hundreds of yards away,
even ones that might have once been herbivores.
* DefeatEqualsExplosion: Some blighted beasts explode
over running water, in a burst of blighted meat the harshest rainstorms, or when killed.
* HornAttack: Most blighted chargers have large horns or antlers to gore prey.
* {{Mutants}}: Toruk's blight seeps across the Scharde Islands and remakes these creatures in infinite varieties
masked by twisting alchemical methods.
* SuperScream: A common argus' twin heads can combine
their physiology. Some are so altered barks to produce an unsettling blast that they're scarcely recognisable as members of addles the same species mind and all but impossible to classify.stills the flesh.



[[folder:Blighted Insect]]

to:

[[folder:Blighted Insect]][[folder:Assassin Fly]]



* BigCreepyCrawlies: Toruk's blight causes insects to grow to incredible size.
* {{Mutants}}: Insects of the Scharde Islands are fundamentally and unpredictably changed by Toruk's touch. Whole colonies might share alterations, but it is just as likely that individuals exhibit unique mutations.
* PoisonousPerson: Their blight-augmented venom causes flesh to swell and burst within moments or turn necrotic and ooze off their victims.
* VampiricDraining: Most blighted insects of the Scharde Islands feed on blood. Those who survive an attack by them often begin to suffer the residual effects of blight.

to:

* BigCreepyCrawlies: Toruk's blight causes insects BewareMyStingerTail: Assassin flies sport wicked stingers used by the males to grow deliver potent blood and nerve toxins, and by the females to incredible size.
lay eggs.
* {{Mutants}}: Insects ChestBurster: Female assassin flies lay eggs inside larger creatures with their stingers. In the 24-hour period before the larvae mature, the host starts to feel unwell. At birth, the young assassin flies chew their way out of the Scharde Islands host's flesh.
* KillItWithWater: Assassin flies react poorly to rainfall and humidity, and have difficulty flying when there's more moisture than they
are fundamentally and unpredictably changed by Toruk's touch. Whole colonies might share alterations, but it is just as likely that individuals exhibit unique mutations.
* PoisonousPerson: Their blight-augmented venom causes flesh to swell and burst within moments or turn necrotic and ooze off
accustomed to, so they do not venture west of their victims.
* VampiricDraining: Most blighted insects of
native Bloodstone Marches.
-->'''Alten Ashley:''' I always keep an extra canteen with me when I'm hunting in
the Scharde Islands feed on blood. Those who survive an attack by them often begin Bloodstone. More water always helps, but I keep this one around to suffer douse any assassin fly nests that I encounter. I'll not be playing nursery to the residual effects offspring of blight.some damned bugs.



[[folder:Bloodstone Constrictor]]

to:

[[folder:Bloodstone Constrictor]][[folder:Blackhide]]



* TheParalyzer: Despite its name, the bloodstone constrictor is actually a species of viper and can inject a potent neurotoxin that induces paralysis, though it primarily kills by constriction.

to:

* TheParalyzer: Despite its name, the bloodstone constrictor is actually BigEater: Its regeneration forces a species blackhide to eat a substantial amount to recover.
* HealingFactor: A blackhide heals rapidly from wounds. Smaller injuries close in a matter
of viper moments, and can inject even severe wounds heal in a potent neurotoxin that induces paralysis, though it primarily kills by constriction.few hours.



[[folder:Bog Constrictor]]

to:

[[folder:Bog Constrictor]][[folder:Blighted Beast]]



* StealthExpert: Bog constrictors blend in seamlessly with their surroundings, such as muck and twisted trees. Their camouflage is so effective that they can be difficult to spot even in plain sight.

to:

* StealthExpert: Bog constrictors blend AscendedToCarnivorism: Blighted beasts are usually predatory and aggressive, even ones that might have once been herbivores.
* DefeatEqualsExplosion: Some blighted beasts explode
in seamlessly with a burst of blighted meat when killed.
* HornAttack: Most blighted chargers have large horns or antlers to gore prey.
* {{Mutants}}: Toruk's blight seeps across the Scharde Islands and remakes these creatures in infinite varieties by twisting
their surroundings, such as muck and twisted trees. Their camouflage is physiology. Some are so effective altered that they can be difficult they're scarcely recognisable as members of the same species and all but impossible to spot even in plain sight.classify.



[[folder:Burrow-mawg]]

to:

[[folder:Burrow-mawg]][[folder:Blighted Insect]]



* AsskickingLeadsToLeadership: Each burrow-mawg cluster is led by an alpha—the largest, strongest, and fiercest burrow-mawg in the group. An alpha that no longer meets these criteria is soon replaced by a worthier specimen.
* BigEater: Burrow-mawgs have a ceaseless hunger for flesh.

to:

* AsskickingLeadsToLeadership: Each burrow-mawg cluster is led by an alpha—the largest, strongest, BigCreepyCrawlies: Toruk's blight causes insects to grow to incredible size.
* {{Mutants}}: Insects of the Scharde Islands are fundamentally
and fiercest burrow-mawg in the group. An alpha unpredictably changed by Toruk's touch. Whole colonies might share alterations, but it is just as likely that no longer meets these criteria is soon replaced individuals exhibit unique mutations.
* PoisonousPerson: Their blight-augmented venom causes flesh to swell and burst within moments or turn necrotic and ooze off their victims.
* VampiricDraining: Most blighted insects of the Scharde Islands feed on blood. Those who survive an attack
by a worthier specimen.
* BigEater: Burrow-mawgs have a ceaseless hunger for flesh.
them often begin to suffer the residual effects of blight.



[[folder:Buzzard Beetle]]

to:

[[folder:Buzzard Beetle]][[folder:Bloodstone Constrictor]]



* BigCreepyCrawlies: Buzzard beetles are insectoid scavengers the size of a bloated bilge rat.
* StrippedToTheBone: Swarms of buzzard beetles burrow into cadavers and consume them from the inside out, using their acidic secretions to soften the bodies. A sufficiently large swarm can strip a whole battlefield of corpses to bare skeletons overnight. They pose a danger to any corpse pickers or battlefield scavengers and deny raw materials to necromancers.

to:

* BigCreepyCrawlies: Buzzard beetles are insectoid scavengers TheParalyzer: Despite its name, the size bloodstone constrictor is actually a species of a bloated bilge rat.
* StrippedToTheBone: Swarms of buzzard beetles burrow into cadavers
viper and consume them from the inside out, using their acidic secretions to soften the bodies. A sufficiently large swarm can strip inject a whole battlefield of corpses to bare skeletons overnight. They pose a danger to any corpse pickers or battlefield scavengers and deny raw materials to necromancers.potent neurotoxin that induces paralysis, though it primarily kills by constriction.



[[folder:Cane Leech]]

to:

[[folder:Cane Leech]][[folder:Bog Constrictor]]



* WhyDidItHaveToBeSnakes: Cane leeches cannot stand the smell of spring onions.

to:

* WhyDidItHaveToBeSnakes: Cane leeches cannot stand the smell of spring onions.StealthExpert: Bog constrictors blend in seamlessly with their surroundings, such as muck and twisted trees. Their camouflage is so effective that they can be difficult to spot even in plain sight.



[[folder:Cataphract Beetle]]

to:

[[folder:Cataphract Beetle]][[folder:Burrow-mawg]]



* AcidAttack: Cataphract beetles can spray streams of caustic digestive juices at their foes.
* AntlionMonster: Closer to their burrows, cataphract beetle soldiers burrow ever-widening circles in loose earth or sand, creating an unstable pit that collapses inward when anything but another cataphract beetle enters the area. The shifting earth in these pits makes them exceedingly difficult to climb away from the cataphract beetle solder waiting in the centre.
* BigCreepyCrawlies: These insects are about three feet long and stand two to three feet above the ground.

to:

* AcidAttack: Cataphract beetles can spray streams of caustic digestive juices at their foes.
* AntlionMonster: Closer to their burrows, cataphract beetle soldiers burrow ever-widening circles in loose earth or sand, creating
AsskickingLeadsToLeadership: Each burrow-mawg cluster is led by an unstable pit that collapses inward when anything but another cataphract beetle enters the area. The shifting earth in these pits makes them exceedingly difficult to climb away from the cataphract beetle solder waiting alpha—the largest, strongest, and fiercest burrow-mawg in the centre.
group. An alpha that no longer meets these criteria is soon replaced by a worthier specimen.
* BigCreepyCrawlies: These insects are about three feet long and stand two to three feet above the ground.BigEater: Burrow-mawgs have a ceaseless hunger for flesh.



[[folder:Crag Lion]]

to:

[[folder:Crag Lion]][[folder:Buzzard Beetle]]



* InASingleBound: Creeping up on a potential meal, a pride of crag lions relies on natural camouflage to avoid notice before leaping forward to bring prey to the ground.

to:

* InASingleBound: Creeping up on a potential meal, a pride of crag lions relies on natural camouflage to avoid notice before leaping forward to bring prey to BigCreepyCrawlies: Buzzard beetles are insectoid scavengers the ground.size of a bloated bilge rat.
* StrippedToTheBone: Swarms of buzzard beetles burrow into cadavers and consume them from the inside out, using their acidic secretions to soften the bodies. A sufficiently large swarm can strip a whole battlefield of corpses to bare skeletons overnight. They pose a danger to any corpse pickers or battlefield scavengers and deny raw materials to necromancers.



[[folder:Crypt Spider]]

to:

[[folder:Crypt Spider]][[folder:Cane Leech]]



* AcidAttack: Crypt spiders can deliver acid with its bite or spit, which can be useful when fighting skeletal undead.
* GiantSpider: Adult crypt spiders are roughly as long as a man is tall and stand nearly half that height.
* WallCrawl: Crypt spiders' eight legs are tipped with serrated barbs that allow them to easily cling to stone walls.

to:

* AcidAttack: Crypt spiders can deliver acid with its bite or spit, which can be useful when fighting skeletal undead.
* GiantSpider: Adult crypt spiders are roughly as long as a man is tall and
WhyDidItHaveToBeSnakes: Cane leeches cannot stand nearly half that height.
* WallCrawl: Crypt spiders' eight legs are tipped with serrated barbs that allow them to easily cling to stone walls.
the smell of spring onions.



[[folder:Devil Rat]]

to:

[[folder:Devil Rat]][[folder:Cataphract Beetle]]



* ExplosiveBreeder: Devil rats are prolific breeders, and swarms can number in the thousands.
* MonstrousCannibalism: Devil rats feed on each other if no other food source if available.
* YouDirtyRat: Far more intelligent than common vermin, a devil rat possesses a clever mind, a malevolent nature, and a seemingly endless appetite.

to:

* ExplosiveBreeder: Devil rats are prolific breeders, and swarms AcidAttack: Cataphract beetles can number spray streams of caustic digestive juices at their foes.
* AntlionMonster: Closer to their burrows, cataphract beetle soldiers burrow ever-widening circles in loose earth or sand, creating an unstable pit that collapses inward when anything but another cataphract beetle enters the area. The shifting earth in these pits makes them exceedingly difficult to climb away from the cataphract beetle solder waiting
in the thousands.
centre.
* MonstrousCannibalism: Devil rats feed on each other if no other food source if available.
* YouDirtyRat: Far more intelligent than common vermin, a devil rat possesses a clever mind, a malevolent nature,
BigCreepyCrawlies: These insects are about three feet long and a seemingly endless appetite.stand two to three feet above the ground.



[[folder:Dust Hog]]

to:

[[folder:Dust Hog]][[folder:Crag Lion]]



* FullBoarAction: Dust hogs are not clever and mass in great swarms of thirty to fifty, charging blindly at anything that dares to step into their territory, battering them under their hooves and ripping apart with a flurry of slashing tusks.

to:

* FullBoarAction: Dust hogs are not clever and mass in great swarms InASingleBound: Creeping up on a potential meal, a pride of thirty crag lions relies on natural camouflage to fifty, charging blindly at anything that dares avoid notice before leaping forward to step into their territory, battering them under their hooves and ripping apart with a flurry of slashing tusks.bring prey to the ground.



[[folder:Dracodile]]

to:

[[folder:Dracodile]][[folder:Crypt Spider]]



* HairTriggerTemper: Dracodiles are quick to anger and slow to calm.
* PoisonousPerson: A dracodile can exhale a cone of toxic gas.
* SuperPersistentPredator: Attacking a dracodile often results in the relentless pursuit of the attacker, even beyond the boundaries of the dracodile' territory.

to:

* HairTriggerTemper: Dracodiles AcidAttack: Crypt spiders can deliver acid with its bite or spit, which can be useful when fighting skeletal undead.
* GiantSpider: Adult crypt spiders
are quick to anger roughly as long as a man is tall and slow stand nearly half that height.
* WallCrawl: Crypt spiders' eight legs are tipped with serrated barbs that allow them
to calm.
* PoisonousPerson: A dracodile can exhale a cone of toxic gas.
* SuperPersistentPredator: Attacking a dracodile often results in the relentless pursuit of the attacker, even beyond the boundaries of the dracodile' territory.
easily cling to stone walls.



[[folder:Dragon Fish]]

to:

[[folder:Dragon Fish]][[folder:Devil Rat]]



* FiendishFish: Dragon fish are deadly aquatic predators with extremely sharp teeth and an endless appetite. While an individual is little more than a nuisance capable of nipping a chunk of exposed flesh, they always attack in numbers. When there's blood in the water, they'll enter a frenzy, attacking and eating just about anything.
* MoreTeethThanTheOsmondFamily: The mouth of a dragon fish is tightly packed with multiple rows of sharp, interlocking teeth.

to:

* FiendishFish: Dragon fish ExplosiveBreeder: Devil rats are deadly aquatic predators with extremely sharp teeth prolific breeders, and an swarms can number in the thousands.
* MonstrousCannibalism: Devil rats feed on each other if no other food source if available.
* YouDirtyRat: Far more intelligent than common vermin, a devil rat possesses a clever mind, a malevolent nature, and a seemingly
endless appetite. While an individual is little more than a nuisance capable of nipping a chunk of exposed flesh, they always attack in numbers. When there's blood in the water, they'll enter a frenzy, attacking and eating just about anything.
* MoreTeethThanTheOsmondFamily: The mouth of a dragon fish is tightly packed with multiple rows of sharp, interlocking teeth.
appetite.



[[folder:Dune Prowler]]

to:

[[folder:Dune Prowler]][[folder:Dust Hog]]



* SuperSenses: The long, coarse bristles protruding from the dune prowler's skin allows it to feel subtle vibrations in the sand that betray a potential meal's movements, no matter how stealthy.

to:

* SuperSenses: The long, coarse bristles protruding from the dune prowler's skin allows it FullBoarAction: Dust hogs are not clever and mass in great swarms of thirty to feel subtle vibrations in the sand fifty, charging blindly at anything that betray dares to step into their territory, battering them under their hooves and ripping apart with a potential meal's movements, no matter how stealthy.flurry of slashing tusks.



[[folder:Duskwolf]]

to:

[[folder:Duskwolf]][[folder:Dracodile]]



* SavageWolves: Enormous wolves with intelligence and ferocity far outstripping that of mere beasts, duskwolves are dangerous predators that dwell within dark, primeval forests. They have been known to stalk and kill lone humans wandering the wilderness, and creatures as large and powerful as trolls have fallen to hungry duskwolf packs.

to:

* SavageWolves: Enormous wolves with intelligence HairTriggerTemper: Dracodiles are quick to anger and ferocity far outstripping that slow to calm.
* PoisonousPerson: A dracodile can exhale a cone
of mere beasts, duskwolves are dangerous predators that dwell within dark, primeval forests. They have been known to stalk and kill lone humans wandering toxic gas.
* SuperPersistentPredator: Attacking a dracodile often results in
the wilderness, and creatures as large and powerful as trolls have fallen to hungry duskwolf packs.relentless pursuit of the attacker, even beyond the boundaries of the dracodile' territory.



[[folder:Glowweb Spider]]

to:

[[folder:Glowweb Spider]][[folder:Dragon Fish]]



* EatenAlive: A glowweb spider's nest is filled with numerous paralysed prey bound in web, on which it feeds over the course of several days. This habit prolongs the death of a victim and can be sometimes helpful in rescuing someone the spider has taken captive.
* GiantSpider: The glowweb spider is an enormous spider whose web is strong enough to restrain a fully-grown trollkin.
* TheParalyzer: The glowweb spider's bite carries a paralysing venom, which allows it to drag the prey back to its lair.

to:

* EatenAlive: A glowweb spider's nest is filled FiendishFish: Dragon fish are deadly aquatic predators with numerous paralysed prey bound extremely sharp teeth and an endless appetite. While an individual is little more than a nuisance capable of nipping a chunk of exposed flesh, they always attack in web, on which it feeds over numbers. When there's blood in the course of several days. This habit prolongs the death water, they'll enter a frenzy, attacking and eating just about anything.
* MoreTeethThanTheOsmondFamily: The mouth
of a victim and can be sometimes helpful in rescuing someone the spider has taken captive.
* GiantSpider: The glowweb spider
dragon fish is an enormous spider whose web is strong enough to restrain a fully-grown trollkin.
* TheParalyzer: The glowweb spider's bite carries a paralysing venom, which allows it to drag the prey back to its lair.
tightly packed with multiple rows of sharp, interlocking teeth.



[[folder:Gorax]]

to:

[[folder:Gorax]][[folder:Dune Prowler]]



* BeastMan: Great, hulking brutes that inhabit the deepest wilds of western Immoren, gorax are primitive creatures that blur the line between man and beast.
* KillerGorilla: Gorax are hulking primates with broad, muscular torsos, long arms and oversized claws.
* ToServeMan: Gorax that taste the blood of mankind seek it out, which has caused some of the beasts to move from their wilderness domains closer to the fringes of civilisation.

to:

* BeastMan: Great, hulking brutes SuperSenses: The long, coarse bristles protruding from the dune prowler's skin allows it to feel subtle vibrations in the sand that inhabit the deepest wilds of western Immoren, gorax are primitive creatures that blur the line between man and beast.
* KillerGorilla: Gorax are hulking primates with broad, muscular torsos, long arms and oversized claws.
* ToServeMan: Gorax that taste the blood of mankind seek it out, which has caused some of the beasts to move from their wilderness domains closer to the fringes of civilisation.
betray a potential meal's movements, no matter how stealthy.



[[folder:Gorol]]

to:

[[folder:Gorol]][[folder:Duskwolf]]



* AsskickingLeadsToLeadership: Gorol troops are led by an elder male known as the alpha, the strongest and most experienced member of the group. Alphas must constantly prove their worth to maintain their position, ensuring the continued strength and stability of the gorol community.

to:

* AsskickingLeadsToLeadership: Gorol troops SavageWolves: Enormous wolves with intelligence and ferocity far outstripping that of mere beasts, duskwolves are led by an elder male dangerous predators that dwell within dark, primeval forests. They have been known as to stalk and kill lone humans wandering the alpha, the strongest wilderness, and most experienced member of the group. Alphas must constantly prove their worth to maintain their position, ensuring the continued strength creatures as large and stability of the gorol community.powerful as trolls have fallen to hungry duskwolf packs.



[[folder:Griffon]]

to:

[[folder:Griffon]][[folder:Glowweb Spider]]



* KidnappingBirdOfPrey: Scarsfell griffons lift prey aloft to be eaten high in their nests, leaving little sign on the ground.
* OurGryphonsAreDifferent: Griffons are predators that combine big cats with birds of prey. Druids have long tended griffon fledglings and picked out those best suited to their needs.
* SuperScream: Rotterhorn griffons can unleash a scream to leave its prey stunned and bloodied.

to:

* KidnappingBirdOfPrey: Scarsfell griffons lift EatenAlive: A glowweb spider's nest is filled with numerous paralysed prey aloft to be eaten high bound in their nests, leaving little sign web, on which it feeds over the ground.
* OurGryphonsAreDifferent: Griffons are predators that combine big cats with birds
course of prey. Druids have long tended griffon fledglings several days. This habit prolongs the death of a victim and picked out those best suited to their needs.
* SuperScream: Rotterhorn griffons
can unleash a scream be sometimes helpful in rescuing someone the spider has taken captive.
* GiantSpider: The glowweb spider is an enormous spider whose web is strong enough
to leave its restrain a fully-grown trollkin.
* TheParalyzer: The glowweb spider's bite carries a paralysing venom, which allows it to drag the
prey stunned and bloodied.back to its lair.



[[folder:Hornbeak Trask]]

to:

[[folder:Hornbeak Trask]][[folder:Gorax]]



* BigEater: Hornbeak trasks are ravenous predators and content to consume any ready source of meat they can find: rats, stray dogs, gobbers, and even larger prey on occasion. Virtually anything that moves is considered as a food source.

to:

* BigEater: Hornbeak trasks are ravenous predators and content to consume any ready source of meat they can find: rats, stray dogs, gobbers, and even larger prey on occasion. Virtually anything BeastMan: Great, hulking brutes that moves is considered as a food source.inhabit the deepest wilds of western Immoren, gorax are primitive creatures that blur the line between man and beast.
* KillerGorilla: Gorax are hulking primates with broad, muscular torsos, long arms and oversized claws.
* ToServeMan: Gorax that taste the blood of mankind seek it out, which has caused some of the beasts to move from their wilderness domains closer to the fringes of civilisation.



[[folder:Hull Grinder]]

to:

[[folder:Hull Grinder]][[folder:Gorol]]



* FiendishFish: Hull grinders are massive predatory fish that usually grow to a length of fifteen feet, with remarkable specimens reaching over thirty feet long. A hull grinder is prone to attack any vessel it has mistaken for its prey. The collection of barbs on its back can damage the hulls of almost any ship.
* ImprovisedWeapon: Hull grinder barbs are sharp and durable enough that some coastal and riverside communities use them as weapons.

to:

* FiendishFish: Hull grinders AsskickingLeadsToLeadership: Gorol troops are massive predatory fish that usually grow to a length of fifteen feet, with remarkable specimens reaching over thirty feet long. A hull grinder is prone to attack any vessel it has mistaken for its prey. The collection of barbs on its back can damage led by an elder male known as the hulls of almost any ship.
* ImprovisedWeapon: Hull grinder barbs are sharp
alpha, the strongest and durable enough that some coastal most experienced member of the group. Alphas must constantly prove their worth to maintain their position, ensuring the continued strength and riverside communities use them as weapons.stability of the gorol community.



[[folder:Iosan Forest Hawk]]

to:

[[folder:Iosan Forest Hawk]][[folder:Griffon]]



* MoreDeadlyThanTheMale: Male Iosan forest hawks rear the young since the more compact females are the better hunters.

to:

* MoreDeadlyThanTheMale: Male Iosan forest hawks rear KidnappingBirdOfPrey: Scarsfell griffons lift prey aloft to be eaten high in their nests, leaving little sign on the young since the more compact females ground.
* OurGryphonsAreDifferent: Griffons
are the better hunters.predators that combine big cats with birds of prey. Druids have long tended griffon fledglings and picked out those best suited to their needs.
* SuperScream: Rotterhorn griffons can unleash a scream to leave its prey stunned and bloodied.



[[folder:Ironback]]

to:

[[folder:Ironback]][[folder:Hornbeak Trask]]



* AcidAttack: The ironback's most feared weapon is its acidic spit. If a suitable meal lies beyond its immediate reach, it spews a massive stream of noxious gastric acid that liquefies flesh into sludge that it can then consume.

to:

* AcidAttack: The ironback's most feared weapon is its acidic spit. If a suitable meal lies beyond its immediate reach, it spews a massive stream BigEater: Hornbeak trasks are ravenous predators and content to consume any ready source of noxious gastric acid meat they can find: rats, stray dogs, gobbers, and even larger prey on occasion. Virtually anything that liquefies flesh into sludge that it can then consume.moves is considered as a food source.



[[folder:Karkinos]]

to:

[[folder:Karkinos]][[folder:Hull Grinder]]



* GiantEnemyCrab: Karkinoi are an unusual breed of giant blue forest crab. Viciously territorial, they lie partially submerged in forest pools when they are not active, attacking anything that approaches too close, including animals that come to drink.

to:

* GiantEnemyCrab: Karkinoi FiendishFish: Hull grinders are an unusual breed of giant blue forest crab. Viciously territorial, they lie partially submerged in forest pools when they are not active, attacking anything massive predatory fish that approaches too close, including animals usually grow to a length of fifteen feet, with remarkable specimens reaching over thirty feet long. A hull grinder is prone to attack any vessel it has mistaken for its prey. The collection of barbs on its back can damage the hulls of almost any ship.
* ImprovisedWeapon: Hull grinder barbs are sharp and durable enough
that come to drink.some coastal and riverside communities use them as weapons.



[[folder:Myrmid]]

to:

[[folder:Myrmid]][[folder:Iosan Forest Hawk]]



* AcidAttack: The myrmid can breathe out an acidic vapour to weaken prey and rocks.
* DigAttack: Myrmids hunt by burrowing into rock after weakening it with an acid. Once the surface has been partially dissolved, myrmids dig a hole large enough to hide in and then hide behind their front limbs. When something large enough passes too close, the myrmid strikes.

to:

* AcidAttack: The myrmid can breathe out an acidic vapour to weaken prey and rocks.
* DigAttack: Myrmids hunt by burrowing into rock after weakening it with an acid. Once
MoreDeadlyThanTheMale: Male Iosan forest hawks rear the surface has been partially dissolved, myrmids dig a hole large enough to hide in and then hide behind their front limbs. When something large enough passes too close, young since the myrmid strikes.more compact females are the better hunters.



[[folder:Raevhan Buffalo]]

to:

[[folder:Raevhan Buffalo]][[folder:Ironback]]



* TheBerserker: Male Raevhan buffalo are extremely territorial and will fearlessly charge intruders with little regard for their own lives.
* DyingRace: Development of northern Khador has caused their habitat to steadily dwindle, forcing Raevhan buffalo into smaller and smaller territories. Their population has declined steadily for centuries, and they are now so rare that many believe they have gone extinct.
* HornAttack: A Raevhan buffalo boasts an enormous rack of antlers ideally suited for battering aside a target.
* MamaBear: Female Raevhan buffalo are ferocious when defending their young.

to:

* TheBerserker: Male Raevhan buffalo are extremely territorial and will fearlessly charge intruders with little regard for their own lives.
* DyingRace: Development
AcidAttack: The ironback's most feared weapon is its acidic spit. If a suitable meal lies beyond its immediate reach, it spews a massive stream of northern Khador has caused their habitat to steadily dwindle, forcing Raevhan buffalo noxious gastric acid that liquefies flesh into smaller and smaller territories. Their population has declined steadily for centuries, and they are now so rare sludge that many believe they have gone extinct.
* HornAttack: A Raevhan buffalo boasts an enormous rack of antlers ideally suited for battering aside a target.
* MamaBear: Female Raevhan buffalo are ferocious when defending their young.
it can then consume.



[[folder:Razorbat]]

to:

[[folder:Razorbat]][[folder:Karkinos]]



* BatOutOfHell: Any creature unlucky enough to disturb a razorbat roost is quickly set upon by a shrieking cloud of bats and torn to pieces.
* BewareMyStingerTail: Razorbats are easily identified by the pronounced talons on their wings and their wickedly barbed tail.
* SuperScream: The combined shrieks of a razorbat colony working in tandem are loud enough to crack lantern glass, shatter eardrums, and leave a target reeling and deafened.

to:

* BatOutOfHell: Any creature unlucky enough to disturb a razorbat roost is quickly set upon by a shrieking cloud of bats and torn to pieces.
* BewareMyStingerTail: Razorbats
GiantEnemyCrab: Karkinoi are easily identified by the pronounced talons on their wings and their wickedly barbed tail.
* SuperScream: The combined shrieks
an unusual breed of a razorbat colony working giant blue forest crab. Viciously territorial, they lie partially submerged in tandem forest pools when they are loud enough not active, attacking anything that approaches too close, including animals that come to crack lantern glass, shatter eardrums, and leave a target reeling and deafened.drink.



[[folder:Razor Boar]]

to:

[[folder:Razor Boar]][[folder:Myrmid]]



* BigEater: Goliath hogs feel an endless hunger that drives them to consume anything in their path, heedless of their own safety.
* FedToPigs: Razor boar training includes feeding them fresh kills of diverse races so they develop a strong taste for the flesh of humans, trollkin, skorne and farrow. The victims' screams of pain and fear ring out from the butchering complex before each feeding, and the beasts learn to associate them with an impending meal.
-->'''Alten Ashley:''' I like bacon as much as the next man, but I won't touch the meat of a razor boar. There's something wrong about eatin' a creature that has, itself, probably eaten someone you knew.
* FullBoarAction: When loosed upon an enemy, razor boars charge in heedless of their own well-being, intent only on goring their prey and feeding on soft flesh.
* SuperBreedingProgram: The farrow have spent generations breeding razor boars with the sole intent of making them larger and more dangerous. Only the biggest, most savage boars are chosen to be mated, creating beasts of war barely controlled by their masters.

to:

* BigEater: Goliath hogs feel AcidAttack: The myrmid can breathe out an endless hunger that drives them acidic vapour to consume anything in their path, heedless of their own safety.
* FedToPigs: Razor boar training includes feeding them fresh kills of diverse races so they develop a strong taste for the flesh of humans, trollkin, skorne
weaken prey and farrow. The victims' screams of pain and fear ring out from the butchering complex before each feeding, and the beasts learn to associate them rocks.
* DigAttack: Myrmids hunt by burrowing into rock after weakening it
with an impending meal.
-->'''Alten Ashley:''' I like bacon as much as
acid. Once the next man, but I won't touch the meat of surface has been partially dissolved, myrmids dig a razor boar. There's hole large enough to hide in and then hide behind their front limbs. When something wrong about eatin' a creature that has, itself, probably eaten someone you knew.
* FullBoarAction: When loosed upon an enemy, razor boars charge in heedless of their own well-being, intent only on goring their prey and feeding on soft flesh.
* SuperBreedingProgram: The farrow have spent generations breeding razor boars with
large enough passes too close, the sole intent of making them larger and more dangerous. Only the biggest, most savage boars are chosen to be mated, creating beasts of war barely controlled by their masters.myrmid strikes.



[[folder:Saqu]]

to:

[[folder:Saqu]][[folder:Raevhan Buffalo]]



* GiantFlyer: The saqu is a gigantic raptor that stands up to fifteen feet tall when fully grown and has a wingspan in excess of thirty feet.
* KidnappingBirdOfPrey: The saqu more difficult prey high into the air, tearing away with its beak all the while, before dropping the victim to its death and eating whatever remains.

to:

* GiantFlyer: The saqu is a gigantic raptor TheBerserker: Male Raevhan buffalo are extremely territorial and will fearlessly charge intruders with little regard for their own lives.
* DyingRace: Development of northern Khador has caused their habitat to steadily dwindle, forcing Raevhan buffalo into smaller and smaller territories. Their population has declined steadily for centuries, and they are now so rare
that stands up to fifteen feet tall many believe they have gone extinct.
* HornAttack: A Raevhan buffalo boasts an enormous rack of antlers ideally suited for battering aside a target.
* MamaBear: Female Raevhan buffalo are ferocious
when fully grown and has a wingspan in excess of thirty feet.
* KidnappingBirdOfPrey: The saqu more difficult prey high into the air, tearing away with its beak all the while, before dropping the victim to its death and eating whatever remains.
defending their young.



[[folder:Satyr]]

to:

[[folder:Satyr]][[folder:Razorbat]]



* FaunsAndSatyrs: Satyrs have muscular, man-like upper bodies, and the legs and hooves of a goat. They walk upright, towering twice as tall as the average human. They are hostile and aggressive creatures with a limited capacity for reason.
* HornAttack: A satyr employs its massive horns to ram foes.
* LeanAndMean: Shadowhorns possess a slenderer build than other satyrs, but they are even more aggressive and display a particularly savage glee when closing with the enemy.

to:

* FaunsAndSatyrs: Satyrs have muscular, man-like upper bodies, BatOutOfHell: Any creature unlucky enough to disturb a razorbat roost is quickly set upon by a shrieking cloud of bats and torn to pieces.
* BewareMyStingerTail: Razorbats are easily identified by
the legs pronounced talons on their wings and hooves their wickedly barbed tail.
* SuperScream: The combined shrieks
of a goat. They walk upright, towering twice as tall as the average human. They razorbat colony working in tandem are hostile loud enough to crack lantern glass, shatter eardrums, and aggressive creatures with leave a limited capacity for reason.
* HornAttack: A satyr employs its massive horns to ram foes.
* LeanAndMean: Shadowhorns possess a slenderer build than other satyrs, but they are even more aggressive
target reeling and display a particularly savage glee when closing with the enemy.deafened.



[[folder:Shagmar]]

to:

[[folder:Shagmar]][[folder:Razor Boar]]



* HorseOfADifferentColor: Lethean hunting parties ride shagmars as they move through the dense underbrush.

to:

* HorseOfADifferentColor: Lethean hunting parties ride shagmars as BigEater: Goliath hogs feel an endless hunger that drives them to consume anything in their path, heedless of their own safety.
* FedToPigs: Razor boar training includes feeding them fresh kills of diverse races so
they move through develop a strong taste for the dense underbrush.flesh of humans, trollkin, skorne and farrow. The victims' screams of pain and fear ring out from the butchering complex before each feeding, and the beasts learn to associate them with an impending meal.
-->'''Alten Ashley:''' I like bacon as much as the next man, but I won't touch the meat of a razor boar. There's something wrong about eatin' a creature that has, itself, probably eaten someone you knew.
* FullBoarAction: When loosed upon an enemy, razor boars charge in heedless of their own well-being, intent only on goring their prey and feeding on soft flesh.
* SuperBreedingProgram: The farrow have spent generations breeding razor boars with the sole intent of making them larger and more dangerous. Only the biggest, most savage boars are chosen to be mated, creating beasts of war barely controlled by their masters.



[[folder:Skigg]]

to:

[[folder:Skigg]][[folder:Saqu]]



* BizarreTasteInFood: Skiggs are attracted to blasting powder and eagerly devour it.
* ExplosiveBreeder: Because they breed so quickly, a city can be all but overrun with skiggs in a matter of months.
* MadeOfExplodium: A skigg that has consumed a sufficient amount of blasting powder will violently explode if struck or even shaken with sufficient force.

to:

* BizarreTasteInFood: Skiggs are attracted GiantFlyer: The saqu is a gigantic raptor that stands up to blasting powder fifteen feet tall when fully grown and eagerly devour it.
has a wingspan in excess of thirty feet.
* ExplosiveBreeder: Because they breed so quickly, a city can be all but overrun KidnappingBirdOfPrey: The saqu more difficult prey high into the air, tearing away with skiggs in a matter of months.
* MadeOfExplodium: A skigg that has consumed a sufficient amount of blasting powder will violently explode if struck or even shaken with sufficient force.
its beak all the while, before dropping the victim to its death and eating whatever remains.



[[folder:Snapper]]

to:

[[folder:Snapper]][[folder:Satyr]]



* PapaWolf: Snappers take extraordinary care of their young. After a cow snapper lays eggs leaves the nest to regain her strength, the bull guards the nest against any intrusion and warns off trespassers with a low, guttural growl.

to:

* PapaWolf: Snappers take extraordinary care of their young. After a cow snapper lays eggs leaves FaunsAndSatyrs: Satyrs have muscular, man-like upper bodies, and the nest to regain her strength, legs and hooves of a goat. They walk upright, towering twice as tall as the bull guards the nest against any intrusion average human. They are hostile and warns off trespassers aggressive creatures with a low, guttural growl.limited capacity for reason.
* HornAttack: A satyr employs its massive horns to ram foes.
* LeanAndMean: Shadowhorns possess a slenderer build than other satyrs, but they are even more aggressive and display a particularly savage glee when closing with the enemy.



[[folder:Tatzylwurm]]

to:

[[folder:Tatzylwurm]][[folder:Shagmar]]



* AcidAttack: When threatened, a pale tatzylwurm sprays a corrosive acid from special glands in its mouth. This acid is powerful enough to dissolve iron.
* DigAttack: The coral tatzylwurm bores tunnels through soil and stone. When it detects a potential meal, it suddenly erupts from the soil and attempts to subdue prey.
* EmotionBomb: The feathered tatzylwurm's venom is a potent psychoactive that can induce extreme panic.
* FeatheredSerpent: The feathered tatzylwurm is a small breed whose most distinctive feature is its featherlike scales, which allow it to glide short distances, past rivers, gorges and gaps between trees in the jungle.
* HypnoticEyes: A black tatzylwurm can transfix any living creature that makes eye contact with it. The light plays in strange, hypnotic patterns deep in the tatzylwurm's eyes, fixing its intended target in place.
* InASingleBound: Some tatzylwurm species can leap an impressive distance. By coiling their powerful bodies, they can clear obstacles and reach into a tree's high branches.
* TheParalyzer: The coral tatzylwurm's paralytic venom can immobilise most creatures within moments. The coral tatzylwurm then constricts and drags the prey to its underground lair to be devoured.
* PoisonousPerson: Every tatzylwurm species has a potent and fatal venom. Some are fast-acting and can cause death within moments, while others are slower and more debilitating.
* SpikeShooter: Gray tatzylwurms can produce stout iron barbs and project them a significant distance, simultaneously piercing and poisoning creatures at range.
* TemporaryBlindness: When introduced into the bloodstream, black tatzylwurm venom causes almost immediate blindness. While the venom quickly breaks down, returning sight to the prey, this may be too late for it to survive the tatzylwurm's follow-up attack.
* TrackingSpell: Tatzylwurm viper venom rapidly alters the victim's sweat, causing the prey to emit a scent that is both irresistible and powerfully apparent to any viper tatzylwurm in the vicinity. Even a victim who successfully evades the initial bite will be relentlessly and unerringly tracked down.

to:

* AcidAttack: When threatened, a pale tatzylwurm sprays a corrosive acid from special glands in its mouth. This acid is powerful enough to dissolve iron.
* DigAttack: The coral tatzylwurm bores tunnels
HorseOfADifferentColor: Lethean hunting parties ride shagmars as they move through soil and stone. When it detects a potential meal, it suddenly erupts from the soil and attempts to subdue prey.
* EmotionBomb: The feathered tatzylwurm's venom is a potent psychoactive that can induce extreme panic.
* FeatheredSerpent: The feathered tatzylwurm is a small breed whose most distinctive feature is its featherlike scales, which allow it to glide short distances, past rivers, gorges and gaps between trees in the jungle.
* HypnoticEyes: A black tatzylwurm can transfix any living creature that makes eye contact with it. The light plays in strange, hypnotic patterns deep in the tatzylwurm's eyes, fixing its intended target in place.
* InASingleBound: Some tatzylwurm species can leap an impressive distance. By coiling their powerful bodies, they can clear obstacles and reach into a tree's high branches.
* TheParalyzer: The coral tatzylwurm's paralytic venom can immobilise most creatures within moments. The coral tatzylwurm then constricts and drags the prey to its underground lair to be devoured.
* PoisonousPerson: Every tatzylwurm species has a potent and fatal venom. Some are fast-acting and can cause death within moments, while others are slower and more debilitating.
* SpikeShooter: Gray tatzylwurms can produce stout iron barbs and project them a significant distance, simultaneously piercing and poisoning creatures at range.
* TemporaryBlindness: When introduced into the bloodstream, black tatzylwurm venom causes almost immediate blindness. While the venom quickly breaks down, returning sight to the prey, this may be too late for it to survive the tatzylwurm's follow-up attack.
* TrackingSpell: Tatzylwurm viper venom rapidly alters the victim's sweat, causing the prey to emit a scent that is both irresistible and powerfully apparent to any viper tatzylwurm in the vicinity. Even a victim who successfully evades the initial bite will be relentlessly and unerringly tracked down.
dense underbrush.



[[folder:Thornwood Mauler]]

to:

[[folder:Thornwood Mauler]][[folder:Skigg]]



* AbsurdlySharpClaws: The enormous fangs and sturdy claws of a Thornwood mauler can rip through steel and toughened hide.
* KillSteal: A Thornwood mauler will drive away a predator to steal its kill and will viciously shred any beast that attempts to defend a carcass.
* MonstrousCannibalism: If two Thornwood maulers go to battle over a carcass, the result is invariably a deadly combat that ends with the victor consuming the flesh of the loser.
* SuperPersistentPredator: Thornwood maulers relentlessly track prey once they have caught its scent. They will stalk prey for miles and over the course of several days. It is extremely difficult to mask one's scent, as ordinary means will not deter the mauler's sensitive nose.

to:

* AbsurdlySharpClaws: The enormous fangs BizarreTasteInFood: Skiggs are attracted to blasting powder and sturdy claws of eagerly devour it.
* ExplosiveBreeder: Because they breed so quickly,
a Thornwood mauler city can rip through steel and toughened hide.
be all but overrun with skiggs in a matter of months.
* KillSteal: MadeOfExplodium: A Thornwood mauler skigg that has consumed a sufficient amount of blasting powder will drive away a predator to steal its kill and will viciously shred any beast that attempts to defend a carcass.
* MonstrousCannibalism: If two Thornwood maulers go to battle over a carcass, the result is invariably a deadly combat that ends
violently explode if struck or even shaken with the victor consuming the flesh of the loser.
* SuperPersistentPredator: Thornwood maulers relentlessly track prey once they have caught its scent. They will stalk prey for miles and over the course of several days. It is extremely difficult to mask one's scent, as ordinary means will not deter the mauler's sensitive nose.
sufficient force.



[[folder:Widow Bear]]

to:

[[folder:Widow Bear]][[folder:Snapper]]



* BearsAreBadNews: Widow bears are aggressive and can be extremely quick over short distances. Their size affords them the luxury of trundling over anything that gets in their way when they close in on a threat.

to:

* BearsAreBadNews: Widow bears are aggressive and can be extremely quick over short distances. Their size affords them the luxury PapaWolf: Snappers take extraordinary care of trundling over anything that gets in their way when they close in on young. After a threat.cow snapper lays eggs leaves the nest to regain her strength, the bull guards the nest against any intrusion and warns off trespassers with a low, guttural growl.



!!Celestials
[[folder:Archon]]

to:

!!Celestials
[[folder:Archon]]
[[folder:Tatzylwurm]]



* AngelicTransformation: Morrowan, Thamarite and Menite archons are the spirits of the greatest practitioners of the faith, given a special purpose in the afterlife.
* HealingFactor: Dhunian and primal archons can swiftly regenerate any parts severed in battle.
* OurAngelsAreDifferent: Classified as celestials under ''TabletopGame/DungeonsAndDragons'' 5th Edition rules, the archons of the Iron Kingdoms are awe-inspiring and terrifying spiritual entities who act as agents of the gods, enacting their will on the mortal world. They are as diverse as the deities they serve: Morrow, Thamar, Menoth, the Devourer Wurm, or Dhunia. Some, like the enigmatic void archons, are aligned to no specific god and represent the unconscious and collective will of all souls in Urcaen, and while they do share a striking resemblance to the empyreans of ''Warcaster Neo-Mechanika'', whether that was intentional remains a mystery.

!!!Death Archon

to:

* AngelicTransformation: Morrowan, Thamarite and Menite archons are the spirits of the greatest practitioners of the faith, given AcidAttack: When threatened, a pale tatzylwurm sprays a corrosive acid from special purpose glands in its mouth. This acid is powerful enough to dissolve iron.
* DigAttack: The coral tatzylwurm bores tunnels through soil and stone. When it detects a potential meal, it suddenly erupts from the soil and attempts to subdue prey.
* EmotionBomb: The feathered tatzylwurm's venom is a potent psychoactive that can induce extreme panic.
* FeatheredSerpent: The feathered tatzylwurm is a small breed whose most distinctive feature is its featherlike scales, which allow it to glide short distances, past rivers, gorges and gaps between trees
in the afterlife.
jungle.
* HealingFactor: Dhunian and primal archons HypnoticEyes: A black tatzylwurm can swiftly regenerate transfix any parts severed living creature that makes eye contact with it. The light plays in battle.
* OurAngelsAreDifferent: Classified as celestials under ''TabletopGame/DungeonsAndDragons'' 5th Edition rules,
strange, hypnotic patterns deep in the archons of the Iron Kingdoms are awe-inspiring and terrifying spiritual entities who act as agents of the gods, enacting tatzylwurm's eyes, fixing its intended target in place.
* InASingleBound: Some tatzylwurm species can leap an impressive distance. By coiling
their will on the mortal world. They are as diverse as the deities powerful bodies, they serve: Morrow, Thamar, Menoth, can clear obstacles and reach into a tree's high branches.
* TheParalyzer: The coral tatzylwurm's paralytic venom can immobilise most creatures within moments. The coral tatzylwurm then constricts and drags
the Devourer Wurm, or Dhunia. Some, like the enigmatic void archons, prey to its underground lair to be devoured.
* PoisonousPerson: Every tatzylwurm species has a potent and fatal venom. Some
are aligned to no specific god fast-acting and represent the unconscious and collective will of all souls in Urcaen, and can cause death within moments, while they do share others are slower and more debilitating.
* SpikeShooter: Gray tatzylwurms can produce stout iron barbs and project them
a striking resemblance significant distance, simultaneously piercing and poisoning creatures at range.
* TemporaryBlindness: When introduced into the bloodstream, black tatzylwurm venom causes almost immediate blindness. While the venom quickly breaks down, returning sight
to the empyreans of ''Warcaster Neo-Mechanika'', whether prey, this may be too late for it to survive the tatzylwurm's follow-up attack.
* TrackingSpell: Tatzylwurm viper venom rapidly alters the victim's sweat, causing the prey to emit a scent
that was intentional remains is both irresistible and powerfully apparent to any viper tatzylwurm in the vicinity. Even a mystery.

!!!Death Archon
victim who successfully evades the initial bite will be relentlessly and unerringly tracked down.
[[/folder]]

[[folder:Thornwood Mauler]]



* TheGrimReaper: Death archons are massive, hooded creatures borne aloft on wings of bone and wielding fierce Iron Reapers. No one is sure where they came from or who they answer to, if anyone.
* SinisterScythe: Death archons reap countless living and unliving alike with enormous scythes made of dark iron.

!!!Defiled Archon

to:

* TheGrimReaper: Death archons are massive, hooded creatures borne aloft on wings of bone and wielding fierce Iron Reapers. No one is sure where they came from or who they answer to, if anyone.
* SinisterScythe: Death archons reap countless living and unliving alike with
AbsurdlySharpClaws: The enormous scythes made fangs and sturdy claws of dark iron.

!!!Defiled Archon
a Thornwood mauler can rip through steel and toughened hide.
* KillSteal: A Thornwood mauler will drive away a predator to steal its kill and will viciously shred any beast that attempts to defend a carcass.
* MonstrousCannibalism: If two Thornwood maulers go to battle over a carcass, the result is invariably a deadly combat that ends with the victor consuming the flesh of the loser.
* SuperPersistentPredator: Thornwood maulers relentlessly track prey once they have caught its scent. They will stalk prey for miles and over the course of several days. It is extremely difficult to mask one's scent, as ordinary means will not deter the mauler's sensitive nose.
[[/folder]]

[[folder:Widow Bear]]



* AxCrazy: Their fall from grace has left defiled archons in a perpetual state of fury, eager to exact vengeance upon those they deem deserving of punishment.
* FallenAngel: Defiled archons are born from Menite archons captured by the grymkin and dragged down into their nightmarish reality. What emerge afterward are twisted mockeries clad in blasphemous armour and set loose among the living to wreak havoc and punish the wicked.

!!!Dhunian Archon

to:

* AxCrazy: BearsAreBadNews: Widow bears are aggressive and can be extremely quick over short distances. Their fall from grace has left defiled archons in a perpetual state of fury, eager to exact vengeance upon those they deem deserving of punishment.
* FallenAngel: Defiled archons are born from Menite archons captured by
size affords them the grymkin and dragged down into luxury of trundling over anything that gets in their nightmarish reality. What emerge afterward are twisted mockeries clad way when they close in blasphemous armour and set loose among the living to wreak havoc and punish the wicked.

!!!Dhunian Archon
on a threat.
[[/folder]]

!!Celestials
[[folder:Archon]]



* GoodIsNotSoft: Dhunian archons are viewed as an embodiment of her anger, yet even as these beings mete out Dhunia's fury on those who would harm her children, they grant blessings of life and vigour to her followers.
* LivingWeapon: Dhunian archons bearing the mark of spring wield still-living trees as cudgels.

!!!Menite Archon

to:

* GoodIsNotSoft: Dhunian AngelicTransformation: Morrowan, Thamarite and Menite archons are viewed as an embodiment the spirits of her anger, yet even as these beings mete out Dhunia's fury on those who would harm her children, they grant blessings the greatest practitioners of life and vigour to her followers.
the faith, given a special purpose in the afterlife.
* LivingWeapon: HealingFactor: Dhunian and primal archons bearing can swiftly regenerate any parts severed in battle.
* OurAngelsAreDifferent: Classified as celestials under ''TabletopGame/DungeonsAndDragons'' 5th Edition rules,
the mark archons of spring wield still-living trees the Iron Kingdoms are awe-inspiring and terrifying spiritual entities who act as cudgels.

!!!Menite
agents of the gods, enacting their will on the mortal world. They are as diverse as the deities they serve: Morrow, Thamar, Menoth, the Devourer Wurm, or Dhunia. Some, like the enigmatic void archons, are aligned to no specific god and represent the unconscious and collective will of all souls in Urcaen, and while they do share a striking resemblance to the empyreans of ''Warcaster Neo-Mechanika'', whether that was intentional remains a mystery.

!!!Death
Archon



* ElementalWeapon: Menite archons wielding weapons ablaze with holy fire.
* PlayingWithFire: Menoth's archons are limned in the constant light of a cleansing fire.

!!!Morrowan Archon

to:

* ElementalWeapon: Menite archons wielding weapons ablaze with holy fire.
* PlayingWithFire: Menoth's
TheGrimReaper: Death archons are limned in the constant light massive, hooded creatures borne aloft on wings of a cleansing fire.

!!!Morrowan
bone and wielding fierce Iron Reapers. No one is sure where they came from or who they answer to, if anyone.
* SinisterScythe: Death archons reap countless living and unliving alike with enormous scythes made of dark iron.

!!!Defiled
Archon



* LightEmUp: Often described as angels of light, Morrowan archons glow like the radiance of the sun in Morrow's holy symbol made manifest.

!!!Primal Archon

to:

* LightEmUp: Often described as angels of light, Morrowan AxCrazy: Their fall from grace has left defiled archons glow like in a perpetual state of fury, eager to exact vengeance upon those they deem deserving of punishment.
* FallenAngel: Defiled archons are born from Menite archons captured by
the radiance of grymkin and dragged down into their nightmarish reality. What emerge afterward are twisted mockeries clad in blasphemous armour and set loose among the sun in Morrow's holy symbol made manifest.

!!!Primal
living to wreak havoc and punish the wicked.

!!!Dhunian
Archon



* TheBerserker: Primal archons fight with unpredictable ferocity and an utter lack of hesitation or self-preservation.
* RockMonster: Primal archons are made of granite, obsidian, and chunks of crystal, and are as durable as living stone.

!!!Thamarite Archon

to:

* TheBerserker: Primal archons fight with unpredictable ferocity and an utter lack of hesitation or self-preservation.
* RockMonster: Primal
GoodIsNotSoft: Dhunian archons are made viewed as an embodiment of granite, obsidian, her anger, yet even as these beings mete out Dhunia's fury on those who would harm her children, they grant blessings of life and chunks vigour to her followers.
* LivingWeapon: Dhunian archons bearing the mark
of crystal, and are spring wield still-living trees as durable as living stone.

!!!Thamarite
cudgels.

!!!Menite
Archon



* LaserGuidedAmnesia: Those who have witnessed a Thamarite archon rarely retain a clear memory of its shape after it is gone. Thamarite archons have been described in terms one might use when trying to recall the elusive details of a fading dream.

!!!Void Archon

to:

* LaserGuidedAmnesia: Those who have witnessed a Thamarite archon rarely retain a clear memory of its shape after it is gone. Thamarite ElementalWeapon: Menite archons have been described wielding weapons ablaze with holy fire.
* PlayingWithFire: Menoth's archons are limned
in terms one might use when trying to recall the elusive details constant light of a fading dream.

!!!Void
cleansing fire.

!!!Morrowan
Archon



* AFormYouAreComfortableWith: Void archons change their appearance to take on whatever form best suited those they protect. To elves, they are divine heralds whose forms were reminiscent of Iosan sculptures of the gods' servants; to the skorne, they are physical manifestations of ancestors who had returned from the Void through sheer strength of will.
[[/folder]]

!!Constructs
[[folder:Iron Maiden]]

to:

* AFormYouAreComfortableWith: Void LightEmUp: Often described as angels of light, Morrowan archons change their appearance to take on whatever form best suited those they protect. To elves, they are divine heralds whose forms were reminiscent of Iosan sculptures glow like the radiance of the gods' servants; to the skorne, they are physical manifestations of ancestors who had returned from the Void through sheer strength of will.
[[/folder]]

!!Constructs
[[folder:Iron Maiden]]
sun in Morrow's holy symbol made manifest.

!!!Primal Archon



* AndIMustScream: An iron maiden has no choice but to obey the whims of those who have dominated it beyond death. From time to time, it experiences a flash of memory from its past life, gradually building a picture of the person it was. For these beings, whose souls and minds are frayed and tattered from centuries of enslavement, the shattered recollection of their previous life is nothing short of torture.
* RoaringRampageOfRevenge: Some iron maidens manage to pull together enough of their old identities to break free of their master's bonds. When this occurs, the maiden becomes devoted to the slaughter of the living, taking out its long centuries of suffering and enslavement on any living thing within reach, although it reserves its most savage ferocity for its master.
* SoulPoweredEngine: Each iron maiden is animated by a trapped, restless spirit.
[[/folder]]

[[folder:Junker Hulk]]

to:

* AndIMustScream: An iron maiden has no choice but to obey the whims of those who have dominated it beyond death. From time to time, it experiences a flash of memory from its past life, gradually building a picture of the person it was. For these beings, whose souls and minds are frayed and tattered from centuries of enslavement, the shattered recollection of their previous life is nothing short of torture.
* RoaringRampageOfRevenge: Some iron maidens manage to pull together enough of their old identities to break free of their master's bonds. When this occurs, the maiden becomes devoted to the slaughter of the living, taking out its long centuries of suffering and enslavement on any living thing within reach, although it reserves its most savage
TheBerserker: Primal archons fight with unpredictable ferocity for its master.
and an utter lack of hesitation or self-preservation.
* SoulPoweredEngine: Each iron maiden is animated by a trapped, restless spirit.
[[/folder]]

[[folder:Junker Hulk]]
RockMonster: Primal archons are made of granite, obsidian, and chunks of crystal, and are as durable as living stone.

!!!Thamarite Archon



* NotQuiteDead: Junker hulks form when a discarded cortex retains enough power to exert magical influence over surrounding objects and enough awareness to desire a familiar form. The cortex gathers nearby materials—often items it is in physical contact with—and shapes them into a rough approximation of a steamjack.

to:

* NotQuiteDead: Junker hulks form when LaserGuidedAmnesia: Those who have witnessed a discarded cortex retains enough power to exert magical influence over surrounding objects and enough awareness to desire Thamarite archon rarely retain a familiar form. The cortex gathers nearby materials—often items clear memory of its shape after it is gone. Thamarite archons have been described in terms one might use when trying to recall the elusive details of a fading dream.

!!!Void Archon
----
* AFormYouAreComfortableWith: Void archons change their appearance to take on whatever form best suited those they protect. To elves, they are divine heralds whose forms were reminiscent of Iosan sculptures of the gods' servants; to the skorne, they are
physical contact with—and shapes them into a rough approximation manifestations of a steamjack.ancestors who had returned from the Void through sheer strength of will.



[[folder:Machine Wraith]]

to:

[[folder:Machine Wraith]]!!Constructs
[[folder:Iron Maiden]]



* HauntedTechnology: Some scholars speculate that these constructs are the bitter ghosts of arcane mechaniks or fallen priests of Cyriss; others maintain they are fallen warcasters.

to:

* HauntedTechnology: Some scholars speculate that AndIMustScream: An iron maiden has no choice but to obey the whims of those who have dominated it beyond death. From time to time, it experiences a flash of memory from its past life, gradually building a picture of the person it was. For these constructs beings, whose souls and minds are frayed and tattered from centuries of enslavement, the bitter ghosts shattered recollection of arcane mechaniks or fallen priests their previous life is nothing short of Cyriss; others maintain they are fallen warcasters.torture.
* RoaringRampageOfRevenge: Some iron maidens manage to pull together enough of their old identities to break free of their master's bonds. When this occurs, the maiden becomes devoted to the slaughter of the living, taking out its long centuries of suffering and enslavement on any living thing within reach, although it reserves its most savage ferocity for its master.
* SoulPoweredEngine: Each iron maiden is animated by a trapped, restless spirit.



[[folder:Wold]]

to:

[[folder:Wold]][[folder:Junker Hulk]]



* NotQuiteDead: Junker hulks form when a discarded cortex retains enough power to exert magical influence over surrounding objects and enough awareness to desire a familiar form. The cortex gathers nearby materials—often items it is in physical contact with—and shapes them into a rough approximation of a steamjack.
[[/folder]]

[[folder:Machine Wraith]]
----
* HauntedTechnology: Some scholars speculate that these constructs are the bitter ghosts of arcane mechaniks or fallen priests of Cyriss; others maintain they are fallen warcasters.
[[/folder]]

[[folder:Wold]]
----



[[folder:Bog Gulper]]

to:

[[folder:Bog Gulper]][[folder:Blighted Rotwing]]



* LuringInPrey: On the bog gulper's back grows an appendage resembling an adult human struggling to free itself from the bog. More than one altruistic traveller has spotted this lure and mistaken it for a fellow human in distress. Once the bog gulper detects motion in the swamp, it strikes.
* ToServeMan: The bog gulper's favourite food is human flesh.

to:

* LuringInPrey: On the bog gulper's back grows FeatheredFiend: Rotwings are relentless scavengers driven by an appendage resembling an adult human struggling to free itself insatiable hunger. Their powerful beaks can easily rip flesh and muscle from carcasses, and they can crack open skulls and bones to reach the bog. More than one altruistic traveller has spotted this lure brain and mistaken it for a fellow human in distress. Once the bog gulper detects motion in the swamp, it strikes.
* ToServeMan: The bog gulper's favourite food is human flesh.
marrow.



[[folder:Gorgandur]]

to:

[[folder:Gorgandur]][[folder:Bog Gulper]]



* BigEater: When hungry, a gorfandur surfaces and scoops up a mile-long swath of anything that is unable to escape its maw.
* RentAZilla: Ancient gorgandur grow to truly enormous sizes and can swallow whole villages, leaving behind blank trenches. When they awaken, their movements are often mistaken for small earthquakes.
* SandWorm: A tunnelling creature of unfathomable size, the gorgandur chews through the solid rocks beneath the Bloodstone Marches. Even young gorgandur are gigantic, and they keep growing throughout their phenomenally long lives.

to:

* BigEater: When hungry, a gorfandur surfaces LuringInPrey: On the bog gulper's back grows an appendage resembling an adult human struggling to free itself from the bog. More than one altruistic traveller has spotted this lure and scoops up a mile-long swath of anything that is unable to escape its maw.
* RentAZilla: Ancient gorgandur grow to truly enormous sizes and can swallow whole villages, leaving behind blank trenches. When they awaken, their movements are often
mistaken it for small earthquakes.
* SandWorm: A tunnelling creature of unfathomable size,
a fellow human in distress. Once the gorgandur chews through bog gulper detects motion in the solid rocks beneath the Bloodstone Marches. Even young gorgandur are gigantic, and they keep growing throughout their phenomenally long lives.swamp, it strikes.
* ToServeMan: The bog gulper's favourite food is human flesh.



[[folder:Gorgon]]

to:

[[folder:Gorgon]][[folder:Forsaken]]



* CombatTentacles: A gorgon attacks prey with serrated tendrils surrounding its rasping mouth.
* EatenAlive: After calcifying its prey's blood and muscle, a gorgon feeds on these rocky projections, without waiting for the prey to die.
* TakenForGranite: Gorgon venom causes the prey's muscle and blood to calcify within seconds, forming painful rocky extrusions.

to:

* CombatTentacles: A gorgon attacks prey with serrated tendrils surrounding its rasping mouth.
* EatenAlive: After calcifying its prey's blood
WasOnceAMan: Forsaken are twisted beyond recognition by blighted essence and muscle, a gorgon feeds on these rocky projections, without waiting for the prey to die.
* TakenForGranite: Gorgon venom causes the prey's muscle and blood to calcify within seconds, forming painful rocky extrusions.
deathly hunger.



[[folder:Ikoskit]]

to:

[[folder:Ikoskit]][[folder:Gorgandur]]



* TheNoseKnows: Blessed with a tremendous sense of smell, ikoskits can track a potential meal for miles through the dense jungle.
* StealthExpert: Their camouflaged skin allows ikoskits to blend into the dark rocks and foliage common across Alchiere. Spotting an ikoskit before it is almost on top of its prey is nearly impossible.
* VampiricDraining: Ikoskits drain blood, burying their razor-sharp teeth into whatever exposed flesh they can find.

to:

* TheNoseKnows: Blessed with BigEater: When hungry, a tremendous sense gorfandur surfaces and scoops up a mile-long swath of smell, ikoskits anything that is unable to escape its maw.
* RentAZilla: Ancient gorgandur grow to truly enormous sizes and
can track a potential meal swallow whole villages, leaving behind blank trenches. When they awaken, their movements are often mistaken for miles small earthquakes.
* SandWorm: A tunnelling creature of unfathomable size, the gorgandur chews
through the dense jungle.
* StealthExpert: Their camouflaged skin allows ikoskits to blend into the dark
solid rocks beneath the Bloodstone Marches. Even young gorgandur are gigantic, and foliage common across Alchiere. Spotting an ikoskit before it is almost on top of its prey is nearly impossible.
* VampiricDraining: Ikoskits drain blood, burying
they keep growing throughout their razor-sharp teeth into whatever exposed flesh they can find.phenomenally long lives.



[[folder:Lemax]]

to:

[[folder:Lemax]][[folder:Gorgon]]



* AcidAttack: The lemax's main weapon is an acidic spittle.
* ZergRush: Although individually weak, lemax are terrifying to face when gathered in numbers.

to:

* AcidAttack: The lemax's main weapon is an acidic spittle.
CombatTentacles: A gorgon attacks prey with serrated tendrils surrounding its rasping mouth.
* ZergRush: Although individually weak, lemax are terrifying EatenAlive: After calcifying its prey's blood and muscle, a gorgon feeds on these rocky projections, without waiting for the prey to face when gathered in numbers.die.
* TakenForGranite: Gorgon venom causes the prey's muscle and blood to calcify within seconds, forming painful rocky extrusions.



[[folder:Manticore]]

to:

[[folder:Manticore]][[folder:Hellion]]



* EatDirtCheap: The manticore's typical diet consists of dirt and small rocks, which facilitate the growth of its unusual defensive spines.
* ForTheEvulz: Unlike other beasts of elven myth that attack only to hunt or defend themselves, manticores appear to kill for its own sake, often leaving prey savaged yet uneaten.
* OurManticoresAreSpinier: A manticore broadly resembles a big cat from afar, but instead of fur, it is covered in jagged, glassy chitinous spines that sweep backward from its beak and end in a morningstar-like tail.

to:

* EatDirtCheap: HorseOfADifferentColor: Hellions once carried the warlords of ancient Morrdh into battle, and now serve as mounts for Everblight's sorcerers. The manticore's typical diet consists of dirt low-level resonance between a hellion and small rocks, which facilitate the growth of its unusual defensive spines.
* ForTheEvulz: Unlike other beasts of elven myth that attack only to hunt or defend themselves, manticores appear to kill for its own sake, often leaving prey savaged yet uneaten.
* OurManticoresAreSpinier: A manticore broadly resembles
rider forges a big cat from afar, but instead of fur, it is covered in jagged, glassy chitinous spines that sweep backward from its beak and end in a morningstar-like tail.bond deeper than typical.



[[folder:Screecher]]

to:

[[folder:Screecher]][[folder:Hellmouth]]



* SuperScream: When prey stops for a quiet moment, screechers creep close and emit a furious shriek that can stun even much larger animals, then attack in a pack and attempt to tear the prey to bits with their claws and fangs.

to:

* SuperScream: When prey stops for BioweaponBeast: The hellmouth was created as a quiet moment, screechers creep close and emit a furious shriek that can stun even much larger animals, then attack in a pack and attempt to tear the prey to bits living weapon against Morrdh's foes.
* CombatTentacles: The hellmouth's tentacles are lined
with barb-like suckers along their claws ventral surface, which combine with chitinous plates along the back and fangs.end to grasp prey through adhesion and muscle contraction.
* SealedEvilInACan: Long after Morrdh was destroyed, hellmouths slumber beneath its ruins, waiting to unleash terror upon those who disturb them.



[[folder:Sphinx]]

to:

[[folder:Sphinx]][[folder:Ikoskit]]



* CombatClairvoyance: Sphinxes exhibit a limited form of telepathy, allowing them to communicate silently across short distances, and possibly even read the surface thoughts of their prey, to know when to dodge and where to move in for a killing blow.
* OurSphinxesAreDifferent: The sphinx is a species of pony-sized cat that exhibits limited telepathy, and are described in ancient stories by terms normally reserved for spirits and fiends.

to:

* CombatClairvoyance: Sphinxes exhibit TheNoseKnows: Blessed with a limited form tremendous sense of telepathy, allowing them smell, ikoskits can track a potential meal for miles through the dense jungle.
* StealthExpert: Their camouflaged skin allows ikoskits
to communicate silently blend into the dark rocks and foliage common across short distances, and possibly even read the surface thoughts Alchiere. Spotting an ikoskit before it is almost on top of its prey is nearly impossible.
* VampiricDraining: Ikoskits drain blood, burying
their prey, to know when to dodge and where to move in for a killing blow.
* OurSphinxesAreDifferent: The sphinx is a species of pony-sized cat that exhibits limited telepathy, and are described in ancient stories by terms normally reserved for spirits and fiends.
razor-sharp teeth into whatever exposed flesh they can find.



[[folder:Spine Ripper]]

to:

[[folder:Spine Ripper]][[folder:Incubus]]



* AbsurdlySharpClaws: Each claw is like an arcing blade with a razor-sharp interior edge, and a spine ripper's slash can easily disembowel a creature the size of a gorax.
* PoisonousPerson: The dewclaws of a spine ripper house a venom gland whose toxin causes immediate damage to muscle and tendon alike.

to:

* AbsurdlySharpClaws: Each claw is like an arcing blade with a razor-sharp interior edge, TheSymbiote: Incubus larvae are implanted within some blighted Nyss, where they lie dormant as long as the host lives. Once activated by the host's death, the incubus undergoes accelerated maturation and a spine ripper's slash can easily disembowel a creature the size creates its own body. Witnesses of a gorax.
* PoisonousPerson: The dewclaws of a spine ripper house a venom gland whose toxin causes immediate damage
incubus attacks will often hesitate to muscle and tendon alike.strike a killing blow, fearing that their victory will spawn a nightmare.



[[folder:Storm Raptor]]

to:

[[folder:Storm Raptor]][[folder:Lemax]]



* GiantFlyer: Storm raptors are giant birds of prey native to the Stormlands.
* ShockAndAwe: Storm raptors are rife with electrical energies, to be unleashed in blinding arcs when they dive upon prey.
* StealthyColossus: This massive bird of prey spends much of its time circling amid the storms in its native Stormlands, using their frequent electrical discharges to cloak its approach to prey.

to:

* GiantFlyer: Storm raptors AcidAttack: The lemax's main weapon is an acidic spittle.
* ZergRush: Although individually weak, lemax
are giant birds of prey native terrifying to the Stormlands.
* ShockAndAwe: Storm raptors are rife with electrical energies, to be unleashed in blinding arcs
face when they dive upon prey.
* StealthyColossus: This massive bird of prey spends much of its time circling amid the storms
gathered in its native Stormlands, using their frequent electrical discharges to cloak its approach to prey.numbers.



[[folder:Swamp Horror]]

to:

[[folder:Swamp Horror]][[folder:Manticore]]



* TentacledTerror: The swamp horror is a great beast that rises from the swamp in a flurry of tentacles and seizes entire hunting parties in its slimy grip.

to:

* TentacledTerror: EatDirtCheap: The swamp horror is a great beast manticore's typical diet consists of dirt and small rocks, which facilitate the growth of its unusual defensive spines.
* ForTheEvulz: Unlike other beasts of elven myth
that rises attack only to hunt or defend themselves, manticores appear to kill for its own sake, often leaving prey savaged yet uneaten.
* OurManticoresAreSpinier: A manticore broadly resembles a big cat
from the swamp afar, but instead of fur, it is covered in jagged, glassy chitinous spines that sweep backward from its beak and end in a flurry of tentacles and seizes entire hunting parties in its slimy grip.morningstar-like tail.



[[folder:Tunnel Terror]]

to:

[[folder:Tunnel Terror]][[folder:Screecher]]



* TentacledTerror: The tunnel terror is a tentacled, toothy monstrosity that can quickly grow large enough to fill the widest sewer tunnel.

to:

* TentacledTerror: The tunnel terror is SuperScream: When prey stops for a tentacled, toothy monstrosity quiet moment, screechers creep close and emit a furious shriek that can quickly grow large enough stun even much larger animals, then attack in a pack and attempt to fill tear the widest sewer tunnel.prey to bits with their claws and fangs.



[[folder:Urthek]]

to:

[[folder:Urthek]][[folder:Sphinx]]



* HealThyself: Urthek share a symbiotic relationship with great mushrooms, and bathing in fungal spores allows them to quickly heal wounds.
* TheParalyzer: An urthek's hollow claws are filled with a paralytic venom.
* ThePigPen: The smell of an urthek is unmistakable--a fetid, overpowering odour that seems to cling to clothes, skin and hair for weeks.
-->'''Viktor Pendrake:''' Be wary of the urthek, for their size and strength are matched only by their terrible smell—a warning that should be heeded well before one gets close enough to feel the sting of their paralytic claws.

to:

* HealThyself: Urthek share CombatClairvoyance: Sphinxes exhibit a symbiotic relationship with great mushrooms, and bathing in fungal spores allows limited form of telepathy, allowing them to quickly heal wounds.
* TheParalyzer: An urthek's hollow claws are filled with a paralytic venom.
* ThePigPen: The smell of an urthek is unmistakable--a fetid, overpowering odour that seems to cling to clothes, skin
communicate silently across short distances, and hair for weeks.
-->'''Viktor Pendrake:''' Be wary of
possibly even read the urthek, for their size and strength are matched only by their terrible smell—a warning that should be heeded well before one gets close enough to feel the sting surface thoughts of their paralytic claws.prey, to know when to dodge and where to move in for a killing blow.
* OurSphinxesAreDifferent: The sphinx is a species of pony-sized cat that exhibits limited telepathy, and are described in ancient stories by terms normally reserved for spirits and fiends.



!!Oozes
[[folder:Oasis Ooze]]

to:

!!Oozes
[[folder:Oasis Ooze]]
[[folder:Spine Ripper]]



* ChestMonster: Even a trained eye can hardly see an oasis ooze lurking just below the water's surface. It usually waits until prey has taken a sip before surging from the water to envelop, drag down, strangle and digest it.

to:

* ChestMonster: Even AbsurdlySharpClaws: Each claw is like an arcing blade with a trained eye razor-sharp interior edge, and a spine ripper's slash can hardly see an oasis ooze lurking just below easily disembowel a creature the water's surface. It usually waits until prey has taken size of a sip before surging from the water gorax.
* PoisonousPerson: The dewclaws of a spine ripper house a venom gland whose toxin causes immediate damage
to envelop, drag down, strangle muscle and digest it.tendon alike.



!!Plants
[[folder:Bloodstone Manticora]]

to:

!!Plants
[[folder:Bloodstone Manticora]]
[[folder:Storm Raptor]]



* ManEatingPlant: The manticora is a predatory cactus that can sense creatures with water that come nearby, then lashes out with lengthy black spines to kill or paralyse prey and soak their roots in moist flesh.
* SpikeShooter: Bloodstone manticore can paralyse prey by flinging a hail of stiletto-sharp thorns.

to:

* ManEatingPlant: The manticora is a predatory cactus that can sense creatures GiantFlyer: Storm raptors are giant birds of prey native to the Stormlands.
* ShockAndAwe: Storm raptors are rife
with water that come nearby, then lashes out with lengthy black spines electrical energies, to kill or paralyse be unleashed in blinding arcs when they dive upon prey.
* StealthyColossus: This massive bird of
prey and soak spends much of its time circling amid the storms in its native Stormlands, using their roots in moist flesh.
* SpikeShooter: Bloodstone manticore can paralyse prey by flinging a hail of stiletto-sharp thorns.
frequent electrical discharges to cloak its approach to prey.



[[folder:Cavewort]]

to:

[[folder:Cavewort]][[folder:Succubus]]



* AcidAttack: When a warm-blooded creature moves below the cavewort, it drops clumps of long, sticky tendrils, coated in acidic digestive enzymes, to ensnare its prey.

to:

* AcidAttack: When a warm-blooded creature moves below SuperEmpowering: Each succubus is attuned to the cavewort, it drops clumps of long, sticky tendrils, coated in acidic digestive enzymes, to ensnare warlock whose blood actualised its prey.second birth and serves as an amplifier of its warlock's abilities.



[[folder:Echolichen]]

to:

[[folder:Echolichen]][[folder:Swamp Horror]]



* AbstractEater: The echolichen feeds off violence, which it can detect over vast distances. Once in motion, the echolichen attacks the source of any anger or violence in its environs and continues to psychically feed off the violence of its own actions, making it surprisingly difficult to put down.

to:

* AbstractEater: TentacledTerror: The echolichen feeds off violence, which it can detect over vast distances. Once in motion, swamp horror is a great beast that rises from the echolichen attacks the source swamp in a flurry of any anger or violence tentacles and seizes entire hunting parties in its environs and continues to psychically feed off the violence of its own actions, making it surprisingly difficult to put down.slimy grip.



[[folder:Gallows Tree]]

to:

[[folder:Gallows Tree]][[folder:Tunnel Terror]]



* AntiRegeneration: The very presence of a gallows tree saps vitality from the living, preventing them from healing in both the RPG and the wargame.
* VampiricDraining: Gallows groves sustain themselves on blood. Though they are unable to actively strike out at prey, they are irresistibly drawn to blood-drenched soil.

to:

* AntiRegeneration: TentacledTerror: The very presence of tunnel terror is a gallows tree saps vitality from tentacled, toothy monstrosity that can quickly grow large enough to fill the living, preventing them from healing in both the RPG and the wargame.
* VampiricDraining: Gallows groves sustain themselves on blood. Though they are unable to actively strike out at prey, they are irresistibly drawn to blood-drenched soil.
widest sewer tunnel.



[[folder:Hollowthorn]]

to:

[[folder:Hollowthorn]][[folder:Urthek]]



* ManEatingPlant: The hollowthorn secretes a soporific toxin that induces a sensation of well-being followed by growing drowsiness and eventually sleep. Once the prey succumbs, the vines wrap around it and start to drink its blood.
* TrackingSpell: Once a creature has hollowthorn venom in its blood, the plant can track it unerringly.

to:

* ManEatingPlant: HealThyself: Urthek share a symbiotic relationship with great mushrooms, and bathing in fungal spores allows them to quickly heal wounds.
* TheParalyzer: An urthek's hollow claws are filled with a paralytic venom.
* ThePigPen:
The hollowthorn secretes a soporific toxin smell of an urthek is unmistakable--a fetid, overpowering odour that induces a sensation of well-being followed by growing drowsiness seems to cling to clothes, skin and eventually sleep. Once hair for weeks.
-->'''Viktor Pendrake:''' Be wary of
the prey succumbs, urthek, for their size and strength are matched only by their terrible smell—a warning that should be heeded well before one gets close enough to feel the vines wrap around it and start to drink its blood.
* TrackingSpell: Once a creature has hollowthorn venom in its blood, the plant can track it unerringly.
sting of their paralytic claws.



[[folder:Walking Fungus]]

to:

[[folder:Walking Fungus]]!!Oozes
[[folder:Oasis Ooze]]



* MagicEater: The walking fungus feeds on arcane energy, attacking individuals who cast spells or carry mechanika or magical items. If a walking fungus is able to get hold of a magic or mechanika item, it attempts to feed on the arcane energy within, sending hyphae into arcane accumulators or the cortexes of 'jacks that are no longer fighting back.

to:

* MagicEater: The walking fungus feeds on arcane energy, attacking individuals who cast spells or carry mechanika or magical items. If ChestMonster: Even a walking fungus is able to get hold of a magic or mechanika item, it attempts to feed on trained eye can hardly see an oasis ooze lurking just below the arcane energy within, sending hyphae into arcane accumulators or water's surface. It usually waits until prey has taken a sip before surging from the cortexes of 'jacks that are no longer fighting back.water to envelop, drag down, strangle and digest it.



!!Undead
[[folder:Bane]]

to:

!!Undead
[[folder:Bane]]
!!Plants
[[folder:Bloodstone Manticora]]



* AntiRegeneration: Banes are enshrouded in a preternatural aura that is utterly inimical to living flesh.
* BloodKnight: Banes delight in slaughter, seeking any opportunity to sow death.
* WarriorUndead: Banes are cunning undead warriors inscribed with runes and sigils of their rebirth. More versatile and deadly than the more mindless undead, they march into battle with the discipline and inexorable confidence that only soldiers with no fear of death can possess.

to:

* AntiRegeneration: Banes are enshrouded in ManEatingPlant: The manticora is a preternatural aura predatory cactus that is utterly inimical can sense creatures with water that come nearby, then lashes out with lengthy black spines to living kill or paralyse prey and soak their roots in moist flesh.
* BloodKnight: Banes delight in slaughter, seeking any opportunity to sow death.
* WarriorUndead: Banes are cunning undead warriors inscribed with runes and sigils of their rebirth. More versatile and deadly than the more mindless undead, they march into battle with the discipline and inexorable confidence that only soldiers with no fear of death
SpikeShooter: Bloodstone manticore can possess.paralyse prey by flinging a hail of stiletto-sharp thorns.



[[folder:Black Troll]]

to:

[[folder:Black Troll]][[folder:Cavewort]]



* AntiRegeneration: Any hit with a physical attack made by a black troll against any other species of troll negates their regeneration.
* ForTheEvulz: Black trolls live only for torment. They raid troll and human settlements alike, murdering and pillaging as they go.
* NonHumanUndead: Black trolls are undead mockeries of other trolls.

to:

* AntiRegeneration: Any hit with AcidAttack: When a physical attack made by a black troll against any other species warm-blooded creature moves below the cavewort, it drops clumps of troll negates their regeneration.
* ForTheEvulz: Black trolls live only for torment. They raid troll and human settlements alike, murdering and pillaging as they go.
* NonHumanUndead: Black trolls are undead mockeries of other trolls.
long, sticky tendrils, coated in acidic digestive enzymes, to ensnare its prey.



[[folder:Blood Hound]]

to:

[[folder:Blood Hound]][[folder:Echolichen]]



* BodyOfBodies: When people don't die intact in a way that would make it convenient for the necrosurgeons, they combine the remains with those of animals to create blood hounds.
* RaisingTheSteaks: Blood hounds are made by combining human remains with those of quadrupedal animals.

to:

* BodyOfBodies: When people don't die intact AbstractEater: The echolichen feeds off violence, which it can detect over vast distances. Once in a way that would make it convenient for motion, the necrosurgeons, they combine echolichen attacks the remains with those source of animals any anger or violence in its environs and continues to create blood hounds.
* RaisingTheSteaks: Blood hounds are made by combining human remains with those
psychically feed off the violence of quadrupedal animals.its own actions, making it surprisingly difficult to put down.



[[folder:Bone Shaker]]

to:

[[folder:Bone Shaker]][[folder:Gallows Tree]]



* DemBones: Bone shakers are simple undead constructs made from the bones of humanoids and beasts and animated by necromantic energy.
* WalkingWasteland: The ambient death energies that animate bone shakers are antithetical to life, leaving trails of withered vegetation in their wake and draining the vitality of living creatures nearby.

to:

* DemBones: Bone shakers are simple undead constructs made AntiRegeneration: The very presence of a gallows tree saps vitality from the bones of humanoids living, preventing them from healing in both the RPG and beasts and animated by necromantic energy.
the wargame.
* WalkingWasteland: The ambient death energies that animate bone shakers VampiricDraining: Gallows groves sustain themselves on blood. Though they are antithetical unable to life, leaving trails of withered vegetation in their wake and draining the vitality of living creatures nearby.actively strike out at prey, they are irresistibly drawn to blood-drenched soil.



[[folder:Boneswarm]]

to:

[[folder:Boneswarm]][[folder:Hollowthorn]]



* DemBones: Boneswarms are masses of skeletal remains, animated by dark spirits that are drawn to the skeletons of those who died in swamps, transforming them into a gestalt entity driven by horrible predatory instincts.
* WalkingOssuary: A boneswarm strips the flesh and viscera from prey or any corpse it comes across, tearing bones from lifeless bodies and incorporating them into its bulk.

to:

* DemBones: Boneswarms are masses of skeletal remains, animated by dark spirits ManEatingPlant: The hollowthorn secretes a soporific toxin that are drawn to induces a sensation of well-being followed by growing drowsiness and eventually sleep. Once the skeletons of those who died in swamps, transforming them into a gestalt entity driven by horrible predatory instincts.
* WalkingOssuary: A boneswarm strips the flesh and viscera from
prey or any corpse succumbs, the vines wrap around it comes across, tearing bones from lifeless bodies and incorporating them into start to drink its bulk.blood.
* TrackingSpell: Once a creature has hollowthorn venom in its blood, the plant can track it unerringly.



[[folder:Deathbound Revenant]]

to:

[[folder:Deathbound Revenant]][[folder:Walking Fungus]]



* GhostPirate: Deathbound revenants are undead creatures animated by the continuance of a supernatural contract forged over a thousand years ago between Toruk and his earliest vassal, Captain Rengrave of the Dirgenmast ship ''Atramentous''.
* HauntedFetter: A revenant is anchored to a specific person, place or thing called a locus. The most widely known locus is the ''Atramentous'', although other vessels, officers and even objects within the Ghost Fleet of Cryx serve to bind the many revenants to service. When a revenant is defeated, its incorporeal spirit moves as quickly as it can back to the locus, whereupon it reforms its body within seconds, with all equipment. Destroying its locus or somehow eradicating its incorporeal form is the only way to permanently slay a revenant.

to:

* GhostPirate: Deathbound revenants are undead creatures animated by the continuance MagicEater: The walking fungus feeds on arcane energy, attacking individuals who cast spells or carry mechanika or magical items. If a walking fungus is able to get hold of a supernatural contract forged over a thousand years ago between Toruk and his earliest vassal, Captain Rengrave of magic or mechanika item, it attempts to feed on the Dirgenmast ship ''Atramentous''.
* HauntedFetter: A revenant is anchored to a specific person, place
arcane energy within, sending hyphae into arcane accumulators or thing called a locus. The most widely known locus is the ''Atramentous'', although other vessels, officers and even objects within the Ghost Fleet cortexes of Cryx serve to bind the many revenants to service. When a revenant is defeated, its incorporeal spirit moves as quickly as it can back to the locus, whereupon it reforms its body within seconds, with all equipment. Destroying its locus or somehow eradicating its incorporeal form is the only way to permanently slay a revenant.'jacks that are no longer fighting back.



[[folder:Deathless]]

to:

[[folder:Deathless]]!!Undead
[[folder:Bane]]



* BadBoss: Living beings who encounter a deathless are perceived and treated as slaves. The deathless will imperiously issue commands to others in one of the ancient tongues of western Immoren and will not hesitate to slaughter those incapable of following its edicts.
* EvilOverlord: Deathless are ancient Orgoth lords whose dark powers have sustained them into undeath within their macabre halls, which serve as both tomb and seat of power. Although their bodies have long since turned to dust, not even death has stifled their mad ambition. Despite being completely confined within their tombs, they believe their reach is as vast as their innate power, and in their minds, they remain the rulers of a continent-spanning empire and the governors of countless mortals.

to:

* BadBoss: Living beings who encounter a deathless AntiRegeneration: Banes are perceived enshrouded in a preternatural aura that is utterly inimical to living flesh.
* BloodKnight: Banes delight in slaughter, seeking any opportunity to sow death.
* WarriorUndead: Banes are cunning undead warriors inscribed with runes
and treated as slaves. The deathless will imperiously issue commands to others in one sigils of the ancient tongues of western Immoren and will not hesitate to slaughter those incapable of following its edicts.
* EvilOverlord: Deathless are ancient Orgoth lords whose dark powers have sustained them into undeath within
their macabre halls, which serve as both tomb rebirth. More versatile and seat deadly than the more mindless undead, they march into battle with the discipline and inexorable confidence that only soldiers with no fear of power. Although their bodies have long since turned to dust, not even death has stifled their mad ambition. Despite being completely confined within their tombs, they believe their reach is as vast as their innate power, and in their minds, they remain the rulers of a continent-spanning empire and the governors of countless mortals.can possess.



[[folder:Disembodied]]

to:

[[folder:Disembodied]][[folder:Black Troll]]



* HauntedFetter: Disembodied cannot move more than about a hundred feet from their corpse without being destroyed. Moving the corpse will only cause the disembodied to follow, so the only way to truly defeat them is to destroy the corpse, either with fire, acid or holy water.
* SinisterMinister: Those priests, who feign a façade of goodness while committing unspeakable acts kept hidden from their flocks and know that their spirits would face punishment for their crimes, try to escape this fate by resisting crossing over to Urcaen and remaining tied to their corpse as disembodied.

to:

* HauntedFetter: Disembodied cannot move more than about AntiRegeneration: Any hit with a hundred feet from physical attack made by a black troll against any other species of troll negates their corpse without being destroyed. Moving the corpse will regeneration.
* ForTheEvulz: Black trolls live
only cause the disembodied to follow, so the only way to truly defeat them is to destroy the corpse, either with fire, acid or holy water.
* SinisterMinister: Those priests, who feign a façade of goodness while committing unspeakable acts kept hidden from their flocks
for torment. They raid troll and know that their spirits would face punishment for their crimes, try to escape this fate by resisting crossing over to Urcaen human settlements alike, murdering and remaining tied to their corpse pillaging as disembodied.they go.
* NonHumanUndead: Black trolls are undead mockeries of other trolls.



[[folder:Dread]]

to:

[[folder:Dread]][[folder:Blood Hound]]



* BladeBelowTheShoulder: A dread's forearms are sawed away and replaced with implements of shining steel.

to:

* BladeBelowTheShoulder: A dread's forearms are sawed away and replaced BodyOfBodies: When people don't die intact in a way that would make it convenient for the necrosurgeons, they combine the remains with implements those of shining steel.animals to create blood hounds.
* RaisingTheSteaks: Blood hounds are made by combining human remains with those of quadrupedal animals.



[[folder:Eldritch]]

to:

[[folder:Eldritch]][[folder:Bone Shaker]]



* HorrorHunger: In death, eldritch are motivated by an unnatural hunger. To maintain its existence, an eldritch must siphon the life essence of an intelligent living creature. The touch of an eldritch drains away the life of its prey, nourishing the eldritch and keeping its predatory instincts at their peak.
* NonHumanUndead: Eldritch are Iosans who surrendered their morality and turned to undeath as the only option for staving off their race's uncertain fate.

to:

* HorrorHunger: In death, eldritch DemBones: Bone shakers are motivated by an unnatural hunger. To maintain its existence, an eldritch must siphon simple undead constructs made from the life essence bones of an intelligent humanoids and beasts and animated by necromantic energy.
* WalkingWasteland: The ambient death energies that animate bone shakers are antithetical to life, leaving trails of withered vegetation in their wake and draining the vitality of
living creature. The touch of an eldritch drains away the life of its prey, nourishing the eldritch and keeping its predatory instincts at their peak.
* NonHumanUndead: Eldritch are Iosans who surrendered their morality and turned to undeath as the only option for staving off their race's uncertain fate.
creatures nearby.



[[folder:Entombed]]

to:

[[folder:Entombed]][[folder:Boneswarm]]



* OnlyKnownByTheirNickname: Whatever name the Orgoth originally bestowed upon these monstrosities has been lost to time. Modern adventurers who have survived an encounter with these creatures refer to them as the entombed.
* SoulJar: When an entombed is driven off, it returns to its body to recuperate, emerging again at full strength, ready to fight anew. The only way to permanently destroy an entombed is to find and destroy its soul cage, thereby causing it to pass into Urcaen.
* WarriorUndead: Each entombed was once an Orgoth warrior who volunteered for the privilege of being reborn into eternal servitude to his or her lord. After the warrior was ceremonially drowned, the lingering soul was placed in a soul cage. Clad in the armour it wore in life and wielding the weapons with which it was interred, the entombed is driven by an undying directive to protect its master and all the treasures in his grave.

to:

* OnlyKnownByTheirNickname: Whatever name DemBones: Boneswarms are masses of skeletal remains, animated by dark spirits that are drawn to the Orgoth originally bestowed upon these monstrosities has been lost to time. Modern adventurers skeletons of those who have survived an encounter with these creatures refer to died in swamps, transforming them as the entombed.
* SoulJar: When an entombed is driven off, it returns to its body to recuperate, emerging again at full strength, ready to fight anew. The only way to permanently destroy an entombed is to find and destroy its soul cage, thereby causing it to pass
into Urcaen.
* WarriorUndead: Each entombed was once an Orgoth warrior who volunteered for the privilege of being reborn into eternal servitude to his or her lord. After the warrior was ceremonially drowned, the lingering soul was placed in
a soul cage. Clad in the armour it wore in life and wielding the weapons with which it was interred, the entombed is gestalt entity driven by an undying directive to protect horrible predatory instincts.
* WalkingOssuary: A boneswarm strips the flesh and viscera from prey or any corpse it comes across, tearing bones from lifeless bodies and incorporating them into
its master and all the treasures in his grave.bulk.



[[folder:Excruciator]]

to:

[[folder:Excruciator]][[folder:Deathbound Revenant]]



* TortureTechnician: Excruciators are the revenant spirits of Orgoth torturers. In life, they used their implements to wring information out of captured rebels, fabricate creatures such as the dread, and bind tortured souls to Orgoth implements such as fellblades. In death, they linger in Orgoth ruins scattered across western Immoren and continue this work upon those unlucky enough to encounter them.

to:

* TortureTechnician: Excruciators GhostPirate: Deathbound revenants are the revenant spirits of Orgoth torturers. In life, they used their implements to wring information out of captured rebels, fabricate undead creatures such as animated by the dread, continuance of a supernatural contract forged over a thousand years ago between Toruk and his earliest vassal, Captain Rengrave of the Dirgenmast ship ''Atramentous''.
* HauntedFetter: A revenant is anchored to a specific person, place or thing called a locus. The most widely known locus is the ''Atramentous'', although other vessels, officers and even objects within the Ghost Fleet of Cryx serve to
bind tortured souls the many revenants to Orgoth implements such service. When a revenant is defeated, its incorporeal spirit moves as fellblades. In death, they linger in Orgoth ruins scattered across western Immoren and continue this work upon those unlucky enough quickly as it can back to encounter them.the locus, whereupon it reforms its body within seconds, with all equipment. Destroying its locus or somehow eradicating its incorporeal form is the only way to permanently slay a revenant.



[[folder:Fallen Knight]]

to:

[[folder:Fallen Knight]][[folder:Deathless]]



* AnimatedArmor: Within the Fallen Knights' ornate ritual armour, nothing remains but dust.
* TheOathbreaker: The Fane Knights once swore unbreakable oaths to guard with their lives the dwelling places of the gods themselves--and broke it when Scyrah and Nyssor were assassinated. In undeath, their oaths continue to hold, now rendered unbreakable.
* PraetorianGuard: The Fane Knights once guarded the dwellings of the gods with their lives. Now they strike down, without hesitation, any who trespass on the sacred temples they once guarded.
* WarriorUndead: In life, these individuals were Fane Knights, chosen from among the strongest, most skillful and most devout Iosan warriors to guard the homes of the gods themselves. After Scyrah and Nyssor's assassination, they found their ultimate failure too great to accept and became Fallen Knights; even after their bodies vanished, their oaths continue to hold.

to:

* AnimatedArmor: Within the Fallen Knights' ornate ritual armour, nothing remains but dust.
* TheOathbreaker:
BadBoss: Living beings who encounter a deathless are perceived and treated as slaves. The Fane Knights once swore unbreakable oaths deathless will imperiously issue commands to guard with their lives the dwelling places others in one of the gods themselves--and broke it when Scyrah ancient tongues of western Immoren and Nyssor were assassinated. In undeath, will not hesitate to slaughter those incapable of following its edicts.
* EvilOverlord: Deathless are ancient Orgoth lords whose dark powers have sustained them into undeath within
their oaths continue to hold, now rendered unbreakable.
* PraetorianGuard: The Fane Knights once guarded the dwellings of the gods with their lives. Now they strike down, without hesitation, any who trespass on the sacred temples they once guarded.
* WarriorUndead: In life, these individuals were Fane Knights, chosen from among the strongest, most skillful
macabre halls, which serve as both tomb and most devout Iosan warriors to guard the homes seat of the gods themselves. After Scyrah and Nyssor's assassination, they found their ultimate failure too great to accept and became Fallen Knights; even after power. Although their bodies vanished, have long since turned to dust, not even death has stifled their oaths continue to hold.mad ambition. Despite being completely confined within their tombs, they believe their reach is as vast as their innate power, and in their minds, they remain the rulers of a continent-spanning empire and the governors of countless mortals.



[[folder:Feralgeist]]

to:

[[folder:Feralgeist]][[folder:Disembodied]]



* AxCrazy: Lashing out with the claws and fangs of the corpses it inhabits, the feralgeist poses a deadly threat to those unfortunate enough to encounter it.
* PossessingADeadBody: A feralgeist's insubstantial form hungers for a body of flesh. It descends into the carcasses of freshly slain beasts and brings to them a semblance of reanimated life.

to:

* AxCrazy: Lashing out HauntedFetter: Disembodied cannot move more than about a hundred feet from their corpse without being destroyed. Moving the corpse will only cause the disembodied to follow, so the only way to truly defeat them is to destroy the corpse, either with the claws fire, acid or holy water.
* SinisterMinister: Those priests, who feign a façade of goodness while committing unspeakable acts kept hidden from their flocks
and fangs of the corpses it inhabits, the feralgeist poses a deadly threat to those unfortunate enough to encounter it.
* PossessingADeadBody: A feralgeist's insubstantial form hungers
know that their spirits would face punishment for a body of flesh. It descends into the carcasses of freshly slain beasts their crimes, try to escape this fate by resisting crossing over to Urcaen and brings remaining tied to them a semblance of reanimated life.their corpse as disembodied.



[[folder:Hollowed]]

to:

[[folder:Hollowed]][[folder:Dread]]



* HorrorHunger: Hollowed are driven by an all-consuming hunger for the organs of intelligent creatures. Unwilling to accept death and unable to sate their terrible hunger, they wander the wilds of western Immoren, but the organs upon which they feast will never be enough to satisfy their hunger. Rather than being digested, the consumed organs fester and rot over time.
* TheVirus: A creature killed by a hollowed will rise as a hollowed itself within a few days if it is not decapitated first.

to:

* HorrorHunger: Hollowed BladeBelowTheShoulder: A dread's forearms are driven by an all-consuming hunger for the organs of intelligent creatures. Unwilling to accept death sawed away and unable to sate their terrible hunger, they wander the wilds replaced with implements of western Immoren, but the organs upon which they feast will never be enough to satisfy their hunger. Rather than being digested, the consumed organs fester and rot over time.
* TheVirus: A creature killed by a hollowed will rise as a hollowed itself within a few days if it is not decapitated first.
shining steel.



[[folder:Iron Lich]]

to:

[[folder:Iron Lich]][[folder:Eldritch]]



* {{Cyborg}}: An iron lich's mortal body, with the exception of its skull, is replaced with a complex mechanikal apparatus that sustains its existence.
* OurLichesAreDifferent: An iron lich is an unliving fusion of necromancy and mechanika, who replaced its mortal body with a complex mechanikal apparatus that sustains its existence in an attempt to attain immortality. Its form is not constrained to any particular configuration and need not bear any resemblance to its living form. Iron liches store their spirit essence in a phylactery—a physical receptacle that houses the soul.
* SoulJar: So long as an iron lich's phylactery remains intact, the creature cannot truly be destroyed. Because a phylactery is an iron lich's only true vulnerability, iron liches take great pains to conceal and protect theirs. Most iron liches are paranoid enough to keep the location of their phylactery secret or to share it with only their most trusted retainers.

to:

* {{Cyborg}}: An iron lich's mortal body, with HorrorHunger: In death, eldritch are motivated by an unnatural hunger. To maintain its existence, an eldritch must siphon the exception of its skull, is replaced with a complex mechanikal apparatus that sustains its existence.
* OurLichesAreDifferent: An iron lich is an unliving fusion of necromancy and mechanika, who replaced its mortal body with a complex mechanikal apparatus that sustains its existence in an attempt to attain immortality. Its form is not constrained to any particular configuration and need not bear any resemblance to its living form. Iron liches store their spirit
life essence in a phylactery—a physical receptacle that houses of an intelligent living creature. The touch of an eldritch drains away the soul.
* SoulJar: So long as an iron lich's phylactery remains intact,
life of its prey, nourishing the creature cannot truly be destroyed. Because a phylactery is an iron lich's only true vulnerability, iron liches take great pains to conceal eldritch and protect theirs. Most iron liches are paranoid enough to keep the location of keeping its predatory instincts at their phylactery secret or to share it with only peak.
* NonHumanUndead: Eldritch are Iosans who surrendered
their most trusted retainers.morality and turned to undeath as the only option for staving off their race's uncertain fate.



[[folder:Iron Lich Overseer]]

to:

[[folder:Iron Lich Overseer]][[folder:Entombed]]



* ManySpiritsInsideOfOne: Iron lich overseers are composite beings with a single body and a unified consciousness. The restoration process ensures some degree of cooperation between competing personalities, and in time they merge into a single mind.

to:

* ManySpiritsInsideOfOne: Iron lich overseers are composite beings OnlyKnownByTheirNickname: Whatever name the Orgoth originally bestowed upon these monstrosities has been lost to time. Modern adventurers who have survived an encounter with a single these creatures refer to them as the entombed.
* SoulJar: When an entombed is driven off, it returns to its
body to recuperate, emerging again at full strength, ready to fight anew. The only way to permanently destroy an entombed is to find and a unified consciousness. The restoration process ensures some degree of cooperation between competing personalities, and in time they merge destroy its soul cage, thereby causing it to pass into Urcaen.
* WarriorUndead: Each entombed was once an Orgoth warrior who volunteered for the privilege of being reborn into eternal servitude to his or her lord. After the warrior was ceremonially drowned, the lingering soul was placed in
a single mind.soul cage. Clad in the armour it wore in life and wielding the weapons with which it was interred, the entombed is driven by an undying directive to protect its master and all the treasures in his grave.



[[folder:Mechanithrall]]

to:

[[folder:Mechanithrall]][[folder:Excruciator]]



* ArtificialZombie: Mechanithralls are technologically augmented thralls stitched together from battlefield dead.
* CannonFodder: Mechanithralls serve as cannon fodder in Cryxian armies.
* OurZombiesAreDifferent: Thralls are corpses reanimated through the power of complex runes carved into their flesh that form the backbone of the armies of Cryx.
* PowerFist: Mechanithralls and brute thralls are augmented with two heavy gauntlets that greatly enhance their strength.

!!!Bile Thrall

to:

* ArtificialZombie: Mechanithralls TortureTechnician: Excruciators are technologically augmented thralls stitched together from battlefield dead.
* CannonFodder: Mechanithralls serve as cannon fodder in Cryxian armies.
* OurZombiesAreDifferent: Thralls are corpses reanimated through
the power revenant spirits of complex runes carved into Orgoth torturers. In life, they used their flesh that form implements to wring information out of captured rebels, fabricate creatures such as the backbone of the armies of Cryx.
* PowerFist: Mechanithralls
dread, and brute thralls are augmented with two heavy gauntlets that greatly enhance their strength.

!!!Bile Thrall
bind tortured souls to Orgoth implements such as fellblades. In death, they linger in Orgoth ruins scattered across western Immoren and continue this work upon those unlucky enough to encounter them.
[[/folder]]

[[folder:Fallen Knight]]



* AcidAttack: The bile thrall's bile cannon fires volumes of corrosive digestive and decomposition agents.
* DeadWeight: Bile thralls are noted for their bloated and swollen bodies.
* SuicideAttack: With a lurching death spasm, a bile thrall can detonate itself in a grisly shower of dissolving agents, flesh and metal.

!!!Bloat Thrall

to:

* AcidAttack: AnimatedArmor: Within the Fallen Knights' ornate ritual armour, nothing remains but dust.
* TheOathbreaker:
The bile thrall's bile cannon fires volumes of corrosive digestive and decomposition agents.
* DeadWeight: Bile thralls are noted for
Fane Knights once swore unbreakable oaths to guard with their bloated lives the dwelling places of the gods themselves--and broke it when Scyrah and swollen bodies.
Nyssor were assassinated. In undeath, their oaths continue to hold, now rendered unbreakable.
* SuicideAttack: With a lurching death spasm, a bile thrall can detonate itself in a grisly shower PraetorianGuard: The Fane Knights once guarded the dwellings of dissolving agents, flesh the gods with their lives. Now they strike down, without hesitation, any who trespass on the sacred temples they once guarded.
* WarriorUndead: In life, these individuals were Fane Knights, chosen from among the strongest, most skillful
and metal.

!!!Bloat Thrall
most devout Iosan warriors to guard the homes of the gods themselves. After Scyrah and Nyssor's assassination, they found their ultimate failure too great to accept and became Fallen Knights; even after their bodies vanished, their oaths continue to hold.
[[/folder]]

[[folder:Feralgeist]]



* BodyOfBodies: A bloat thrall is crudely assembled from half a dozen corpses with no regard for anatomy, only usefulness.
* DefeatEqualsExplosion: If a bloat thrall is ruptured, it explodes and showers the surrounding area in corrosive fluids.

!!!Brine Thrall

to:

* BodyOfBodies: A bloat thrall is crudely assembled from half a dozen AxCrazy: Lashing out with the claws and fangs of the corpses with no regard it inhabits, the feralgeist poses a deadly threat to those unfortunate enough to encounter it.
* PossessingADeadBody: A feralgeist's insubstantial form hungers
for anatomy, only usefulness.
* DefeatEqualsExplosion: If
a bloat thrall is ruptured, it explodes body of flesh. It descends into the carcasses of freshly slain beasts and showers the surrounding area in corrosive fluids.

!!!Brine Thrall
brings to them a semblance of reanimated life.
[[/folder]]

[[folder:Hollowed]]



* RaisingTheSteaks: Brine thralls are the half-consumed corpses of predatory sea creatures retrofitted with necrotite furnaces, having rotted fins replaced with bits of bonejack hull, and outfitted with augmented jaws.

!!!Brute Thrall

to:

* RaisingTheSteaks: Brine thralls HorrorHunger: Hollowed are driven by an all-consuming hunger for the half-consumed corpses organs of predatory sea creatures retrofitted with necrotite furnaces, having rotted fins replaced with bits of bonejack hull, intelligent creatures. Unwilling to accept death and outfitted with augmented jaws.

!!!Brute Thrall
unable to sate their terrible hunger, they wander the wilds of western Immoren, but the organs upon which they feast will never be enough to satisfy their hunger. Rather than being digested, the consumed organs fester and rot over time.
* TheVirus: A creature killed by a hollowed will rise as a hollowed itself within a few days if it is not decapitated first.
[[/folder]]

[[folder:Iron Lich]]



* DumbMuscle: The brute thrall lacks both subtlety and cognitive capacity, but does its job well--crushing any obstacle in its way.

!!!Carrion Thrall

to:

* DumbMuscle: The brute thrall lacks both subtlety {{Cyborg}}: An iron lich's mortal body, with the exception of its skull, is replaced with a complex mechanikal apparatus that sustains its existence.
* OurLichesAreDifferent: An iron lich is an unliving fusion of necromancy
and cognitive capacity, but does mechanika, who replaced its job well--crushing mortal body with a complex mechanikal apparatus that sustains its existence in an attempt to attain immortality. Its form is not constrained to any obstacle in particular configuration and need not bear any resemblance to its way.

!!!Carrion Thrall
living form. Iron liches store their spirit essence in a phylactery—a physical receptacle that houses the soul.
* SoulJar: So long as an iron lich's phylactery remains intact, the creature cannot truly be destroyed. Because a phylactery is an iron lich's only true vulnerability, iron liches take great pains to conceal and protect theirs. Most iron liches are paranoid enough to keep the location of their phylactery secret or to share it with only their most trusted retainers.
[[/folder]]

[[folder:Iron Lich Overseer]]



* FeatheredFiend: Carrion thralls retain their predatory tendencies from life, make them exceptionally lethal against injured adversaries. In the aftermath of conflicts, Cryxian generals employ them to spread horror and agony among enemy survivors.
* RaisingTheSteaks: Carrion thralls are undead birds, difficult to distinguish from wild birds at a distance.

!!!Skarlock Thrall

to:

* FeatheredFiend: Carrion thralls retain their predatory tendencies from life, make them exceptionally lethal against injured adversaries. In the aftermath of conflicts, Cryxian generals employ them to spread horror ManySpiritsInsideOfOne: Iron lich overseers are composite beings with a single body and agony among enemy survivors.
* RaisingTheSteaks: Carrion thralls are undead birds, difficult to distinguish from wild birds at
a distance.

!!!Skarlock Thrall
unified consciousness. The restoration process ensures some degree of cooperation between competing personalities, and in time they merge into a single mind.
[[/folder]]

[[folder:Mechanithrall]]



* BondCreatures: From its very fabrication, each skarlock is inextricably bound to a warcaster and becomes a conduit for the arcane abilities of its master, who often sends it forth to unleash this power from a distance. Lesser minions make every effort to appease skarlocks, knowing that each is the eyes and ears of a powerful master.
* EliteZombie: More than any other constructed thrall, skarlocks retain memories from their life and absorb knowledge from their animating runes, giving them extensive personalities and agendas. Dense dark sigils instil them with tremendous necromantic power and sorcerous potential.
* GlowingEyelightsOfUndeath: A hateful intelligence shines from skarlock thralls' eye sockets.

!!!Soulhunter

to:

* BondCreatures: From its very fabrication, each skarlock is inextricably bound to a warcaster and becomes a conduit for ArtificialZombie: Mechanithralls are technologically augmented thralls stitched together from battlefield dead.
* CannonFodder: Mechanithralls serve as cannon fodder in Cryxian armies.
* OurZombiesAreDifferent: Thralls are corpses reanimated through
the arcane abilities of its master, who often sends it forth to unleash this power from a distance. Lesser minions make every effort to appease skarlocks, knowing that each is the eyes and ears of a powerful master.
* EliteZombie: More than any other constructed thrall, skarlocks retain memories from
complex runes carved into their life flesh that form the backbone of the armies of Cryx.
* PowerFist: Mechanithralls
and absorb knowledge from brute thralls are augmented with two heavy gauntlets that greatly enhance their animating runes, giving them extensive personalities and agendas. Dense dark sigils instil them with tremendous necromantic power and sorcerous potential.
* GlowingEyelightsOfUndeath: A hateful intelligence shines from skarlock thralls' eye sockets.

!!!Soulhunter
strength.

!!!Bile Thrall



* OurCentaursAreDifferent: The soulhunter is a thrall whose torso is fused with the body of a Scharde stallion. In the wargame, it's classified as a cavalry unit.
* RaisingTheSteaks: Soulhunters are thralls fused with the corpse of a Scharde charger.
[[/folder]]

[[folder:Pistol Wraith]]

to:

* OurCentaursAreDifferent: AcidAttack: The soulhunter is a thrall whose torso is fused with the body bile thrall's bile cannon fires volumes of a Scharde stallion. In the wargame, it's classified as a cavalry unit.
corrosive digestive and decomposition agents.
* RaisingTheSteaks: Soulhunters are DeadWeight: Bile thralls fused with the corpse are noted for their bloated and swollen bodies.
* SuicideAttack: With a lurching death spasm, a bile thrall can detonate itself in a grisly shower
of a Scharde charger.
[[/folder]]

[[folder:Pistol Wraith]]
dissolving agents, flesh and metal.

!!!Bloat Thrall



* BottomlessMagazines: A pistol wraith's wraithlock pistols never run out of ammunition.
* GunsAkimbo: Each pistol wraith is armed with a pair of wraithlock pistols.
* TheGunslinger: Pistol wraiths are restless spirits of duellists that retain their skill in life and walk the earth searching for fresh victims.
* MageMarksman: Gun mages who become pistol wraiths boast capabilities beyond those of other pistol wraiths. Retaining at least some spellcasting abilities from life, a pistol wraith spellslinger can channel magic through its wraithlock without rune bullets like living gun mages need to.
* RoaringRampageOfRevenge: Pistol wraiths are consumed by an all-consuming need for vengeance or an overwhelming hatred of all life.
* SoreLoser: A pistol wraith's rejection of its own mortal end is intensified by its refusal to accept its own failure. The pistol wraith cannot acknowledge that it lost its final duel in life--combined with its ego, it gains a preternatural foothold in the physical realm. Through their singular dedication to prove themselves by besting other skilled gunfighters, they have denied their own passage to the afterlife.
[[/folder]]

[[folder:Reliquary]]

to:

* BottomlessMagazines: BodyOfBodies: A pistol wraith's wraithlock pistols never run out of ammunition.
* GunsAkimbo: Each pistol wraith
bloat thrall is armed crudely assembled from half a dozen corpses with no regard for anatomy, only usefulness.
* DefeatEqualsExplosion: If
a pair of wraithlock pistols.
* TheGunslinger: Pistol wraiths are restless spirits of duellists that retain their skill in life
bloat thrall is ruptured, it explodes and walk showers the earth searching for fresh victims.
* MageMarksman: Gun mages who become pistol wraiths boast capabilities beyond those of other pistol wraiths. Retaining at least some spellcasting abilities from life, a pistol wraith spellslinger can channel magic through its wraithlock without rune bullets like living gun mages need to.
* RoaringRampageOfRevenge: Pistol wraiths are consumed by an all-consuming need for vengeance or an overwhelming hatred of all life.
* SoreLoser: A pistol wraith's rejection of its own mortal end is intensified by its refusal to accept its own failure. The pistol wraith cannot acknowledge that it lost its final duel
surrounding area in life--combined with its ego, it gains a preternatural foothold in the physical realm. Through their singular dedication to prove themselves by besting other skilled gunfighters, they have denied their own passage to the afterlife.
[[/folder]]

[[folder:Reliquary]]
corrosive fluids.

!!!Brine Thrall



* OmnicidalManiac: Reliquaries vent their hatred with shocking violence on anything that crosses their path.
* ThePowerOfHate: Reliquaries are fuelled by a seething hatred of any creature displaying even a semblance of life, especially the eldritch.
* TestedOnHumans: In the secret underground laboratories of House Vyre, grisly experiments were conducted on elves born without souls. After the laboratories were abandoned, they were simply sealed off, with the grisly remnants of past horrors left inside, until they were awakened as undead reliquaries.
* UndeadChild: Reliquaries are infants who had been vivisected and entombed in arcanikal vessels, awakened into undeath by the deaths of the gods.
[[/folder]]

[[folder:Riven]]

to:

* OmnicidalManiac: Reliquaries vent their hatred RaisingTheSteaks: Brine thralls are the half-consumed corpses of predatory sea creatures retrofitted with shocking violence on anything that crosses their path.
* ThePowerOfHate: Reliquaries are fuelled by a seething hatred of any creature displaying even a semblance of life, especially the eldritch.
* TestedOnHumans: In the secret underground laboratories of House Vyre, grisly experiments were conducted on elves born without souls. After the laboratories were abandoned, they were simply sealed off,
necrotite furnaces, having rotted fins replaced with the grisly remnants bits of past horrors left inside, until they were awakened as undead reliquaries.
* UndeadChild: Reliquaries are infants who had been vivisected
bonejack hull, and entombed in arcanikal vessels, awakened into undeath by the deaths of the gods.
[[/folder]]

[[folder:Riven]]
outfitted with augmented jaws.

!!!Brute Thrall



* DemonicPossession: Riven can possess the living and believe that if they inhabit a body as it dies, they can tether themselves to the departing soul and thereby pass into Urcaen. They delude themselves with this untenable belief, even though upon death of the host, the riven is ejected in a blast of violent spectral force.
* MustBeInvited: A riven cannot pass through any border or threshold unless it receives permission or an invitation, a river, national borders or a doorway.
* NonHumanUndead: Riven are the crazed spirits of elven priests who suffered and died during the Rivening.
[[/folder]]

[[folder:Sand Dervish]]

to:

* DemonicPossession: Riven can possess the living DumbMuscle: The brute thrall lacks both subtlety and believe that if they inhabit a body as it dies, they can tether themselves to the departing soul and thereby pass into Urcaen. They delude themselves with this untenable belief, even though upon death of the host, the riven is ejected in a blast of violent spectral force.
* MustBeInvited: A riven cannot pass through
cognitive capacity, but does its job well--crushing any border or threshold unless it receives permission or an invitation, a river, national borders or a doorway.
* NonHumanUndead: Riven are the crazed spirits of elven priests who suffered and died during the Rivening.
[[/folder]]

[[folder:Sand Dervish]]
obstacle in its way.

!!!Carrion Thrall



* DeathSeeker: Sand dervishes desire death through honourable battle and seek out opponents who can give them such an end.
* GhostlyGoals: The only way to get rid of a sand dervish, who perished before fulfilling a sworn oath or task, is to determine the reason for its existence and set right whatever prevents it from resting. Most find their final rest when challenged and defeated in single combat, while a few might have more obscure requirements. Otherwise, if it dies, the sand dervish regains its form after a few days.
* SentientSands: The spirit of a sand dervish can take on a corporeal form made from the sands of the Bloodstone in which it perished.
[[/folder]]

[[folder:Scylla]]

to:

* DeathSeeker: Sand dervishes desire death through honourable battle and seek out opponents who can give them such an end.
* GhostlyGoals: The only way to get rid of a sand dervish, who perished before fulfilling a sworn oath or task, is to determine the reason for its existence and set right whatever prevents it from resting. Most find
FeatheredFiend: Carrion thralls retain their final rest when challenged and defeated in single combat, while a few might have more obscure requirements. Otherwise, if it dies, the sand dervish regains its form after a few days.
* SentientSands: The spirit of a sand dervish can take on a corporeal form made
predatory tendencies from life, make them exceptionally lethal against injured adversaries. In the sands aftermath of the Bloodstone in which it perished.
[[/folder]]

[[folder:Scylla]]
conflicts, Cryxian generals employ them to spread horror and agony among enemy survivors.
* RaisingTheSteaks: Carrion thralls are undead birds, difficult to distinguish from wild birds at a distance.

!!!Skarlock Thrall



* CirclingVultures: Like vultures, scylla are scavengers that wheel over battles, diving down en masse to fall upon those left behind. They have been known to roost near rocky shores where shipwrecks are common, hoping to feast on drowned sailors floating on the tide.
* RaisingTheSteaks: Scylla flocks consist of undead birds corrupted by the blight of Toruk the Dragonfather.
* TalkingAnimal: Upon consuming a corpse, a scylla flock attains an echo of the deceased's memories and can speak with its voice. Compelled to return to familiar taverns and ships by these memories, they mockingly call out to pirates and sailors in the voices of their dead comrades.

to:

* CirclingVultures: Like vultures, scylla are scavengers BondCreatures: From its very fabrication, each skarlock is inextricably bound to a warcaster and becomes a conduit for the arcane abilities of its master, who often sends it forth to unleash this power from a distance. Lesser minions make every effort to appease skarlocks, knowing that wheel over battles, diving down en masse to fall upon those left behind. They have been known to roost near rocky shores where shipwrecks are common, hoping to feast on drowned sailors floating on each is the tide.
eyes and ears of a powerful master.
* EliteZombie: More than any other constructed thrall, skarlocks retain memories from their life and absorb knowledge from their animating runes, giving them extensive personalities and agendas. Dense dark sigils instil them with tremendous necromantic power and sorcerous potential.
* GlowingEyelightsOfUndeath: A hateful intelligence shines from skarlock thralls' eye sockets.

!!!Soulhunter
----
* OurCentaursAreDifferent: The soulhunter is a thrall whose torso is fused with the body of a Scharde stallion. In the wargame, it's classified as a cavalry unit.
* RaisingTheSteaks: Scylla flocks consist of undead birds corrupted by the blight of Toruk the Dragonfather.
* TalkingAnimal: Upon consuming a corpse, a scylla flock attains an echo of the deceased's memories and can speak
Soulhunters are thralls fused with its voice. Compelled to return to familiar taverns and ships by these memories, they mockingly call out to pirates and sailors in the voices corpse of their dead comrades.a Scharde charger.



[[folder:Sepulchral Lurker]]

to:

[[folder:Sepulchral Lurker]][[folder:Pistol Wraith]]



* TheSpeechless: A sepulchral lurker is no longer capable of speech and cannot utter more than a dusty hiss.

to:

* TheSpeechless: BottomlessMagazines: A sepulchral lurker pistol wraith's wraithlock pistols never run out of ammunition.
* GunsAkimbo: Each pistol wraith
is no longer capable armed with a pair of speech wraithlock pistols.
* TheGunslinger: Pistol wraiths are restless spirits of duellists that retain their skill in life
and walk the earth searching for fresh victims.
* MageMarksman: Gun mages who become pistol wraiths boast capabilities beyond those of other pistol wraiths. Retaining at least some spellcasting abilities from life, a pistol wraith spellslinger can channel magic through its wraithlock without rune bullets like living gun mages need to.
* RoaringRampageOfRevenge: Pistol wraiths are consumed by an all-consuming need for vengeance or an overwhelming hatred of all life.
* SoreLoser: A pistol wraith's rejection of its own mortal end is intensified by its refusal to accept its own failure. The pistol wraith
cannot utter more than acknowledge that it lost its final duel in life--combined with its ego, it gains a dusty hiss.preternatural foothold in the physical realm. Through their singular dedication to prove themselves by besting other skilled gunfighters, they have denied their own passage to the afterlife.



[[folder:Shaft Wight]]

to:

[[folder:Shaft Wight]][[folder:Reliquary]]



* BuriedAlive: Shaft wights were once miners, buried by cave-ins and collapsing tunnels and left to suffocate beneath the earth. Some were consumed by the terror of their inevitable deaths and clung to life so strongly that hours after dying, they transformed into undead and freed themselves with bloody talons.
* TheVirus: Humanoids killed by shaft wights rise as new shaft wights. In Rhul, they are put down at a distance to minimise the risk that others will become shaft wights.

to:

* BuriedAlive: Shaft wights OmnicidalManiac: Reliquaries vent their hatred with shocking violence on anything that crosses their path.
* ThePowerOfHate: Reliquaries are fuelled by a seething hatred of any creature displaying even a semblance of life, especially the eldritch.
* TestedOnHumans: In the secret underground laboratories of House Vyre, grisly experiments
were once miners, buried by cave-ins and collapsing tunnels and conducted on elves born without souls. After the laboratories were abandoned, they were simply sealed off, with the grisly remnants of past horrors left to suffocate beneath the earth. Some inside, until they were consumed awakened as undead reliquaries.
* UndeadChild: Reliquaries are infants who had been vivisected and entombed in arcanikal vessels, awakened into undeath
by the terror of their inevitable deaths and clung to life so strongly that hours after dying, they transformed into undead and freed themselves with bloody talons.
* TheVirus: Humanoids killed by shaft wights rise as new shaft wights. In Rhul, they are put down at a distance to minimise
of the risk that others will become shaft wights.gods.



[[folder:Soul Trapper]]

to:

[[folder:Soul Trapper]][[folder:Riven]]



* YourSoulIsMine: The soul trapper continually wrests souls of the recently departed from the air and stuffs them into prepared soul cages, until they can be transferred to mightier entities. The runes carved upon the soul trapper's flesh imbues it with an incessant need to gather as many souls as possible.

to:

* YourSoulIsMine: The soul trapper continually wrests souls of DemonicPossession: Riven can possess the recently departed from the air living and stuffs them into prepared soul cages, until believe that if they inhabit a body as it dies, they can be transferred tether themselves to mightier entities. The runes carved the departing soul and thereby pass into Urcaen. They delude themselves with this untenable belief, even though upon death of the soul trapper's flesh imbues host, the riven is ejected in a blast of violent spectral force.
* MustBeInvited: A riven cannot pass through any border or threshold unless
it with receives permission or an incessant need to gather as many souls as possible.invitation, a river, national borders or a doorway.
* NonHumanUndead: Riven are the crazed spirits of elven priests who suffered and died during the Rivening.



[[folder:Swamp Spirit]]

to:

[[folder:Swamp Spirit]][[folder:Sand Dervish]]



* OurSpiritsAreDifferent: The hok-shishan are malevolent spirits that lurk in the deepest swamps of western Immoren where the air itself is leaden with unnatural malignancy, and manifest as sinuous snakes.
* WalkingWasteland: Where swamp spirits move, the air becomes foul and difficult to breathe, and mud becomes colder and more unrelenting in its grip.

to:

* OurSpiritsAreDifferent: DeathSeeker: Sand dervishes desire death through honourable battle and seek out opponents who can give them such an end.
* GhostlyGoals:
The hok-shishan are malevolent spirits that lurk in only way to get rid of a sand dervish, who perished before fulfilling a sworn oath or task, is to determine the deepest swamps of western Immoren where the air itself is leaden with unnatural malignancy, reason for its existence and manifest as sinuous snakes.
* WalkingWasteland: Where swamp spirits move, the air becomes foul
set right whatever prevents it from resting. Most find their final rest when challenged and difficult to breathe, and mud becomes colder and defeated in single combat, while a few might have more unrelenting in obscure requirements. Otherwise, if it dies, the sand dervish regains its grip.form after a few days.
* SentientSands: The spirit of a sand dervish can take on a corporeal form made from the sands of the Bloodstone in which it perished.



[[folder:Tormented]]

to:

[[folder:Tormented]][[folder:Scylla]]



* AxCrazy: Driven to a state of nearly mindless frenzy by their constant agony, the tormented hold a special hatred for sentient beings, especially anyone who reminds them of their elven foes or their former skorne masters. The pain visited on them in life by their handlers is now amplified in death until it is all they know, and their only outlet is to inflict that pain on others.
* FusionDance: The tormented are composite creatures, made up of the suffering of innumerable beasts and the eddying remnants of skorne mortitheurgy.
* PerpetuallyProtean: The tormented are ever shifting, with the features of warbeasts forming and receding at random. At any given moment, a tormented might manifest the tusked head of a titan, the club tail of a rhinodon, or the piercing claw of an aradus—or all of the above.
* RaisingTheSteaks: The tormented are undead ghosts of former skorne warbeasts.

to:

* AxCrazy: Driven to a state of nearly mindless frenzy by their constant agony, the tormented hold a special hatred for sentient beings, especially anyone who reminds them of their elven foes or their former skorne masters. The pain visited on them in life by their handlers is now amplified in death until it is all they know, and their only outlet is to inflict CirclingVultures: Like vultures, scylla are scavengers that pain on others.
* FusionDance: The tormented
wheel over battles, diving down en masse to fall upon those left behind. They have been known to roost near rocky shores where shipwrecks are composite creatures, made up of common, hoping to feast on drowned sailors floating on the suffering of innumerable beasts and the eddying remnants of skorne mortitheurgy.
* PerpetuallyProtean: The tormented are ever shifting, with the features of warbeasts forming and receding at random. At any given moment, a tormented might manifest the tusked head of a titan, the club tail of a rhinodon, or the piercing claw of an aradus—or all of the above.
tide.
* RaisingTheSteaks: The tormented are Scylla flocks consist of undead ghosts birds corrupted by the blight of former skorne warbeasts.Toruk the Dragonfather.
* TalkingAnimal: Upon consuming a corpse, a scylla flock attains an echo of the deceased's memories and can speak with its voice. Compelled to return to familiar taverns and ships by these memories, they mockingly call out to pirates and sailors in the voices of their dead comrades.



[[folder:Sepulchral Lurker]]
----
* TheSpeechless: A sepulchral lurker is no longer capable of speech and cannot utter more than a dusty hiss.
[[/folder]]

[[folder:Shaft Wight]]
----
* BuriedAlive: Shaft wights were once miners, buried by cave-ins and collapsing tunnels and left to suffocate beneath the earth. Some were consumed by the terror of their inevitable deaths and clung to life so strongly that hours after dying, they transformed into undead and freed themselves with bloody talons.
* TheVirus: Humanoids killed by shaft wights rise as new shaft wights. In Rhul, they are put down at a distance to minimise the risk that others will become shaft wights.
[[/folder]]

[[folder:Soul Trapper]]
----
* YourSoulIsMine: The soul trapper continually wrests souls of the recently departed from the air and stuffs them into prepared soul cages, until they can be transferred to mightier entities. The runes carved upon the soul trapper's flesh imbues it with an incessant need to gather as many souls as possible.
[[/folder]]

[[folder:Swamp Spirit]]
----
* OurSpiritsAreDifferent: The hok-shishan are malevolent spirits that lurk in the deepest swamps of western Immoren where the air itself is leaden with unnatural malignancy, and manifest as sinuous snakes.
* WalkingWasteland: Where swamp spirits move, the air becomes foul and difficult to breathe, and mud becomes colder and more unrelenting in its grip.
[[/folder]]

[[folder:Tormented]]
----
* AxCrazy: Driven to a state of nearly mindless frenzy by their constant agony, the tormented hold a special hatred for sentient beings, especially anyone who reminds them of their elven foes or their former skorne masters. The pain visited on them in life by their handlers is now amplified in death until it is all they know, and their only outlet is to inflict that pain on others.
* FusionDance: The tormented are composite creatures, made up of the suffering of innumerable beasts and the eddying remnants of skorne mortitheurgy.
* PerpetuallyProtean: The tormented are ever shifting, with the features of warbeasts forming and receding at random. At any given moment, a tormented might manifest the tusked head of a titan, the club tail of a rhinodon, or the piercing claw of an aradus—or all of the above.
* RaisingTheSteaks: The tormented are undead ghosts of former skorne warbeasts.
[[/folder]]



* AsteroidsMonster: Dragons draw upon the blighted power in their blood to produce dragonspawn, and Everblight is no exception. An important difference is that he is capable of producing much greater volumes of them through his warlocks.



* CreatingLife: Everblight's dragonspawn are spawned for the express purpose of war and slaughter. Each warbeast is designed for a specific purpose, its form perfectly suited to that task.
* FeelNoPain: Dragonspawn have limited reactions to impulses like pain or extremes in temperature. If their tasks require it, they can ignore even the most drastic damage to their bodies without flinching.



* XRayVision: Dragonspawn see through special organs that give feedback through the blighted energies they radiate. They can view their surroundings unhindered by smoke or the nightfall, giving them a distinct advantage in conditions of low visibility.

to:

* XRayVision: Dragonspawn see through special organs that give feedback through the blighted energies they radiate. They can view their surroundings unhindered by smoke or the nightfall, giving them a distinct advantage in conditions of low visibility.

Added: 10287

Changed: 29960

Removed: 6151

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!!Beasts
[[folder:Argus]]

to:

!!Beasts
[[folder:Argus]]
[[folder:Wyldgeist]]



* AcidAttack: The wyldgeist can release a cloud of acidic mist around itself.
* FusionDance: The wyldgeist can bond with the fled spirit of a dead creature, dissolving the corpse and replacing it with its own body and will, becoming a hybrid of the two creatures.
* GeniusLoci: Wyldgeists are claimed to be spirit manifestations of the Blackroot Wood in Khador.
[[/folder]]

!!Beasts
[[folder:Argus]]
----



* DigAttack: The coral tatzylwurm bores tunnels through soil and stone. When it detects a potential meal, it suddenly erupts from the soil and attempts to subdue prey.
* EmotionBomb: The feathered tatzylwurm's venom is a potent psychoactive that can induce extreme panic.
* FeatheredSerpent: The feathered tatzylwurm is a small breed whose most distinctive feature is its featherlike scales, which allow it to glide short distances, past rivers, gorges and gaps between trees in the jungle.



* TheParalyzer: The coral tatzylwurm's paralytic venom can immobilise most creatures within moments. The coral tatzylwurm then constricts and drags the prey to its underground lair to be devoured.



* ShockAndAwe: As a woldwrath closes with an enemy, it discharges destructive lightning. Thunderstorms gather about the woldwrath and linger even after battle ends.



[[folder:Warpwolf]]

to:

[[folder:Warpwolf]][[folder:Void Leech]]



* AxCrazy: A transformed warpwolf surrenders control of its conscious mind to the predator within.
* HealingFactor: A warpwolf's wounds heal quickly in response to the regenerative properties bestowed upon it.
* JekyllAndHyde: The minds of warpwolves who have resumed their human form after the transformation are invariably shattered, their eyes reflecting an awareness of the horror they have become.
* OurWerewolvesAreDifferent: Warpwolves are men cursed with an affliction that allows them to unleash their inner predator and transform into a murderous beast whose massive body blends aspects of both wolf and human. More protean than most, they can mutate themselves to be stronger, faster, or tougher from moment to moment. Warpwolves may mate with others to produce purebloods that never take on human form.
* WasOnceAMan: Warpwolves who have lived in this state for long periods accept their condition and abandon their humanity, losing their memory, the ability to speak and entering an entirely feral state.

to:

* AxCrazy: A transformed warpwolf surrenders control of its conscious mind to HumanResources: When the predator within.
* HealingFactor: A warpwolf's wounds heal quickly in response
time is right, void leeches are forced to the regenerative properties bestowed upon it.
* JekyllAndHyde: The minds of warpwolves who have resumed
sacrifice their human form after life force to extinguish the transformation are invariably shattered, magic of their eyes reflecting an awareness of the horror they have become.
* OurWerewolvesAreDifferent: Warpwolves are men cursed with an affliction that allows them to unleash their inner predator and transform into a murderous beast whose massive body blends aspects of both wolf and human. More protean than most, they can mutate themselves to be stronger, faster, or tougher from moment to moment. Warpwolves may mate with others to produce purebloods that never take on human form.
masters' enemies.
* WasOnceAMan: Warpwolves Unlucky bog trogs who have lived in this state for long periods accept their condition and abandon their humanity, losing their memory, the ability to speak and entering an entirely feral state.displease a gatorfolk bokor are crafted into void leeches, mindless servants whose flesh is nailed with countless occult fetishes.



!!Monstrosities
[[folder:Archidon]]

to:

!!Monstrosities
[[folder:Archidon]]
[[folder:Warpborn Skinwalker]]



* TerrorDactyl: Archidons are enormous flying reptiles that swoop down on their victims with a speed matched only by their savagery.
* TurnsRed: Archidons conditioned by skorne paingivers deal more damage with their bite when under half hit points.

to:

* TerrorDactyl: Archidons are enormous flying reptiles AxCrazy: In battle, warpborn skinwalkers wield their massive pole axes with enthusiastic brutality.
* HealingFactor: A warpborn skinwalker's wounds heal quickly without the need for respite.
* OurWerewolvesAreDifferent: In distinct rituals derived from those
that swoop down transform men into warpwolves, warpborn skinwalkers' flesh distends and snouts burst forth from their faces, their skin grows hirsute, and their muscles gain strength. Warpborn skinwalkers are smaller and less powerful than warpwolves but also have much more control on their victims with a speed matched only by their savagery.
* TurnsRed: Archidons conditioned by skorne paingivers deal more damage with their bite when under half hit points.
shapeshifting ability.



[[folder:Aspis]]

to:

[[folder:Aspis]][[folder:Warpwolf]]



* AmphibianAtLarge: While it resembles a great snake, the aspis is actually a large species of caecilian.
* {{Cyclops}}: The aspis appears to have only one smooth black eye that dominates the centre of its head, and there is some debate as to whether it is an eye at all.
* MindOverMatter: The aspis, which lacks teeth and fangs, subdues prey and defends itself from predators by emitting a wave of force from its eye.

to:

* AmphibianAtLarge: While it resembles a great snake, the aspis is actually a large species of caecilian.
* {{Cyclops}}: The aspis appears to have only one smooth black eye that dominates the centre
AxCrazy: A transformed warpwolf surrenders control of its head, conscious mind to the predator within.
* HealingFactor: A warpwolf's wounds heal quickly in response to the regenerative properties bestowed upon it.
* JekyllAndHyde: The minds of warpwolves who have resumed their human form after the transformation are invariably shattered, their eyes reflecting an awareness of the horror they have become.
* OurWerewolvesAreDifferent: Warpwolves are men cursed with an affliction that allows them to unleash their inner predator
and there is some debate as to whether it is an eye at all.
* MindOverMatter: The aspis, which lacks teeth
transform into a murderous beast whose massive body blends aspects of both wolf and fangs, subdues prey and defends itself human. More protean than most, they can mutate themselves to be stronger, faster, or tougher from predators by emitting a wave of force from its eye.moment to moment. Warpwolves may mate with others to produce purebloods that never take on human form.
* WasOnceAMan: Warpwolves who have lived in this state for long periods accept their condition and abandon their humanity, losing their memory, the ability to speak and entering an entirely feral state.



[[folder:Banshee]]

to:

[[folder:Banshee]]!!Monstrosities
[[folder:Archidon]]



* OurBansheesAreLouder: Banshees appear as stocky birds of prey large enough to carry off a warrior. Its most distinctive feature is a dissonant keening that builds as the creature approaches, until it swoops down upon its prey with a deafening shriek capable of incapacitating those who hear it, especially intelligent creatures.
* ToothyBird: The banshee resembles a bird that sports a mouth full of sharp teeth.

to:

* OurBansheesAreLouder: Banshees appear as stocky birds of prey large enough to carry off a warrior. Its most distinctive feature is a dissonant keening TerrorDactyl: Archidons are enormous flying reptiles that builds as the creature approaches, until it swoops swoop down upon its prey on their victims with a deafening shriek capable of incapacitating those who hear it, especially intelligent creatures.
speed matched only by their savagery.
* ToothyBird: The banshee resembles a bird that sports a mouth full of sharp teeth.TurnsRed: Archidons conditioned by skorne paingivers deal more damage with their bite when under half hit points.



[[folder:Bog Gulper]]

to:

[[folder:Bog Gulper]][[folder:Aspis]]



* LuringInPrey: On the bog gulper's back grows an appendage resembling an adult human struggling to free itself from the bog. More than one altruistic traveller has spotted this lure and mistaken it for a fellow human in distress. Once the bog gulper detects motion in the swamp, it strikes.
* ToServeMan: The bog gulper's favourite food is human flesh.

to:

* LuringInPrey: On AmphibianAtLarge: While it resembles a great snake, the bog gulper's back grows aspis is actually a large species of caecilian.
* {{Cyclops}}: The aspis appears to have only one smooth black eye that dominates the centre of its head, and there is some debate as to whether it is
an appendage resembling an adult human struggling to free eye at all.
* MindOverMatter: The aspis, which lacks teeth and fangs, subdues prey and defends
itself from the bog. More than one altruistic traveller has spotted this lure and mistaken it for predators by emitting a fellow human in distress. Once the bog gulper detects motion in the swamp, it strikes.
* ToServeMan: The bog gulper's favourite food is human flesh.
wave of force from its eye.



[[folder:Gorgandur]]

to:

[[folder:Gorgandur]][[folder:Banshee]]



* BigEater: When hungry, a gorfandur surfaces and scoops up a mile-long swath of anything that is unable to escape its maw.
* RentAZilla: Ancient gorgandur grow to truly enormous sizes and can swallow whole villages, leaving behind blank trenches. When they awaken, their movements are often mistaken for small earthquakes.
* SandWorm: A tunnelling creature of unfathomable size, the gorgandur chews through the solid rocks beneath the Bloodstone Marches. Even young gorgandur are gigantic, and they keep growing throughout their phenomenally long lives.

to:

* BigEater: When hungry, a gorfandur surfaces and scoops up a mile-long swath OurBansheesAreLouder: Banshees appear as stocky birds of anything prey large enough to carry off a warrior. Its most distinctive feature is a dissonant keening that is unable to escape its maw.
* RentAZilla: Ancient gorgandur grow to truly enormous sizes and can swallow whole villages, leaving behind blank trenches. When they awaken, their movements are often mistaken for small earthquakes.
* SandWorm: A tunnelling
builds as the creature approaches, until it swoops down upon its prey with a deafening shriek capable of unfathomable size, the gorgandur chews through the solid rocks beneath the Bloodstone Marches. Even young gorgandur are gigantic, and they keep growing throughout their phenomenally long lives.incapacitating those who hear it, especially intelligent creatures.
* ToothyBird: The banshee resembles a bird that sports a mouth full of sharp teeth.



[[folder:Gorgon]]

to:

[[folder:Gorgon]][[folder:Bog Gulper]]



* CombatTentacles: A gorgon attacks prey with serrated tendrils surrounding its rasping mouth.
* EatenAlive: After calcifying its prey's blood and muscle, a gorgon feeds on these rocky projections, without waiting for the prey to die.
* TakenForGranite: Gorgon venom causes the prey's muscle and blood to calcify within seconds, forming painful rocky extrusions.

to:

* CombatTentacles: A gorgon attacks prey with serrated tendrils surrounding its rasping mouth.
* EatenAlive: After calcifying its prey's blood
LuringInPrey: On the bog gulper's back grows an appendage resembling an adult human struggling to free itself from the bog. More than one altruistic traveller has spotted this lure and muscle, a gorgon feeds on these rocky projections, without waiting mistaken it for a fellow human in distress. Once the prey to die.
* TakenForGranite: Gorgon venom causes
bog gulper detects motion in the prey's muscle and blood to calcify within seconds, forming painful rocky extrusions.swamp, it strikes.
* ToServeMan: The bog gulper's favourite food is human flesh.



[[folder:Ikoskit]]

to:

[[folder:Ikoskit]][[folder:Gorgandur]]



* TheNoseKnows: Blessed with a tremendous sense of smell, ikoskits can track a potential meal for miles through the dense jungle.
* StealthExpert: Their camouflaged skin allows ikoskits to blend into the dark rocks and foliage common across Alchiere. Spotting an ikoskit before it is almost on top of its prey is nearly impossible.
* VampiricDraining: Ikoskits drain blood, burying their razor-sharp teeth into whatever exposed flesh they can find.

to:

* TheNoseKnows: Blessed with BigEater: When hungry, a tremendous sense gorfandur surfaces and scoops up a mile-long swath of smell, ikoskits anything that is unable to escape its maw.
* RentAZilla: Ancient gorgandur grow to truly enormous sizes and
can track a potential meal swallow whole villages, leaving behind blank trenches. When they awaken, their movements are often mistaken for miles small earthquakes.
* SandWorm: A tunnelling creature of unfathomable size, the gorgandur chews
through the dense jungle.
* StealthExpert: Their camouflaged skin allows ikoskits to blend into the dark
solid rocks beneath the Bloodstone Marches. Even young gorgandur are gigantic, and foliage common across Alchiere. Spotting an ikoskit before it is almost on top of its prey is nearly impossible.
* VampiricDraining: Ikoskits drain blood, burying
they keep growing throughout their razor-sharp teeth into whatever exposed flesh they can find.phenomenally long lives.



[[folder:Lemax]]

to:

[[folder:Lemax]][[folder:Gorgon]]



* AcidAttack: The lemax's main weapon is an acidic spittle.
* ZergRush: Although individually weak, lemax are terrifying to face when gathered in numbers.

to:

* AcidAttack: The lemax's main weapon is an acidic spittle.
CombatTentacles: A gorgon attacks prey with serrated tendrils surrounding its rasping mouth.
* ZergRush: Although individually weak, lemax are terrifying EatenAlive: After calcifying its prey's blood and muscle, a gorgon feeds on these rocky projections, without waiting for the prey to face when gathered in numbers.die.
* TakenForGranite: Gorgon venom causes the prey's muscle and blood to calcify within seconds, forming painful rocky extrusions.



[[folder:Manticore]]

to:

[[folder:Manticore]][[folder:Ikoskit]]



* EatDirtCheap: The manticore's typical diet consists of dirt and small rocks, which facilitate the growth of its unusual defensive spines.
* ForTheEvulz: Unlike other beasts of elven myth that attack only to hunt or defend themselves, manticores appear to kill for its own sake, often leaving prey savaged yet uneaten.
* OurManticoresAreSpinier: A manticore broadly resembles a big cat from afar, but instead of fur, it is covered in jagged, glassy chitinous spines that sweep backward from its beak and end in a morningstar-like tail.

to:

* EatDirtCheap: The manticore's typical diet consists TheNoseKnows: Blessed with a tremendous sense of dirt smell, ikoskits can track a potential meal for miles through the dense jungle.
* StealthExpert: Their camouflaged skin allows ikoskits to blend into the dark rocks
and small rocks, which facilitate the growth foliage common across Alchiere. Spotting an ikoskit before it is almost on top of its unusual defensive spines.
* ForTheEvulz: Unlike other beasts of elven myth that attack only to hunt or defend themselves, manticores appear to kill for its own sake, often leaving
prey savaged yet uneaten.
* OurManticoresAreSpinier: A manticore broadly resembles a big cat from afar, but instead of fur, it
is covered in jagged, glassy chitinous spines that sweep backward from its beak and end in a morningstar-like tail.nearly impossible.
* VampiricDraining: Ikoskits drain blood, burying their razor-sharp teeth into whatever exposed flesh they can find.



[[folder:Screecher]]

to:

[[folder:Screecher]][[folder:Lemax]]



* SuperScream: When prey stops for a quiet moment, screechers creep close and emit a furious shriek that can stun even much larger animals, then attack in a pack and attempt to tear the prey to bits with their claws and fangs.

to:

* SuperScream: When prey stops for a quiet moment, screechers creep close and emit a furious shriek that can stun even much larger animals, then attack AcidAttack: The lemax's main weapon is an acidic spittle.
* ZergRush: Although individually weak, lemax are terrifying to face when gathered
in a pack and attempt to tear the prey to bits with their claws and fangs.numbers.



[[folder:Sphinx]]

to:

[[folder:Sphinx]][[folder:Manticore]]



* CombatClairvoyance: Sphinxes exhibit a limited form of telepathy, allowing them to communicate silently across short distances, and possibly even read the surface thoughts of their prey, to know when to dodge and where to move in for a killing blow.
* OurSphinxesAreDifferent: The sphinx is a species of pony-sized cat that exhibits limited telepathy, and are described in ancient stories by terms normally reserved for spirits and fiends.

to:

* CombatClairvoyance: Sphinxes exhibit a limited form EatDirtCheap: The manticore's typical diet consists of telepathy, allowing them to communicate silently across short distances, dirt and possibly even read small rocks, which facilitate the surface thoughts growth of their prey, to know when to dodge and where to move in for a killing blow.
its unusual defensive spines.
* OurSphinxesAreDifferent: The sphinx is a species ForTheEvulz: Unlike other beasts of pony-sized cat elven myth that exhibits limited telepathy, attack only to hunt or defend themselves, manticores appear to kill for its own sake, often leaving prey savaged yet uneaten.
* OurManticoresAreSpinier: A manticore broadly resembles a big cat from afar, but instead of fur, it is covered in jagged, glassy chitinous spines that sweep backward from its beak
and are described end in ancient stories by terms normally reserved for spirits and fiends.a morningstar-like tail.



[[folder:Spine Ripper]]

to:

[[folder:Spine Ripper]][[folder:Screecher]]



* AbsurdlySharpClaws: Each claw is like an arcing blade with a razor-sharp interior edge, and a spine ripper's slash can easily disembowel a creature the size of a gorax.
* PoisonousPerson: The dewclaws of a spine ripper house a venom gland whose toxin causes immediate damage to muscle and tendon alike.

to:

* AbsurdlySharpClaws: Each claw is like an arcing blade SuperScream: When prey stops for a quiet moment, screechers creep close and emit a furious shriek that can stun even much larger animals, then attack in a pack and attempt to tear the prey to bits with a razor-sharp interior edge, their claws and a spine ripper's slash can easily disembowel a creature the size of a gorax.
* PoisonousPerson: The dewclaws of a spine ripper house a venom gland whose toxin causes immediate damage to muscle and tendon alike.
fangs.



[[folder:Storm Raptor]]

to:

[[folder:Storm Raptor]][[folder:Sphinx]]



* GiantFlyer: Storm raptors are giant birds of prey native to the Stormlands.
* ShockAndAwe: Storm raptors are rife with electrical energies, to be unleashed in blinding arcs when they dive upon prey.
* StealthyColossus: This massive bird of prey spends much of its time circling amid the storms in its native Stormlands, using their frequent electrical discharges to cloak its approach to prey.

to:

* GiantFlyer: Storm raptors are giant birds CombatClairvoyance: Sphinxes exhibit a limited form of prey native telepathy, allowing them to communicate silently across short distances, and possibly even read the Stormlands.
* ShockAndAwe: Storm raptors are rife with electrical energies, to be unleashed in blinding arcs when they dive upon prey.
* StealthyColossus: This massive bird
surface thoughts of prey spends much of its time circling amid the storms in its native Stormlands, using their frequent electrical discharges prey, to cloak its approach know when to prey.dodge and where to move in for a killing blow.
* OurSphinxesAreDifferent: The sphinx is a species of pony-sized cat that exhibits limited telepathy, and are described in ancient stories by terms normally reserved for spirits and fiends.



[[folder:Swamp Horror]]

to:

[[folder:Swamp Horror]][[folder:Spine Ripper]]



* TentacledTerror: The swamp horror is a great beast that rises from the swamp in a flurry of tentacles and seizes entire hunting parties in its slimy grip.

to:

* TentacledTerror: AbsurdlySharpClaws: Each claw is like an arcing blade with a razor-sharp interior edge, and a spine ripper's slash can easily disembowel a creature the size of a gorax.
* PoisonousPerson:
The swamp horror is a great beast that rises from the swamp in a flurry dewclaws of tentacles a spine ripper house a venom gland whose toxin causes immediate damage to muscle and seizes entire hunting parties in its slimy grip.tendon alike.



!!Oozes
[[folder:Oasis Ooze]]

to:

!!Oozes
[[folder:Oasis Ooze]]
[[folder:Storm Raptor]]



* ChestMonster: Even a trained eye can hardly see an oasis ooze lurking just below the water's surface. It usually waits until prey has taken a sip before surging from the water to envelop, drag down, strangle and digest it.

to:

* ChestMonster: Even a trained eye can hardly see an oasis ooze lurking just below the water's surface. It usually waits until GiantFlyer: Storm raptors are giant birds of prey has taken a sip before surging from native to the water Stormlands.
* ShockAndAwe: Storm raptors are rife with electrical energies,
to envelop, drag down, strangle and digest it.be unleashed in blinding arcs when they dive upon prey.
* StealthyColossus: This massive bird of prey spends much of its time circling amid the storms in its native Stormlands, using their frequent electrical discharges to cloak its approach to prey.



!!Plants
[[folder:Bloodstone Manticora]]

to:

!!Plants
[[folder:Bloodstone Manticora]]
[[folder:Swamp Horror]]



* ManEatingPlant: The manticora is a predatory cactus that can sense creatures with water that come nearby, then lashes out with lengthy black spines to kill or paralyse prey and soak their roots in moist flesh.
* SpikeShooter: Bloodstone manticore can paralyse prey by flinging a hail of stiletto-sharp thorns.

to:

* ManEatingPlant: TentacledTerror: The manticora swamp horror is a predatory cactus great beast that can sense creatures with water that come nearby, then lashes out with lengthy black spines to kill or paralyse prey rises from the swamp in a flurry of tentacles and soak their roots seizes entire hunting parties in moist flesh.
* SpikeShooter: Bloodstone manticore can paralyse prey by flinging a hail of stiletto-sharp thorns.
its slimy grip.



[[folder:Cavewort]]

to:

[[folder:Cavewort]][[folder:Tunnel Terror]]



* AcidAttack: When a warm-blooded creature moves below the cavewort, it drops clumps of long, sticky tendrils, coated in acidic digestive enzymes, to ensnare its prey.

to:

* AcidAttack: When TentacledTerror: The tunnel terror is a warm-blooded creature moves below tentacled, toothy monstrosity that can quickly grow large enough to fill the cavewort, it drops clumps of long, sticky tendrils, coated in acidic digestive enzymes, to ensnare its prey.widest sewer tunnel.



[[folder:Echolichen]]

to:

[[folder:Echolichen]][[folder:Urthek]]



* AbstractEater: The echolichen feeds off violence, which it can detect over vast distances. Once in motion, the echolichen attacks the source of any anger or violence in its environs and continues to psychically feed off the violence of its own actions, making it surprisingly difficult to put down.

to:

* AbstractEater: HealThyself: Urthek share a symbiotic relationship with great mushrooms, and bathing in fungal spores allows them to quickly heal wounds.
* TheParalyzer: An urthek's hollow claws are filled with a paralytic venom.
* ThePigPen:
The echolichen feeds off violence, which it can detect over vast distances. Once in motion, smell of an urthek is unmistakable--a fetid, overpowering odour that seems to cling to clothes, skin and hair for weeks.
-->'''Viktor Pendrake:''' Be wary of
the echolichen attacks urthek, for their size and strength are matched only by their terrible smell—a warning that should be heeded well before one gets close enough to feel the source sting of any anger or violence in its environs and continues to psychically feed off the violence of its own actions, making it surprisingly difficult to put down.their paralytic claws.



[[folder:Gallows Tree]]

to:

[[folder:Gallows Tree]]!!Oozes
[[folder:Oasis Ooze]]



* AntiRegeneration: The very presence of a gallows tree saps vitality from the living, preventing them from healing in both the RPG and the wargame.
* VampiricDraining: Gallows groves sustain themselves on blood. Though they are unable to actively strike out at prey, they are irresistibly drawn to blood-drenched soil.

to:

* AntiRegeneration: The very presence of ChestMonster: Even a gallows tree saps vitality trained eye can hardly see an oasis ooze lurking just below the water's surface. It usually waits until prey has taken a sip before surging from the living, preventing them from healing in both the RPG water to envelop, drag down, strangle and the wargame.
* VampiricDraining: Gallows groves sustain themselves on blood. Though they are unable to actively strike out at prey, they are irresistibly drawn to blood-drenched soil.
digest it.



[[folder:Hollowthorn]]

to:

[[folder:Hollowthorn]]!!Plants
[[folder:Bloodstone Manticora]]



* ManEatingPlant: The hollowthorn secretes a soporific toxin that induces a sensation of well-being followed by growing drowsiness and eventually sleep. Once the prey succumbs, the vines wrap around it and start to drink its blood.
* TrackingSpell: Once a creature has hollowthorn venom in its blood, the plant can track it unerringly.

to:

* ManEatingPlant: The hollowthorn secretes manticora is a soporific toxin predatory cactus that induces a sensation of well-being followed by growing drowsiness and eventually sleep. Once the can sense creatures with water that come nearby, then lashes out with lengthy black spines to kill or paralyse prey succumbs, the vines wrap around it and start to drink its blood.
* TrackingSpell: Once a creature has hollowthorn venom
soak their roots in its blood, the plant moist flesh.
* SpikeShooter: Bloodstone manticore
can track it unerringly.paralyse prey by flinging a hail of stiletto-sharp thorns.



[[folder:Walking Fungus]]

to:

[[folder:Walking Fungus]][[folder:Cavewort]]



* MagicEater: The walking fungus feeds on arcane energy, attacking individuals who cast spells or carry mechanika or magical items. If a walking fungus is able to get hold of a magic or mechanika item, it attempts to feed on the arcane energy within, sending hyphae into arcane accumulators or the cortexes of 'jacks that are no longer fighting back.

to:

* MagicEater: The walking fungus feeds on arcane energy, attacking individuals who cast spells or carry mechanika or magical items. If AcidAttack: When a walking fungus is able to get hold of a magic or mechanika item, it attempts to feed on warm-blooded creature moves below the arcane energy within, sending hyphae into arcane accumulators or the cortexes cavewort, it drops clumps of 'jacks that are no longer fighting back.long, sticky tendrils, coated in acidic digestive enzymes, to ensnare its prey.



!!Undead
[[folder:Bane]]

to:

!!Undead
[[folder:Bane]]
[[folder:Echolichen]]



* AntiRegeneration: Banes are enshrouded in a preternatural aura that is utterly inimical to living flesh.
* BloodKnight: Banes delight in slaughter, seeking any opportunity to sow death.
* WarriorUndead: Banes are cunning undead warriors inscribed with runes and sigils of their rebirth. More versatile and deadly than the more mindless undead, they march into battle with the discipline and inexorable confidence that only soldiers with no fear of death can possess.

to:

* AntiRegeneration: Banes are enshrouded AbstractEater: The echolichen feeds off violence, which it can detect over vast distances. Once in a preternatural aura that is utterly inimical to living flesh.
* BloodKnight: Banes delight in slaughter, seeking
motion, the echolichen attacks the source of any opportunity to sow death.
* WarriorUndead: Banes are cunning undead warriors inscribed with runes
anger or violence in its environs and sigils of their rebirth. More versatile and deadly than continues to psychically feed off the more mindless undead, they march into battle with the discipline and inexorable confidence that only soldiers with no fear violence of death can possess.its own actions, making it surprisingly difficult to put down.



[[folder:Black Troll]]

to:

[[folder:Black Troll]][[folder:Gallows Tree]]



* AntiRegeneration: Any hit with a physical attack made by a black troll against any other species of troll negates their regeneration.
* ForTheEvulz: Black trolls live only for torment. They raid troll and human settlements alike, murdering and pillaging as they go.
* NonHumanUndead: Black trolls are undead mockeries of other trolls.

to:

* AntiRegeneration: Any hit with a physical attack made by a black troll against any other species The very presence of troll negates their regeneration.
* ForTheEvulz: Black trolls live only for torment. They raid troll
a gallows tree saps vitality from the living, preventing them from healing in both the RPG and human settlements alike, murdering and pillaging as the wargame.
* VampiricDraining: Gallows groves sustain themselves on blood. Though
they go.
* NonHumanUndead: Black trolls
are undead mockeries of other trolls.unable to actively strike out at prey, they are irresistibly drawn to blood-drenched soil.



[[folder:Blood Hound]]

to:

[[folder:Blood Hound]][[folder:Hollowthorn]]



* BodyOfBodies: When people don't die intact in a way that would make it convenient for the necrosurgeons, they combine the remains with those of animals to create blood hounds.
* RaisingTheSteaks: Blood hounds are made by combining human remains with those of quadrupedal animals.

to:

* BodyOfBodies: When people don't die intact in ManEatingPlant: The hollowthorn secretes a way soporific toxin that would make it convenient for induces a sensation of well-being followed by growing drowsiness and eventually sleep. Once the necrosurgeons, they combine prey succumbs, the remains with those of animals vines wrap around it and start to create blood hounds.
drink its blood.
* RaisingTheSteaks: Blood hounds are made by combining human remains with those of quadrupedal animals.TrackingSpell: Once a creature has hollowthorn venom in its blood, the plant can track it unerringly.



[[folder:Bone Shaker]]

to:

[[folder:Bone Shaker]][[folder:Walking Fungus]]



* DemBones: Bone shakers are simple undead constructs made from the bones of humanoids and beasts and animated by necromantic energy.
* WalkingWasteland: The ambient death energies that animate bone shakers are antithetical to life, leaving trails of withered vegetation in their wake and draining the vitality of living creatures nearby.

to:

* DemBones: Bone shakers are simple undead constructs made from MagicEater: The walking fungus feeds on arcane energy, attacking individuals who cast spells or carry mechanika or magical items. If a walking fungus is able to get hold of a magic or mechanika item, it attempts to feed on the bones arcane energy within, sending hyphae into arcane accumulators or the cortexes of humanoids and beasts and animated by necromantic energy.
* WalkingWasteland: The ambient death energies
'jacks that animate bone shakers are antithetical to life, leaving trails of withered vegetation in their wake and draining the vitality of living creatures nearby.no longer fighting back.



[[folder:Boneswarm]]

to:

[[folder:Boneswarm]]!!Undead
[[folder:Bane]]



* DemBones: Boneswarms are masses of skeletal remains, animated by dark spirits that are drawn to the skeletons of those who died in swamps, transforming them into a gestalt entity driven by horrible predatory instincts.
* WalkingOssuary: A boneswarm strips the flesh and viscera from prey or any corpse it comes across, tearing bones from lifeless bodies and incorporating them into its bulk.

to:

* DemBones: Boneswarms AntiRegeneration: Banes are masses of skeletal remains, animated by dark spirits enshrouded in a preternatural aura that is utterly inimical to living flesh.
* BloodKnight: Banes delight in slaughter, seeking any opportunity to sow death.
* WarriorUndead: Banes
are drawn to cunning undead warriors inscribed with runes and sigils of their rebirth. More versatile and deadly than the skeletons of those who died in swamps, transforming them more mindless undead, they march into a gestalt entity driven by horrible predatory instincts.
* WalkingOssuary: A boneswarm strips
battle with the flesh discipline and viscera from prey or any corpse it comes across, tearing bones from lifeless bodies and incorporating them into its bulk.inexorable confidence that only soldiers with no fear of death can possess.



[[folder:Deathbound Revenant]]

to:

[[folder:Deathbound Revenant]][[folder:Black Troll]]



* GhostPirate: Deathbound revenants are undead creatures animated by the continuance of a supernatural contract forged over a thousand years ago between Toruk and his earliest vassal, Captain Rengrave of the Dirgenmast ship ''Atramentous''.
* HauntedFetter: A revenant is anchored to a specific person, place or thing called a locus. The most widely known locus is the ''Atramentous'', although other vessels, officers and even objects within the Ghost Fleet of Cryx serve to bind the many revenants to service. When a revenant is defeated, its incorporeal spirit moves as quickly as it can back to the locus, whereupon it reforms its body within seconds, with all equipment. Destroying its locus or somehow eradicating its incorporeal form is the only way to permanently slay a revenant.

to:

* GhostPirate: Deathbound revenants AntiRegeneration: Any hit with a physical attack made by a black troll against any other species of troll negates their regeneration.
* ForTheEvulz: Black trolls live only for torment. They raid troll and human settlements alike, murdering and pillaging as they go.
* NonHumanUndead: Black trolls
are undead creatures animated by the continuance mockeries of a supernatural contract forged over a thousand years ago between Toruk and his earliest vassal, Captain Rengrave of the Dirgenmast ship ''Atramentous''.
* HauntedFetter: A revenant is anchored to a specific person, place or thing called a locus. The most widely known locus is the ''Atramentous'', although
other vessels, officers and even objects within the Ghost Fleet of Cryx serve to bind the many revenants to service. When a revenant is defeated, its incorporeal spirit moves as quickly as it can back to the locus, whereupon it reforms its body within seconds, with all equipment. Destroying its locus or somehow eradicating its incorporeal form is the only way to permanently slay a revenant.trolls.



[[folder:Deathless]]

to:

[[folder:Deathless]][[folder:Blood Hound]]



* BadBoss: Living beings who encounter a deathless are perceived and treated as slaves. The deathless will imperiously issue commands to others in one of the ancient tongues of western Immoren and will not hesitate to slaughter those incapable of following its edicts.
* EvilOverlord: Deathless are ancient Orgoth lords whose dark powers have sustained them into undeath within their macabre halls, which serve as both tomb and seat of power. Although their bodies have long since turned to dust, not even death has stifled their mad ambition. Despite being completely confined within their tombs, they believe their reach is as vast as their innate power, and in their minds, they remain the rulers of a continent-spanning empire and the governors of countless mortals.

to:

* BadBoss: Living beings who encounter a deathless are perceived and treated as slaves. The deathless will imperiously issue commands to others BodyOfBodies: When people don't die intact in one of a way that would make it convenient for the ancient tongues of western Immoren and will not hesitate to slaughter necrosurgeons, they combine the remains with those incapable of following its edicts.
animals to create blood hounds.
* EvilOverlord: Deathless RaisingTheSteaks: Blood hounds are ancient Orgoth lords whose dark powers have sustained them into undeath within their macabre halls, which serve as both tomb and seat made by combining human remains with those of power. Although their bodies have long since turned to dust, not even death has stifled their mad ambition. Despite being completely confined within their tombs, they believe their reach is as vast as their innate power, and in their minds, they remain the rulers of a continent-spanning empire and the governors of countless mortals.quadrupedal animals.



[[folder:Disembodied]]

to:

[[folder:Disembodied]][[folder:Bone Shaker]]



* HauntedFetter: Disembodied cannot move more than about a hundred feet from their corpse without being destroyed. Moving the corpse will only cause the disembodied to follow, so the only way to truly defeat them is to destroy the corpse, either with fire, acid or holy water.
* SinisterMinister: Those priests, who feign a façade of goodness while committing unspeakable acts kept hidden from their flocks and know that their spirits would face punishment for their crimes, try to escape this fate by resisting crossing over to Urcaen and remaining tied to their corpse as disembodied.

to:

* HauntedFetter: Disembodied cannot move more than about a hundred feet DemBones: Bone shakers are simple undead constructs made from the bones of humanoids and beasts and animated by necromantic energy.
* WalkingWasteland: The ambient death energies that animate bone shakers are antithetical to life, leaving trails of withered vegetation in
their corpse without being destroyed. Moving wake and draining the corpse will only cause the disembodied to follow, so the only way to truly defeat them is to destroy the corpse, either with fire, acid or holy water.
* SinisterMinister: Those priests, who feign a façade
vitality of goodness while committing unspeakable acts kept hidden from their flocks and know that their spirits would face punishment for their crimes, try to escape this fate by resisting crossing over to Urcaen and remaining tied to their corpse as disembodied.living creatures nearby.



[[folder:Dread]]

to:

[[folder:Dread]][[folder:Boneswarm]]



* BladeBelowTheShoulder: A dread's forearms are sawed away and replaced with implements of shining steel.

to:

* BladeBelowTheShoulder: A dread's forearms DemBones: Boneswarms are sawed away masses of skeletal remains, animated by dark spirits that are drawn to the skeletons of those who died in swamps, transforming them into a gestalt entity driven by horrible predatory instincts.
* WalkingOssuary: A boneswarm strips the flesh
and replaced with implements of shining steel.viscera from prey or any corpse it comes across, tearing bones from lifeless bodies and incorporating them into its bulk.



[[folder:Eldritch]]

to:

[[folder:Eldritch]][[folder:Deathbound Revenant]]



* HorrorHunger: In death, eldritch are motivated by an unnatural hunger. To maintain its existence, an eldritch must siphon the life essence of an intelligent living creature. The touch of an eldritch drains away the life of its prey, nourishing the eldritch and keeping its predatory instincts at their peak.
* NonHumanUndead: Eldritch are Iosans who surrendered their morality and turned to undeath as the only option for staving off their race's uncertain fate.

to:

* HorrorHunger: In death, eldritch GhostPirate: Deathbound revenants are motivated undead creatures animated by an unnatural hunger. To maintain the continuance of a supernatural contract forged over a thousand years ago between Toruk and his earliest vassal, Captain Rengrave of the Dirgenmast ship ''Atramentous''.
* HauntedFetter: A revenant is anchored to a specific person, place or thing called a locus. The most widely known locus is the ''Atramentous'', although other vessels, officers and even objects within the Ghost Fleet of Cryx serve to bind the many revenants to service. When a revenant is defeated,
its existence, an eldritch must siphon incorporeal spirit moves as quickly as it can back to the life essence of an intelligent living creature. The touch of an eldritch drains away the life of locus, whereupon it reforms its prey, nourishing the eldritch and keeping body within seconds, with all equipment. Destroying its predatory instincts at their peak.
* NonHumanUndead: Eldritch are Iosans who surrendered their morality and turned to undeath as
locus or somehow eradicating its incorporeal form is the only option for staving off their race's uncertain fate.way to permanently slay a revenant.



[[folder:Entombed]]

to:

[[folder:Entombed]][[folder:Deathless]]



* OnlyKnownByTheirNickname: Whatever name the Orgoth originally bestowed upon these monstrosities has been lost to time. Modern adventurers who have survived an encounter with these creatures refer to them as the entombed.
* SoulJar: When an entombed is driven off, it returns to its body to recuperate, emerging again at full strength, ready to fight anew. The only way to permanently destroy an entombed is to find and destroy its soul cage, thereby causing it to pass into Urcaen.
* WarriorUndead: Each entombed was once an Orgoth warrior who volunteered for the privilege of being reborn into eternal servitude to his or her lord. After the warrior was ceremonially drowned, the lingering soul was placed in a soul cage. Clad in the armour it wore in life and wielding the weapons with which it was interred, the entombed is driven by an undying directive to protect its master and all the treasures in his grave.

to:

* OnlyKnownByTheirNickname: Whatever name the Orgoth originally bestowed upon these monstrosities has been lost to time. Modern adventurers BadBoss: Living beings who have survived an encounter with these creatures refer a deathless are perceived and treated as slaves. The deathless will imperiously issue commands to them as others in one of the entombed.
* SoulJar: When an entombed is driven off, it returns
ancient tongues of western Immoren and will not hesitate to slaughter those incapable of following its body to recuperate, emerging again at full strength, ready to fight anew. The only way to permanently destroy an entombed is to find and destroy its soul cage, thereby causing it to pass into Urcaen.
edicts.
* WarriorUndead: Each entombed was once an EvilOverlord: Deathless are ancient Orgoth warrior who volunteered for the privilege lords whose dark powers have sustained them into undeath within their macabre halls, which serve as both tomb and seat of power. Although their bodies have long since turned to dust, not even death has stifled their mad ambition. Despite being reborn into eternal servitude to his or her lord. After completely confined within their tombs, they believe their reach is as vast as their innate power, and in their minds, they remain the warrior was ceremonially drowned, rulers of a continent-spanning empire and the lingering soul was placed in a soul cage. Clad in the armour it wore in life and wielding the weapons with which it was interred, the entombed is driven by an undying directive to protect its master and all the treasures in his grave.governors of countless mortals.



[[folder:Excruciator]]

to:

[[folder:Excruciator]][[folder:Disembodied]]



* TortureTechnician: Excruciators are the revenant spirits of Orgoth torturers. In life, they used their implements to wring information out of captured rebels, fabricate creatures such as the dread, and bind tortured souls to Orgoth implements such as fellblades. In death, they linger in Orgoth ruins scattered across western Immoren and continue this work upon those unlucky enough to encounter them.

to:

* TortureTechnician: Excruciators are HauntedFetter: Disembodied cannot move more than about a hundred feet from their corpse without being destroyed. Moving the revenant corpse will only cause the disembodied to follow, so the only way to truly defeat them is to destroy the corpse, either with fire, acid or holy water.
* SinisterMinister: Those priests, who feign a façade of goodness while committing unspeakable acts kept hidden from their flocks and know that their
spirits of Orgoth torturers. In life, they used would face punishment for their implements crimes, try to wring information out of captured rebels, fabricate creatures such as the dread, and bind tortured souls to Orgoth implements such as fellblades. In death, they linger in Orgoth ruins scattered across western Immoren and continue escape this work upon those unlucky enough fate by resisting crossing over to encounter them.Urcaen and remaining tied to their corpse as disembodied.



[[folder:Fallen Knight]]

to:

[[folder:Fallen Knight]][[folder:Dread]]



* AnimatedArmor: Within the Fallen Knights' ornate ritual armour, nothing remains but dust.
* TheOathbreaker: The Fane Knights once swore unbreakable oaths to guard with their lives the dwelling places of the gods themselves--and broke it when Scyrah and Nyssor were assassinated. In undeath, their oaths continue to hold, now rendered unbreakable.
* PraetorianGuard: The Fane Knights once guarded the dwellings of the gods with their lives. Now they strike down, without hesitation, any who trespass on the sacred temples they once guarded.
* WarriorUndead: In life, these individuals were Fane Knights, chosen from among the strongest, most skillful and most devout Iosan warriors to guard the homes of the gods themselves. After Scyrah and Nyssor's assassination, they found their ultimate failure too great to accept and became Fallen Knights; even after their bodies vanished, their oaths continue to hold.

to:

* AnimatedArmor: Within the Fallen Knights' ornate ritual armour, nothing remains but dust.
* TheOathbreaker: The Fane Knights once swore unbreakable oaths to guard
BladeBelowTheShoulder: A dread's forearms are sawed away and replaced with their lives the dwelling places implements of the gods themselves--and broke it when Scyrah and Nyssor were assassinated. In undeath, their oaths continue to hold, now rendered unbreakable.
* PraetorianGuard: The Fane Knights once guarded the dwellings of the gods with their lives. Now they strike down, without hesitation, any who trespass on the sacred temples they once guarded.
* WarriorUndead: In life, these individuals were Fane Knights, chosen from among the strongest, most skillful and most devout Iosan warriors to guard the homes of the gods themselves. After Scyrah and Nyssor's assassination, they found their ultimate failure too great to accept and became Fallen Knights; even after their bodies vanished, their oaths continue to hold.
shining steel.



[[folder:Feralgeist]]

to:

[[folder:Feralgeist]][[folder:Eldritch]]



* AxCrazy: Lashing out with the claws and fangs of the corpses it inhabits, the feralgeist poses a deadly threat to those unfortunate enough to encounter it.
* PossessingADeadBody: A feralgeist's insubstantial form hungers for a body of flesh. It descends into the carcasses of freshly slain beasts and brings to them a semblance of reanimated life.

to:

* AxCrazy: Lashing out with HorrorHunger: In death, eldritch are motivated by an unnatural hunger. To maintain its existence, an eldritch must siphon the claws life essence of an intelligent living creature. The touch of an eldritch drains away the life of its prey, nourishing the eldritch and fangs of keeping its predatory instincts at their peak.
* NonHumanUndead: Eldritch are Iosans who surrendered their morality and turned to undeath as
the corpses it inhabits, the feralgeist poses a deadly threat to those unfortunate enough to encounter it.
* PossessingADeadBody: A feralgeist's insubstantial form hungers
only option for a body of flesh. It descends into the carcasses of freshly slain beasts and brings to them a semblance of reanimated life.staving off their race's uncertain fate.



[[folder:Hollowed]]

to:

[[folder:Hollowed]][[folder:Entombed]]



* HorrorHunger: Hollowed are driven by an all-consuming hunger for the organs of intelligent creatures. Unwilling to accept death and unable to sate their terrible hunger, they wander the wilds of western Immoren, but the organs upon which they feast will never be enough to satisfy their hunger. Rather than being digested, the consumed organs fester and rot over time.
* TheVirus: A creature killed by a hollowed will rise as a hollowed itself within a few days if it is not decapitated first.

to:

* HorrorHunger: Hollowed are OnlyKnownByTheirNickname: Whatever name the Orgoth originally bestowed upon these monstrosities has been lost to time. Modern adventurers who have survived an encounter with these creatures refer to them as the entombed.
* SoulJar: When an entombed is driven off, it returns to its body to recuperate, emerging again at full strength, ready to fight anew. The only way to permanently destroy an entombed is to find and destroy its soul cage, thereby causing it to pass into Urcaen.
* WarriorUndead: Each entombed was once an Orgoth warrior who volunteered for the privilege of being reborn into eternal servitude to his or her lord. After the warrior was ceremonially drowned, the lingering soul was placed in a soul cage. Clad in the armour it wore in life and wielding the weapons with which it was interred, the entombed is
driven by an all-consuming hunger for undying directive to protect its master and all the organs of intelligent creatures. Unwilling to accept death and unable to sate their terrible hunger, they wander the wilds of western Immoren, but the organs upon which they feast will never be enough to satisfy their hunger. Rather than being digested, the consumed organs fester and rot over time.
* TheVirus: A creature killed by a hollowed will rise as a hollowed itself within a few days if it is not decapitated first.
treasures in his grave.



[[folder:Iron Lich]]

to:

[[folder:Iron Lich]][[folder:Excruciator]]



* {{Cyborg}}: An iron lich's mortal body, with the exception of its skull, is replaced with a complex mechanikal apparatus that sustains its existence.
* OurLichesAreDifferent: An iron lich is an unliving fusion of necromancy and mechanika, who replaced its mortal body with a complex mechanikal apparatus that sustains its existence in an attempt to attain immortality. Its form is not constrained to any particular configuration and need not bear any resemblance to its living form. Iron liches store their spirit essence in a phylactery—a physical receptacle that houses the soul.
* SoulJar: So long as an iron lich's phylactery remains intact, the creature cannot truly be destroyed. Because a phylactery is an iron lich's only true vulnerability, iron liches take great pains to conceal and protect theirs. Most iron liches are paranoid enough to keep the location of their phylactery secret or to share it with only their most trusted retainers.

to:

* {{Cyborg}}: An iron lich's mortal body, with TortureTechnician: Excruciators are the exception revenant spirits of its skull, is replaced with a complex mechanikal apparatus that sustains its existence.
* OurLichesAreDifferent: An iron lich is an unliving fusion of necromancy and mechanika, who replaced its mortal body with a complex mechanikal apparatus that sustains its existence in an attempt to attain immortality. Its form is not constrained to any particular configuration and need not bear any resemblance to its living form. Iron liches store
Orgoth torturers. In life, they used their spirit essence in a phylactery—a physical receptacle that houses implements to wring information out of captured rebels, fabricate creatures such as the soul.
* SoulJar: So long as an iron lich's phylactery remains intact, the creature cannot truly be destroyed. Because a phylactery is an iron lich's only true vulnerability, iron liches take great pains to conceal
dread, and protect theirs. Most iron liches are paranoid bind tortured souls to Orgoth implements such as fellblades. In death, they linger in Orgoth ruins scattered across western Immoren and continue this work upon those unlucky enough to keep the location of their phylactery secret or to share it with only their most trusted retainers.encounter them.



[[folder:Iron Lich Overseer]]

to:

[[folder:Iron Lich Overseer]][[folder:Fallen Knight]]



* ManySpiritsInsideOfOne: Iron lich overseers are composite beings with a single body and a unified consciousness. The restoration process ensures some degree of cooperation between competing personalities, and in time they merge into a single mind.

to:

* ManySpiritsInsideOfOne: Iron lich overseers are composite beings AnimatedArmor: Within the Fallen Knights' ornate ritual armour, nothing remains but dust.
* TheOathbreaker: The Fane Knights once swore unbreakable oaths to guard
with a single body their lives the dwelling places of the gods themselves--and broke it when Scyrah and a unified consciousness. Nyssor were assassinated. In undeath, their oaths continue to hold, now rendered unbreakable.
* PraetorianGuard:
The restoration process ensures some degree Fane Knights once guarded the dwellings of cooperation between competing personalities, and in time the gods with their lives. Now they merge into a single mind.strike down, without hesitation, any who trespass on the sacred temples they once guarded.
* WarriorUndead: In life, these individuals were Fane Knights, chosen from among the strongest, most skillful and most devout Iosan warriors to guard the homes of the gods themselves. After Scyrah and Nyssor's assassination, they found their ultimate failure too great to accept and became Fallen Knights; even after their bodies vanished, their oaths continue to hold.



[[folder:Mechanithrall]]

to:

[[folder:Mechanithrall]][[folder:Feralgeist]]



* ArtificialZombie: Mechanithralls are technologically augmented thralls stitched together from battlefield dead.
* CannonFodder: Mechanithralls serve as cannon fodder in Cryxian armies.
* OurZombiesAreDifferent: Thralls are corpses reanimated through the power of complex runes carved into their flesh that form the backbone of the armies of Cryx.
* PowerFist: Mechanithralls and brute thralls are augmented with two heavy gauntlets that greatly enhance their strength.

!!!Bile Thrall

to:

* ArtificialZombie: Mechanithralls are technologically augmented thralls stitched together from battlefield dead.
* CannonFodder: Mechanithralls serve as cannon fodder in Cryxian armies.
* OurZombiesAreDifferent: Thralls are
AxCrazy: Lashing out with the claws and fangs of the corpses it inhabits, the feralgeist poses a deadly threat to those unfortunate enough to encounter it.
* PossessingADeadBody: A feralgeist's insubstantial form hungers for a body of flesh. It descends into the carcasses of freshly slain beasts and brings to them a semblance of
reanimated through the power of complex runes carved into their flesh that form the backbone of the armies of Cryx.
* PowerFist: Mechanithralls and brute thralls are augmented with two heavy gauntlets that greatly enhance their strength.

!!!Bile Thrall
life.
[[/folder]]

[[folder:Hollowed]]



* AcidAttack: The bile thrall's bile cannon fires volumes of corrosive digestive and decomposition agents.
* DeadWeight: Bile thralls are noted for their bloated and swollen bodies.
* SuicideAttack: With a lurching death spasm, a bile thrall can detonate itself in a grisly shower of dissolving agents, flesh and metal.

!!!Bloat Thrall

to:

* AcidAttack: The bile thrall's bile cannon fires volumes HorrorHunger: Hollowed are driven by an all-consuming hunger for the organs of corrosive digestive intelligent creatures. Unwilling to accept death and decomposition agents.
* DeadWeight: Bile thralls are noted for
unable to sate their bloated terrible hunger, they wander the wilds of western Immoren, but the organs upon which they feast will never be enough to satisfy their hunger. Rather than being digested, the consumed organs fester and swollen bodies.
rot over time.
* SuicideAttack: With TheVirus: A creature killed by a lurching death spasm, hollowed will rise as a bile thrall can detonate hollowed itself in within a grisly shower of dissolving agents, flesh and metal.

!!!Bloat Thrall
few days if it is not decapitated first.
[[/folder]]

[[folder:Iron Lich]]



* BodyOfBodies: A bloat thrall is crudely assembled from half a dozen corpses with no regard for anatomy, only usefulness.
* DefeatEqualsExplosion: If a bloat thrall is ruptured, it explodes and showers the surrounding area in corrosive fluids.

!!!Brine Thrall

to:

* BodyOfBodies: A bloat thrall is crudely assembled from half a dozen corpses {{Cyborg}}: An iron lich's mortal body, with no regard for anatomy, the exception of its skull, is replaced with a complex mechanikal apparatus that sustains its existence.
* OurLichesAreDifferent: An iron lich is an unliving fusion of necromancy and mechanika, who replaced its mortal body with a complex mechanikal apparatus that sustains its existence in an attempt to attain immortality. Its form is not constrained to any particular configuration and need not bear any resemblance to its living form. Iron liches store their spirit essence in a phylactery—a physical receptacle that houses the soul.
* SoulJar: So long as an iron lich's phylactery remains intact, the creature cannot truly be destroyed. Because a phylactery is an iron lich's
only usefulness.
* DefeatEqualsExplosion: If a bloat thrall is ruptured, it explodes
true vulnerability, iron liches take great pains to conceal and showers protect theirs. Most iron liches are paranoid enough to keep the surrounding area in corrosive fluids.

!!!Brine Thrall
location of their phylactery secret or to share it with only their most trusted retainers.
[[/folder]]

[[folder:Iron Lich Overseer]]



* RaisingTheSteaks: Brine thralls are the half-consumed corpses of predatory sea creatures retrofitted with necrotite furnaces, having rotted fins replaced with bits of bonejack hull, and outfitted with augmented jaws.

!!!Brute Thrall

to:

* RaisingTheSteaks: Brine thralls ManySpiritsInsideOfOne: Iron lich overseers are the half-consumed corpses of predatory sea creatures retrofitted composite beings with necrotite furnaces, having rotted fins replaced with bits of bonejack hull, a single body and outfitted with augmented jaws.

!!!Brute Thrall
a unified consciousness. The restoration process ensures some degree of cooperation between competing personalities, and in time they merge into a single mind.
[[/folder]]

[[folder:Mechanithrall]]



* DumbMuscle: The brute thrall lacks both subtlety and cognitive capacity, but does its job well--crushing any obstacle in its way.

!!!Carrion Thrall

to:

* DumbMuscle: The ArtificialZombie: Mechanithralls are technologically augmented thralls stitched together from battlefield dead.
* CannonFodder: Mechanithralls serve as cannon fodder in Cryxian armies.
* OurZombiesAreDifferent: Thralls are corpses reanimated through the power of complex runes carved into their flesh that form the backbone of the armies of Cryx.
* PowerFist: Mechanithralls and
brute thrall lacks both subtlety and cognitive capacity, but does its job well--crushing any obstacle in its way.

!!!Carrion
thralls are augmented with two heavy gauntlets that greatly enhance their strength.

!!!Bile
Thrall



* FeatheredFiend: Carrion thralls retain their predatory tendencies from life, make them exceptionally lethal against injured adversaries. In the aftermath of conflicts, Cryxian generals employ them to spread horror and agony among enemy survivors.
* RaisingTheSteaks: Carrion thralls are undead birds, difficult to distinguish from wild birds at a distance.

!!!Skarlock Thrall

to:

* FeatheredFiend: Carrion thralls retain their predatory tendencies from life, make them exceptionally lethal against injured adversaries. In the aftermath AcidAttack: The bile thrall's bile cannon fires volumes of conflicts, Cryxian generals employ them to spread horror corrosive digestive and agony among enemy survivors.
decomposition agents.
* RaisingTheSteaks: Carrion DeadWeight: Bile thralls are undead birds, difficult to distinguish from wild birds at noted for their bloated and swollen bodies.
* SuicideAttack: With
a distance.

!!!Skarlock
lurching death spasm, a bile thrall can detonate itself in a grisly shower of dissolving agents, flesh and metal.

!!!Bloat
Thrall



* BondCreatures: From its very fabrication, each skarlock is inextricably bound to a warcaster and becomes a conduit for the arcane abilities of its master, who often sends it forth to unleash this power from a distance. Lesser minions make every effort to appease skarlocks, knowing that each is the eyes and ears of a powerful master.
* EliteZombie: More than any other constructed thrall, skarlocks retain memories from their life and absorb knowledge from their animating runes, giving them extensive personalities and agendas. Dense dark sigils instil them with tremendous necromantic power and sorcerous potential.
* GlowingEyelightsOfUndeath: A hateful intelligence shines from skarlock thralls' eye sockets.

!!!Soulhunter

to:

* BondCreatures: From its very fabrication, each skarlock BodyOfBodies: A bloat thrall is inextricably bound to a warcaster and becomes a conduit for the arcane abilities of its master, who often sends it forth to unleash this power crudely assembled from half a distance. Lesser minions make every effort to appease skarlocks, knowing that each is the eyes and ears of a powerful master.
* EliteZombie: More than any other constructed thrall, skarlocks retain memories from their life and absorb knowledge from their animating runes, giving them extensive personalities and agendas. Dense dark sigils instil them
dozen corpses with tremendous necromantic power no regard for anatomy, only usefulness.
* DefeatEqualsExplosion: If a bloat thrall is ruptured, it explodes
and sorcerous potential.
* GlowingEyelightsOfUndeath: A hateful intelligence shines from skarlock thralls' eye sockets.

!!!Soulhunter
showers the surrounding area in corrosive fluids.

!!!Brine Thrall



* OurCentaursAreDifferent: The soulhunter is a thrall whose torso is fused with the body of a Scharde stallion. In the wargame, it's classified as a cavalry unit.
* RaisingTheSteaks: Soulhunters are thralls fused with the corpse of a Scharde charger.
[[/folder]]

[[folder:Pistol Wraith]]

to:

* OurCentaursAreDifferent: The soulhunter is a thrall whose torso is fused with the body of a Scharde stallion. In the wargame, it's classified as a cavalry unit.
* RaisingTheSteaks: Soulhunters are Brine thralls fused are the half-consumed corpses of predatory sea creatures retrofitted with the corpse necrotite furnaces, having rotted fins replaced with bits of a Scharde charger.
[[/folder]]

[[folder:Pistol Wraith]]
bonejack hull, and outfitted with augmented jaws.

!!!Brute Thrall



* BottomlessMagazines: A pistol wraith's wraithlock pistols never run out of ammunition.
* GunsAkimbo: Each pistol wraith is armed with a pair of wraithlock pistols.
* TheGunslinger: Pistol wraiths are restless spirits of duellists that retain their skill in life and walk the earth searching for fresh victims.
* MageMarksman: Gun mages who become pistol wraiths boast capabilities beyond those of other pistol wraiths. Retaining at least some spellcasting abilities from life, a pistol wraith spellslinger can channel magic through its wraithlock without rune bullets like living gun mages need to.
* RoaringRampageOfRevenge: Pistol wraiths are consumed by an all-consuming need for vengeance or an overwhelming hatred of all life.
* SoreLoser: A pistol wraith's rejection of its own mortal end is intensified by its refusal to accept its own failure. The pistol wraith cannot acknowledge that it lost its final duel in life--combined with its ego, it gains a preternatural foothold in the physical realm. Through their singular dedication to prove themselves by besting other skilled gunfighters, they have denied their own passage to the afterlife.
[[/folder]]

[[folder:Reliquary]]

to:

* BottomlessMagazines: A pistol wraith's wraithlock pistols never run out of ammunition.
* GunsAkimbo: Each pistol wraith is armed with a pair of wraithlock pistols.
* TheGunslinger: Pistol wraiths are restless spirits of duellists that retain their skill in life
DumbMuscle: The brute thrall lacks both subtlety and walk the earth searching for fresh victims.
* MageMarksman: Gun mages who become pistol wraiths boast capabilities beyond those of other pistol wraiths. Retaining at least some spellcasting abilities from life, a pistol wraith spellslinger can channel magic through
cognitive capacity, but does its wraithlock without rune bullets like living gun mages need to.
* RoaringRampageOfRevenge: Pistol wraiths are consumed by an all-consuming need for vengeance or an overwhelming hatred of all life.
* SoreLoser: A pistol wraith's rejection of
job well--crushing any obstacle in its own mortal end is intensified by its refusal to accept its own failure. The pistol wraith cannot acknowledge that it lost its final duel in life--combined with its ego, it gains a preternatural foothold in the physical realm. Through their singular dedication to prove themselves by besting other skilled gunfighters, they have denied their own passage to the afterlife.
[[/folder]]

[[folder:Reliquary]]
way.

!!!Carrion Thrall



* OmnicidalManiac: Reliquaries vent their hatred with shocking violence on anything that crosses their path.
* ThePowerOfHate: Reliquaries are fuelled by a seething hatred of any creature displaying even a semblance of life, especially the eldritch.
* TestedOnHumans: In the secret underground laboratories of House Vyre, grisly experiments were conducted on elves born without souls. After the laboratories were abandoned, they were simply sealed off, with the grisly remnants of past horrors left inside, until they were awakened as undead reliquaries.
* UndeadHate: Reliquaries are infants who had been vivisected and entombed in arcanikal vessels, awakened into undeath by the deaths of the gods.
[[/folder]]

[[folder:Riven]]

to:

* OmnicidalManiac: Reliquaries vent FeatheredFiend: Carrion thralls retain their hatred with shocking violence on anything that crosses their path.
* ThePowerOfHate: Reliquaries are fuelled by a seething hatred of any creature displaying even a semblance of
predatory tendencies from life, especially the eldritch.
* TestedOnHumans:
make them exceptionally lethal against injured adversaries. In the secret underground laboratories aftermath of House Vyre, grisly experiments were conducted on elves born without souls. After the laboratories were abandoned, they were simply sealed off, with the grisly remnants of past horrors left inside, until they were awakened as conflicts, Cryxian generals employ them to spread horror and agony among enemy survivors.
* RaisingTheSteaks: Carrion thralls are
undead reliquaries.
* UndeadHate: Reliquaries are infants who had been vivisected and entombed in arcanikal vessels, awakened into undeath by the deaths of the gods.
[[/folder]]

[[folder:Riven]]
birds, difficult to distinguish from wild birds at a distance.

!!!Skarlock Thrall



* DemonicPossession: Riven can possess the living and believe that if they inhabit a body as it dies, they can tether themselves to the departing soul and thereby pass into Urcaen. They delude themselves with this untenable belief, even though upon death of the host, the riven is ejected in a blast of violent spectral force.
* MustBeInvited: A riven cannot pass through any border or threshold unless it receives permission or an invitation, a river, national borders or a doorway.
* NonHumanUndead: Riven are the crazed spirits of elven priests who suffered and died during the Rivening.

to:

* DemonicPossession: Riven can possess BondCreatures: From its very fabrication, each skarlock is inextricably bound to a warcaster and becomes a conduit for the living and believe arcane abilities of its master, who often sends it forth to unleash this power from a distance. Lesser minions make every effort to appease skarlocks, knowing that if they inhabit each is the eyes and ears of a powerful master.
* EliteZombie: More than any other constructed thrall, skarlocks retain memories from their life and absorb knowledge from their animating runes, giving them extensive personalities and agendas. Dense dark sigils instil them with tremendous necromantic power and sorcerous potential.
* GlowingEyelightsOfUndeath: A hateful intelligence shines from skarlock thralls' eye sockets.

!!!Soulhunter
----
* OurCentaursAreDifferent: The soulhunter is a thrall whose torso is fused with the
body as it dies, they can tether themselves to of a Scharde stallion. In the departing soul and thereby pass into Urcaen. They delude themselves wargame, it's classified as a cavalry unit.
* RaisingTheSteaks: Soulhunters are thralls fused
with this untenable belief, even though upon death of the host, the riven is ejected in a blast corpse of violent spectral force.
* MustBeInvited: A riven cannot pass through any border or threshold unless it receives permission or an invitation,
a river, national borders or a doorway.
* NonHumanUndead: Riven are the crazed spirits of elven priests who suffered and died during the Rivening.
Scharde charger.



[[folder:Sand Dervish]]

to:

[[folder:Sand Dervish]][[folder:Pistol Wraith]]



* DeathSeeker: Sand dervishes desire death through honourable battle and seek out opponents who can give them such an end.
* GhostlyGoals: The only way to get rid of a sand dervish, who perished before fulfilling a sworn oath or task, is to determine the reason for its existence and set right whatever prevents it from resting. Most find their final rest when challenged and defeated in single combat, while a few might have more obscure requirements. Otherwise, if it dies, the sand dervish regains its form after a few days.
* SentientSands: The spirit of a sand dervish can take on a corporeal form made from the sands of the Bloodstone in which it perished.

to:

* DeathSeeker: Sand dervishes desire death BottomlessMagazines: A pistol wraith's wraithlock pistols never run out of ammunition.
* GunsAkimbo: Each pistol wraith is armed with a pair of wraithlock pistols.
* TheGunslinger: Pistol wraiths are restless spirits of duellists that retain their skill in life and walk the earth searching for fresh victims.
* MageMarksman: Gun mages who become pistol wraiths boast capabilities beyond those of other pistol wraiths. Retaining at least some spellcasting abilities from life, a pistol wraith spellslinger can channel magic
through honourable battle and seek out opponents who can give them such its wraithlock without rune bullets like living gun mages need to.
* RoaringRampageOfRevenge: Pistol wraiths are consumed by
an end.
all-consuming need for vengeance or an overwhelming hatred of all life.
* GhostlyGoals: SoreLoser: A pistol wraith's rejection of its own mortal end is intensified by its refusal to accept its own failure. The only way to get rid of pistol wraith cannot acknowledge that it lost its final duel in life--combined with its ego, it gains a sand dervish, who perished before fulfilling a sworn oath or task, is to determine preternatural foothold in the reason for its existence and set right whatever prevents it from resting. Most find physical realm. Through their final rest when challenged and defeated in single combat, while a few might singular dedication to prove themselves by besting other skilled gunfighters, they have more obscure requirements. Otherwise, if it dies, denied their own passage to the sand dervish regains its form after a few days.
* SentientSands: The spirit of a sand dervish can take on a corporeal form made from the sands of the Bloodstone in which it perished.
afterlife.



[[folder:Scylla]]

to:

[[folder:Scylla]][[folder:Reliquary]]



* CirclingVultures: Like vultures, scylla are scavengers that wheel over battles, diving down en masse to fall upon those left behind. They have been known to roost near rocky shores where shipwrecks are common, hoping to feast on drowned sailors floating on the tide.
* RaisingTheSteaks: Scylla flocks consist of undead birds corrupted by the blight of Toruk the Dragonfather.
* TalkingAnimal: Upon consuming a corpse, a scylla flock attains an echo of the deceased's memories and can speak with its voice. Compelled to return to familiar taverns and ships by these memories, they mockingly call out to pirates and sailors in the voices of their dead comrades.

to:

* CirclingVultures: Like vultures, scylla are scavengers OmnicidalManiac: Reliquaries vent their hatred with shocking violence on anything that wheel over battles, diving down en masse to fall upon those crosses their path.
* ThePowerOfHate: Reliquaries are fuelled by a seething hatred of any creature displaying even a semblance of life, especially the eldritch.
* TestedOnHumans: In the secret underground laboratories of House Vyre, grisly experiments were conducted on elves born without souls. After the laboratories were abandoned, they were simply sealed off, with the grisly remnants of past horrors
left behind. They have been known to roost near rocky shores where shipwrecks are common, hoping to feast on drowned sailors floating on the tide.
* RaisingTheSteaks: Scylla flocks consist of
inside, until they were awakened as undead birds corrupted reliquaries.
* UndeadChild: Reliquaries are infants who had been vivisected and entombed in arcanikal vessels, awakened into undeath
by the blight of Toruk the Dragonfather.
* TalkingAnimal: Upon consuming a corpse, a scylla flock attains an echo
deaths of the deceased's memories and can speak with its voice. Compelled to return to familiar taverns and ships by these memories, they mockingly call out to pirates and sailors in the voices of their dead comrades.gods.



[[folder:Sepulchral Lurker]]

to:

[[folder:Sepulchral Lurker]][[folder:Riven]]



* TheSpeechless: A sepulchral lurker is no longer capable of speech and cannot utter more than a dusty hiss.

to:

* TheSpeechless: A sepulchral lurker is no longer capable of speech DemonicPossession: Riven can possess the living and believe that if they inhabit a body as it dies, they can tether themselves to the departing soul and thereby pass into Urcaen. They delude themselves with this untenable belief, even though upon death of the host, the riven is ejected in a blast of violent spectral force.
* MustBeInvited: A riven
cannot utter more than pass through any border or threshold unless it receives permission or an invitation, a dusty hiss.river, national borders or a doorway.
* NonHumanUndead: Riven are the crazed spirits of elven priests who suffered and died during the Rivening.



[[folder:Shaft Wight]]

to:

[[folder:Shaft Wight]][[folder:Sand Dervish]]



* BuriedAlive: Shaft wights were once miners, buried by cave-ins and collapsing tunnels and left to suffocate beneath the earth. Some were consumed by the terror of their inevitable deaths and clung to life so strongly that hours after dying, they transformed into undead and freed themselves with bloody talons.
* TheVirus: Humanoids killed by shaft wights rise as new shaft wights. In Rhul, they are put down at a distance to minimise the risk that others will become shaft wights.

to:

* BuriedAlive: Shaft wights were once miners, buried by cave-ins DeathSeeker: Sand dervishes desire death through honourable battle and collapsing tunnels seek out opponents who can give them such an end.
* GhostlyGoals: The only way to get rid of a sand dervish, who perished before fulfilling a sworn oath or task, is to determine the reason for its existence
and left to suffocate beneath the earth. Some were consumed by the terror of set right whatever prevents it from resting. Most find their inevitable deaths final rest when challenged and clung to life so strongly that hours defeated in single combat, while a few might have more obscure requirements. Otherwise, if it dies, the sand dervish regains its form after dying, they transformed into undead and freed themselves with bloody talons.
a few days.
* TheVirus: Humanoids killed by shaft wights rise as new shaft wights. In Rhul, they are put down at SentientSands: The spirit of a distance to minimise sand dervish can take on a corporeal form made from the risk that others will become shaft wights.sands of the Bloodstone in which it perished.



[[folder:Soul Trapper]]

to:

[[folder:Soul Trapper]][[folder:Scylla]]



* YourSoulIsMine: The soul trapper continually wrests souls of the recently departed from the air and stuffs them into prepared soul cages, until they can be transferred to mightier entities. The runes carved upon the soul trapper's flesh imbues it with an incessant need to gather as many souls as possible.

to:

* YourSoulIsMine: The soul trapper continually wrests souls CirclingVultures: Like vultures, scylla are scavengers that wheel over battles, diving down en masse to fall upon those left behind. They have been known to roost near rocky shores where shipwrecks are common, hoping to feast on drowned sailors floating on the tide.
* RaisingTheSteaks: Scylla flocks consist of undead birds corrupted by the blight of Toruk the Dragonfather.
* TalkingAnimal: Upon consuming a corpse, a scylla flock attains an echo
of the recently departed from the air deceased's memories and stuffs them into prepared soul cages, until can speak with its voice. Compelled to return to familiar taverns and ships by these memories, they can be transferred mockingly call out to mightier entities. The runes carved upon pirates and sailors in the soul trapper's flesh imbues it with an incessant need to gather as many souls as possible.voices of their dead comrades.



[[folder:Tormented]]

to:

[[folder:Tormented]][[folder:Sepulchral Lurker]]



* AxCrazy: Driven to a state of nearly mindless frenzy by their constant agony, the tormented hold a special hatred for sentient beings, especially anyone who reminds them of their elven foes or their former skorne masters. The pain visited on them in life by their handlers is now amplified in death until it is all they know, and their only outlet is to inflict that pain on others.
* FusionDance: The tormented are composite creatures, made up of the suffering of innumerable beasts and the eddying remnants of skorne mortitheurgy.
* PerpetuallyProtean: The tormented are ever shifting, with the features of warbeasts forming and receding at random. At any given moment, a tormented might manifest the tusked head of a titan, the club tail of a rhinodon, or the piercing claw of an aradus—or all of the above.
* RaisingTheSteaks: The tormented are undead ghosts of former skorne warbeasts.

to:

* AxCrazy: Driven to a state TheSpeechless: A sepulchral lurker is no longer capable of nearly mindless frenzy by their constant agony, the tormented hold a special hatred for sentient beings, especially anyone who reminds them of their elven foes or their former skorne masters. The pain visited on them in life by their handlers is now amplified in death until it is all they know, speech and their only outlet is to inflict that pain on others.
* FusionDance: The tormented are composite creatures, made up of the suffering of innumerable beasts and the eddying remnants of skorne mortitheurgy.
* PerpetuallyProtean: The tormented are ever shifting, with the features of warbeasts forming and receding at random. At any given moment,
cannot utter more than a tormented might manifest the tusked head of a titan, the club tail of a rhinodon, or the piercing claw of an aradus—or all of the above.
* RaisingTheSteaks: The tormented are undead ghosts of former skorne warbeasts.
dusty hiss.



[[folder:Shaft Wight]]
----
* BuriedAlive: Shaft wights were once miners, buried by cave-ins and collapsing tunnels and left to suffocate beneath the earth. Some were consumed by the terror of their inevitable deaths and clung to life so strongly that hours after dying, they transformed into undead and freed themselves with bloody talons.
* TheVirus: Humanoids killed by shaft wights rise as new shaft wights. In Rhul, they are put down at a distance to minimise the risk that others will become shaft wights.
[[/folder]]

[[folder:Soul Trapper]]
----
* YourSoulIsMine: The soul trapper continually wrests souls of the recently departed from the air and stuffs them into prepared soul cages, until they can be transferred to mightier entities. The runes carved upon the soul trapper's flesh imbues it with an incessant need to gather as many souls as possible.
[[/folder]]

[[folder:Swamp Spirit]]
----
* OurSpiritsAreDifferent: The hok-shishan are malevolent spirits that lurk in the deepest swamps of western Immoren where the air itself is leaden with unnatural malignancy, and manifest as sinuous snakes.
* WalkingWasteland: Where swamp spirits move, the air becomes foul and difficult to breathe, and mud becomes colder and more unrelenting in its grip.
[[/folder]]

[[folder:Tormented]]
----
* AxCrazy: Driven to a state of nearly mindless frenzy by their constant agony, the tormented hold a special hatred for sentient beings, especially anyone who reminds them of their elven foes or their former skorne masters. The pain visited on them in life by their handlers is now amplified in death until it is all they know, and their only outlet is to inflict that pain on others.
* FusionDance: The tormented are composite creatures, made up of the suffering of innumerable beasts and the eddying remnants of skorne mortitheurgy.
* PerpetuallyProtean: The tormented are ever shifting, with the features of warbeasts forming and receding at random. At any given moment, a tormented might manifest the tusked head of a titan, the club tail of a rhinodon, or the piercing claw of an aradus—or all of the above.
* RaisingTheSteaks: The tormented are undead ghosts of former skorne warbeasts.
[[/folder]]



* OurWerewolvesAreDifferent: Warpborn skinwalkers are smaller and less powerful than warpwolves but also have much more control on their shapeshifting ability.

Added: 10143

Changed: 32961

Removed: 6747

Is there an issue? Send a MessageReason:
None


[[folder:Karkinos]]

to:

[[folder:Karkinos]][[folder:Ironback]]



* GiantEnemyCrab: Karkinoi are an unusual breed of giant blue forest crab. Viciously territorial, they lie partially submerged in forest pools when they are not active, attacking anything that approaches too close, including animals that come to drink.

to:

* GiantEnemyCrab: Karkinoi are an unusual breed AcidAttack: The ironback's most feared weapon is its acidic spit. If a suitable meal lies beyond its immediate reach, it spews a massive stream of giant blue forest crab. Viciously territorial, they lie partially submerged in forest pools when they are not active, attacking anything noxious gastric acid that approaches too close, including animals liquefies flesh into sludge that come to drink.it can then consume.



[[folder:Myrmid]]

to:

[[folder:Myrmid]][[folder:Karkinos]]



* AcidAttack: The myrmid can breathe out an acidic vapour to weaken prey and rocks.
* DigAttack: Myrmids hunt by burrowing into rock after weakening it with an acid. Once the surface has been partially dissolved, myrmids dig a hole large enough to hide in and then hide behind their front limbs. When something large enough passes too close, the myrmid strikes.

to:

* AcidAttack: The myrmid can breathe out GiantEnemyCrab: Karkinoi are an acidic vapour to weaken prey and rocks.
* DigAttack: Myrmids hunt by burrowing into rock after weakening it with an acid. Once the surface has been
unusual breed of giant blue forest crab. Viciously territorial, they lie partially dissolved, myrmids dig a hole large enough to hide submerged in and then hide behind their front limbs. When something large enough passes forest pools when they are not active, attacking anything that approaches too close, the myrmid strikes.including animals that come to drink.



[[folder:Raevhan Buffalo]]

to:

[[folder:Raevhan Buffalo]][[folder:Myrmid]]



* AcidAttack: The myrmid can breathe out an acidic vapour to weaken prey and rocks.
* DigAttack: Myrmids hunt by burrowing into rock after weakening it with an acid. Once the surface has been partially dissolved, myrmids dig a hole large enough to hide in and then hide behind their front limbs. When something large enough passes too close, the myrmid strikes.
[[/folder]]

[[folder:Raevhan Buffalo]]
----



[[folder:Skigg]]

to:

[[folder:Skigg]][[folder:Shagmar]]



* BizarreTasteInFood: Skiggs are attracted to blasting powder and eagerly devour it.
* ExplosiveBreeder: Because they breed so quickly, a city can be all but overrun with skiggs in a matter of months.
* MadeOfExplodium: A skigg that has consumed a sufficient amount of blasting powder will violently explode if struck or even shaken with sufficient force.

to:

* BizarreTasteInFood: Skiggs are attracted to blasting powder and eagerly devour it.
* ExplosiveBreeder: Because
HorseOfADifferentColor: Lethean hunting parties ride shagmars as they breed so quickly, a city can be all but overrun with skiggs in a matter of months.
* MadeOfExplodium: A skigg that has consumed a sufficient amount of blasting powder will violently explode if struck or even shaken with sufficient force.
move through the dense underbrush.



[[folder:Tatzylwurm]]

to:

[[folder:Tatzylwurm]][[folder:Skigg]]



* AcidAttack: When threatened, a pale tatzylwurm sprays a corrosive acid from special glands in its mouth. This acid is powerful enough to dissolve iron.
* HypnoticEyes: A black tatzylwurm can transfix any living creature that makes eye contact with it. The light plays in strange, hypnotic patterns deep in the tatzylwurm's eyes, fixing its intended target in place.
* InASingleBound: Some tatzylwurm species can leap an impressive distance. By coiling their powerful bodies, they can clear obstacles and reach into a tree's high branches.
* PoisonousPerson: Every tatzylwurm species has a potent and fatal venom. Some are fast-acting and can cause death within moments, while others are slower and more debilitating.
* SpikeShooter: Gray tatzylwurms can produce stout iron barbs and project them a significant distance, simultaneously piercing and poisoning creatures at range.
* TemporaryBlindness: When introduced into the bloodstream, black tatzylwurm venom causes almost immediate blindness. While the venom quickly breaks down, returning sight to the prey, this may be too late for it to survive the tatzylwurm's follow-up attack.
* TrackingSpell: Tatzylwurm viper venom rapidly alters the victim's sweat, causing the prey to emit a scent that is both irresistible and powerfully apparent to any viper tatzylwurm in the vicinity. Even a victim who successfully evades the initial bite will be relentlessly and unerringly tracked down.

to:

* AcidAttack: When threatened, a pale tatzylwurm sprays a corrosive acid from special glands in its mouth. This acid is powerful enough BizarreTasteInFood: Skiggs are attracted to dissolve iron.
blasting powder and eagerly devour it.
* HypnoticEyes: A black tatzylwurm ExplosiveBreeder: Because they breed so quickly, a city can transfix any living creature be all but overrun with skiggs in a matter of months.
* MadeOfExplodium: A skigg
that makes eye contact has consumed a sufficient amount of blasting powder will violently explode if struck or even shaken with it. The light plays in strange, hypnotic patterns deep in the tatzylwurm's eyes, fixing its intended target in place.
* InASingleBound: Some tatzylwurm species can leap an impressive distance. By coiling their powerful bodies, they can clear obstacles and reach into a tree's high branches.
* PoisonousPerson: Every tatzylwurm species has a potent and fatal venom. Some are fast-acting and can cause death within moments, while others are slower and more debilitating.
* SpikeShooter: Gray tatzylwurms can produce stout iron barbs and project them a significant distance, simultaneously piercing and poisoning creatures at range.
* TemporaryBlindness: When introduced into the bloodstream, black tatzylwurm venom causes almost immediate blindness. While the venom quickly breaks down, returning sight to the prey, this may be too late for it to survive the tatzylwurm's follow-up attack.
* TrackingSpell: Tatzylwurm viper venom rapidly alters the victim's sweat, causing the prey to emit a scent that is both irresistible and powerfully apparent to any viper tatzylwurm in the vicinity. Even a victim who successfully evades the initial bite will be relentlessly and unerringly tracked down.
sufficient force.



[[folder:Thornwood Mauler]]

to:

[[folder:Thornwood Mauler]][[folder:Snapper]]



* AbsurdlySharpClaws: The enormous fangs and sturdy claws of a Thornwood mauler can rip through steel and toughened hide.
* KillSteal: A Thornwood mauler will drive away a predator to steal its kill and will viciously shred any beast that attempts to defend a carcass.
* MonstrousCannibalism: If two Thornwood maulers go to battle over a carcass, the result is invariably a deadly combat that ends with the victor consuming the flesh of the loser.
* SuperPersistentPredator: Thornwood maulers relentlessly track prey once they have caught its scent. They will stalk prey for miles and over the course of several days. It is extremely difficult to mask one's scent, as ordinary means will not deter the mauler's sensitive nose.

to:

* AbsurdlySharpClaws: The enormous fangs PapaWolf: Snappers take extraordinary care of their young. After a cow snapper lays eggs leaves the nest to regain her strength, the bull guards the nest against any intrusion and sturdy claws of a Thornwood mauler can rip through steel and toughened hide.
* KillSteal: A Thornwood mauler will drive away a predator to steal its kill and will viciously shred any beast that attempts to defend a carcass.
* MonstrousCannibalism: If two Thornwood maulers go to battle over a carcass, the result is invariably a deadly combat that ends
warns off trespassers with the victor consuming the flesh of the loser.
* SuperPersistentPredator: Thornwood maulers relentlessly track prey once they have caught its scent. They will stalk prey for miles and over the course of several days. It is extremely difficult to mask one's scent, as ordinary means will not deter the mauler's sensitive nose.
a low, guttural growl.



[[folder:Widow Bear]]

to:

[[folder:Widow Bear]][[folder:Tatzylwurm]]



* BearsAreBadNews: Widow bears are aggressive and can be extremely quick over short distances. Their size affords them the luxury of trundling over anything that gets in their way when they close in on a threat.

to:

* BearsAreBadNews: Widow bears AcidAttack: When threatened, a pale tatzylwurm sprays a corrosive acid from special glands in its mouth. This acid is powerful enough to dissolve iron.
* HypnoticEyes: A black tatzylwurm can transfix any living creature that makes eye contact with it. The light plays in strange, hypnotic patterns deep in the tatzylwurm's eyes, fixing its intended target in place.
* InASingleBound: Some tatzylwurm species can leap an impressive distance. By coiling their powerful bodies, they can clear obstacles and reach into a tree's high branches.
* PoisonousPerson: Every tatzylwurm species has a potent and fatal venom. Some
are aggressive fast-acting and can be extremely quick over short distances. Their size affords cause death within moments, while others are slower and more debilitating.
* SpikeShooter: Gray tatzylwurms can produce stout iron barbs and project
them a significant distance, simultaneously piercing and poisoning creatures at range.
* TemporaryBlindness: When introduced into
the luxury of trundling over anything bloodstream, black tatzylwurm venom causes almost immediate blindness. While the venom quickly breaks down, returning sight to the prey, this may be too late for it to survive the tatzylwurm's follow-up attack.
* TrackingSpell: Tatzylwurm viper venom rapidly alters the victim's sweat, causing the prey to emit a scent
that gets is both irresistible and powerfully apparent to any viper tatzylwurm in their way when they close in on the vicinity. Even a threat.victim who successfully evades the initial bite will be relentlessly and unerringly tracked down.



!!Celestials
[[folder:Archon]]

to:

!!Celestials
[[folder:Archon]]
[[folder:Thornwood Mauler]]



* AngelicTransformation: Morrowan, Thamarite and Menite archons are the spirits of the greatest practitioners of the faith, given a special purpose in the afterlife.
* HealingFactor: Dhunian and primal archons can swiftly regenerate any parts severed in battle.
* OurAngelsAreDifferent: Classified as celestials under ''TabletopGame/DungeonsAndDragons'' 5th Edition rules, the archons of the Iron Kingdoms are awe-inspiring and terrifying spiritual entities who act as agents of the gods, enacting their will on the mortal world. They are as diverse as the deities they serve: Morrow, Thamar, Menoth, the Devourer Wurm, or Dhunia. Some, like the enigmatic void archons, are aligned to no specific god and represent the unconscious and collective will of all souls in Urcaen, and while they do share a striking resemblance to the empyreans of ''Warcaster Neo-Mechanika'', whether that was intentional remains a mystery.

!!!Death Archon

to:

* AngelicTransformation: Morrowan, Thamarite AbsurdlySharpClaws: The enormous fangs and Menite archons are sturdy claws of a Thornwood mauler can rip through steel and toughened hide.
* KillSteal: A Thornwood mauler will drive away a predator to steal its kill and will viciously shred any beast that attempts to defend a carcass.
* MonstrousCannibalism: If two Thornwood maulers go to battle over a carcass,
the spirits result is invariably a deadly combat that ends with the victor consuming the flesh of the greatest practitioners of the faith, given a special purpose in the afterlife.
loser.
* HealingFactor: Dhunian and primal archons can swiftly regenerate any parts severed in battle.
* OurAngelsAreDifferent: Classified as celestials under ''TabletopGame/DungeonsAndDragons'' 5th Edition rules, the archons of the Iron Kingdoms are awe-inspiring and terrifying spiritual entities who act as agents of the gods, enacting their
SuperPersistentPredator: Thornwood maulers relentlessly track prey once they have caught its scent. They will on stalk prey for miles and over the mortal world. They are course of several days. It is extremely difficult to mask one's scent, as diverse as the deities they serve: Morrow, Thamar, Menoth, the Devourer Wurm, or Dhunia. Some, like the enigmatic void archons, are aligned to no specific god and represent the unconscious and collective ordinary means will of all souls in Urcaen, and while they do share a striking resemblance to not deter the empyreans of ''Warcaster Neo-Mechanika'', whether that was intentional remains a mystery.

!!!Death Archon
mauler's sensitive nose.
[[/folder]]

[[folder:Widow Bear]]



* TheGrimReaper: Death archons are massive, hooded creatures borne aloft on wings of bone and wielding fierce Iron Reapers. No one is sure where they came from or who they answer to, if anyone.
* SinisterScythe: Death archons reap countless living and unliving alike with enormous scythes made of dark iron.

!!!Defiled Archon

to:

* TheGrimReaper: Death archons BearsAreBadNews: Widow bears are massive, hooded creatures borne aloft on wings of bone aggressive and wielding fierce Iron Reapers. No one is sure where can be extremely quick over short distances. Their size affords them the luxury of trundling over anything that gets in their way when they came from or who they answer to, if anyone.
* SinisterScythe: Death archons reap countless living and unliving alike with enormous scythes made of dark iron.

!!!Defiled Archon
close in on a threat.
[[/folder]]

!!Celestials
[[folder:Archon]]



* AxCrazy: Their fall from grace has left defiled archons in a perpetual state of fury, eager to exact vengeance upon those they deem deserving of punishment.
* FallenAngel: Defiled archons are born from Menite archons captured by the grymkin and dragged down into their nightmarish reality. What emerge afterward are twisted mockeries clad in blasphemous armour and set loose among the living to wreak havoc and punish the wicked.

!!!Dhunian Archon

to:

* AxCrazy: Their fall from grace has left defiled archons in a perpetual state of fury, eager to exact vengeance upon those they deem deserving of punishment.
* FallenAngel: Defiled archons are born from
AngelicTransformation: Morrowan, Thamarite and Menite archons captured by are the grymkin spirits of the greatest practitioners of the faith, given a special purpose in the afterlife.
* HealingFactor: Dhunian
and dragged down into primal archons can swiftly regenerate any parts severed in battle.
* OurAngelsAreDifferent: Classified as celestials under ''TabletopGame/DungeonsAndDragons'' 5th Edition rules, the archons of the Iron Kingdoms are awe-inspiring and terrifying spiritual entities who act as agents of the gods, enacting
their nightmarish reality. What emerge afterward will on the mortal world. They are twisted mockeries clad in blasphemous armour as diverse as the deities they serve: Morrow, Thamar, Menoth, the Devourer Wurm, or Dhunia. Some, like the enigmatic void archons, are aligned to no specific god and set loose among represent the living to wreak havoc unconscious and punish collective will of all souls in Urcaen, and while they do share a striking resemblance to the wicked.

!!!Dhunian
empyreans of ''Warcaster Neo-Mechanika'', whether that was intentional remains a mystery.

!!!Death
Archon



* GoodIsNotSoft: Dhunian archons are viewed as an embodiment of her anger, yet even as these beings mete out Dhunia's fury on those who would harm her children, they grant blessings of life and vigour to her followers.
* LivingWeapon: Dhunian archons bearing the mark of spring wield still-living trees as cudgels.

!!!Menite Archon

to:

* GoodIsNotSoft: Dhunian TheGrimReaper: Death archons are viewed as an embodiment massive, hooded creatures borne aloft on wings of her anger, yet even as these beings mete out Dhunia's fury on those who would harm her children, bone and wielding fierce Iron Reapers. No one is sure where they grant blessings of life and vigour to her followers.
came from or who they answer to, if anyone.
* LivingWeapon: Dhunian SinisterScythe: Death archons bearing the mark reap countless living and unliving alike with enormous scythes made of spring wield still-living trees as cudgels.

!!!Menite
dark iron.

!!!Defiled
Archon



* ElementalWeapon: Menite archons wielding weapons ablaze with holy fire.
* PlayingWithFire: Menoth's archons are limned in the constant light of a cleansing fire.

!!!Morrowan Archon

to:

* ElementalWeapon: AxCrazy: Their fall from grace has left defiled archons in a perpetual state of fury, eager to exact vengeance upon those they deem deserving of punishment.
* FallenAngel: Defiled archons are born from
Menite archons wielding weapons ablaze with holy fire.
* PlayingWithFire: Menoth's archons
captured by the grymkin and dragged down into their nightmarish reality. What emerge afterward are limned twisted mockeries clad in blasphemous armour and set loose among the constant light of a cleansing fire.

!!!Morrowan
living to wreak havoc and punish the wicked.

!!!Dhunian
Archon



* LightEmUp: Often described as angels of light, Morrowan archons glow like the radiance of the sun in Morrow's holy symbol made manifest.

!!!Primal Archon

to:

* LightEmUp: Often described as angels of light, Morrowan GoodIsNotSoft: Dhunian archons glow like are viewed as an embodiment of her anger, yet even as these beings mete out Dhunia's fury on those who would harm her children, they grant blessings of life and vigour to her followers.
* LivingWeapon: Dhunian archons bearing
the radiance mark of the sun in Morrow's holy symbol made manifest.

!!!Primal
spring wield still-living trees as cudgels.

!!!Menite
Archon



* TheBerserker: Primal archons fight with unpredictable ferocity and an utter lack of hesitation or self-preservation.
* RockMonster: Primal archons are made of granite, obsidian, and chunks of crystal, and are as durable as living stone.

!!!Thamarite Archon

to:

* TheBerserker: Primal ElementalWeapon: Menite archons fight wielding weapons ablaze with unpredictable ferocity and an utter lack of hesitation or self-preservation.
holy fire.
* RockMonster: Primal PlayingWithFire: Menoth's archons are made limned in the constant light of granite, obsidian, and chunks of crystal, and are as durable as living stone.

!!!Thamarite
a cleansing fire.

!!!Morrowan
Archon



* LaserGuidedAmnesia: Those who have witnessed a Thamarite archon rarely retain a clear memory of its shape after it is gone. Thamarite archons have been described in terms one might use when trying to recall the elusive details of a fading dream.

!!!Void Archon

to:

* LaserGuidedAmnesia: Those who have witnessed a Thamarite archon rarely retain a clear memory of its shape after it is gone. Thamarite archons have been LightEmUp: Often described in terms one might use when trying to recall as angels of light, Morrowan archons glow like the elusive details radiance of a fading dream.

!!!Void
the sun in Morrow's holy symbol made manifest.

!!!Primal
Archon



* TheBerserker: Primal archons fight with unpredictable ferocity and an utter lack of hesitation or self-preservation.
* RockMonster: Primal archons are made of granite, obsidian, and chunks of crystal, and are as durable as living stone.

!!!Thamarite Archon
----
* LaserGuidedAmnesia: Those who have witnessed a Thamarite archon rarely retain a clear memory of its shape after it is gone. Thamarite archons have been described in terms one might use when trying to recall the elusive details of a fading dream.

!!!Void Archon
----



[[folder:Totem Hunter]]

to:

[[folder:Totem Hunter]][[folder:Lethean]]



* EgomaniacHunter: Totem hunters stalk the wilds of Immoren and slaughter the deadliest prey the land has to offer.
* SuperPersistentPredator: Totem hunters are among the most relentless predators in existence. Once a totem hunter selects a target, the death of either the totem hunter or its quarry is almost certain; the only exception is if a totem hunter determines its quarry is somehow unworthy of the hunt.

to:

* EgomaniacHunter: Totem hunters stalk AcquiredPoisonImmunity: From a young age, letheans regularly consume a fermented cocktail of poisonous jungle fruits and vine sap, which is composed of many known poisons. They are given the wilds of Immoren drink at progressively stronger concentrations as they grow, allowing them to build up complete immunity to it and slaughter the deadliest vast majority of other poisons.
* EatenAlive: Letheans consider it auspicious if those eaten are still alive at the outset of their birthing ceremony, and they believe the longer the consumed endure, the greater the fortunes of those born after.
* HumanSacrifice: Letheans use their surprisingly strong grip to grapple intelligent
prey into submission so that they can be sacrificed to their idols. In return for their sacrifices, lethean mystics are blessed with primal magic.
* ImAHumanitarian: Letheans believe they can transfer
the land has soul of a tribe member into a newborn by feeding its flesh to offer.
* SuperPersistentPredator: Totem hunters
a pregnant female. During each yearly birthing cycle, prized elders and powerful warriors the tribe wishes to preserve for subsequent generations are among the most relentless predators in existence. Once a totem hunter selects a target, the death of either the totem hunter or its quarry is almost certain; the only exception is if a totem hunter determines its quarry is somehow unworthy of the hunt.fed to pregnant females.



[[folder:Warpwolf]]

to:

[[folder:Warpwolf]][[folder:Totem Hunter]]



* EgomaniacHunter: Totem hunters stalk the wilds of Immoren and slaughter the deadliest prey the land has to offer.
* SuperPersistentPredator: Totem hunters are among the most relentless predators in existence. Once a totem hunter selects a target, the death of either the totem hunter or its quarry is almost certain; the only exception is if a totem hunter determines its quarry is somehow unworthy of the hunt.
[[/folder]]

[[folder:Warpwolf]]
----



[[folder:Manticore]]

to:

[[folder:Manticore]][[folder:Ikoskit]]



* EatDirtCheap: The manticore's typical diet consists of dirt and small rocks, which facilitate the growth of its unusual defensive spines.
* ForTheEvulz: Unlike other beasts of elven myth that attack only to hunt or defend themselves, manticores appear to kill for its own sake, often leaving prey savaged yet uneaten.
* OurManticoresAreSpinier: A manticore broadly resembles a big cat from afar, but instead of fur, it is covered in jagged, glassy chitinous spines that sweep backward from its beak and end in a morningstar-like tail.

to:

* EatDirtCheap: The manticore's typical diet consists TheNoseKnows: Blessed with a tremendous sense of dirt smell, ikoskits can track a potential meal for miles through the dense jungle.
* StealthExpert: Their camouflaged skin allows ikoskits to blend into the dark rocks
and small rocks, which facilitate the growth foliage common across Alchiere. Spotting an ikoskit before it is almost on top of its unusual defensive spines.
* ForTheEvulz: Unlike other beasts of elven myth that attack only to hunt or defend themselves, manticores appear to kill for its own sake, often leaving
prey savaged yet uneaten.
* OurManticoresAreSpinier: A manticore broadly resembles a big cat from afar, but instead of fur, it
is covered in jagged, glassy chitinous spines that sweep backward from its beak and end in a morningstar-like tail.nearly impossible.
* VampiricDraining: Ikoskits drain blood, burying their razor-sharp teeth into whatever exposed flesh they can find.



[[folder:Sphinx]]

to:

[[folder:Sphinx]][[folder:Lemax]]



* CombatClairvoyance: Sphinxes exhibit a limited form of telepathy, allowing them to communicate silently across short distances, and possibly even read the surface thoughts of their prey, to know when to dodge and where to move in for a killing blow.
* OurSphinxesAreDifferent: The sphinx is a species of pony-sized cat that exhibits limited telepathy, and are described in ancient stories by terms normally reserved for spirits and fiends.

to:

* CombatClairvoyance: Sphinxes exhibit a limited form of telepathy, allowing them AcidAttack: The lemax's main weapon is an acidic spittle.
* ZergRush: Although individually weak, lemax are terrifying
to communicate silently across short distances, and possibly even read the surface thoughts of their prey, to know face when to dodge and where to move gathered in for a killing blow.
* OurSphinxesAreDifferent: The sphinx is a species of pony-sized cat that exhibits limited telepathy, and are described in ancient stories by terms normally reserved for spirits and fiends.
numbers.



[[folder:Spine Ripper]]

to:

[[folder:Spine Ripper]][[folder:Manticore]]



* AbsurdlySharpClaws: Each claw is like an arcing blade with a razor-sharp interior edge, and a spine ripper's slash can easily disembowel a creature the size of a gorax.
* PoisonousPerson: The dewclaws of a spine ripper house a venom gland whose toxin causes immediate damage to muscle and tendon alike.

to:

* AbsurdlySharpClaws: Each claw is like an arcing blade with a razor-sharp interior edge, EatDirtCheap: The manticore's typical diet consists of dirt and a spine ripper's slash can easily disembowel a creature small rocks, which facilitate the size growth of a gorax.
its unusual defensive spines.
* PoisonousPerson: The dewclaws ForTheEvulz: Unlike other beasts of a spine ripper house a venom gland whose toxin causes immediate damage elven myth that attack only to muscle hunt or defend themselves, manticores appear to kill for its own sake, often leaving prey savaged yet uneaten.
* OurManticoresAreSpinier: A manticore broadly resembles a big cat from afar, but instead of fur, it is covered in jagged, glassy chitinous spines that sweep backward from its beak
and tendon alike.end in a morningstar-like tail.



[[folder:Storm Raptor]]

to:

[[folder:Storm Raptor]][[folder:Screecher]]



* GiantFlyer: Storm raptors are giant birds of prey native to the Stormlands.
* ShockAndAwe: Storm raptors are rife with electrical energies, to be unleashed in blinding arcs when they dive upon prey.
* StealthyColossus: This massive bird of prey spends much of its time circling amid the storms in its native Stormlands, using their frequent electrical discharges to cloak its approach to prey.

to:

* GiantFlyer: Storm raptors are giant birds of SuperScream: When prey native stops for a quiet moment, screechers creep close and emit a furious shriek that can stun even much larger animals, then attack in a pack and attempt to tear the Stormlands.
* ShockAndAwe: Storm raptors are rife
prey to bits with electrical energies, to be unleashed in blinding arcs when they dive upon prey.
* StealthyColossus: This massive bird of prey spends much of its time circling amid the storms in its native Stormlands, using
their frequent electrical discharges to cloak its approach to prey.claws and fangs.



!!Oozes
[[folder:Oasis Ooze]]

to:

!!Oozes
[[folder:Oasis Ooze]]
[[folder:Sphinx]]



* ChestMonster: Even a trained eye can hardly see an oasis ooze lurking just below the water's surface. It usually waits until prey has taken a sip before surging from the water to envelop, drag down, strangle and digest it.

to:

* ChestMonster: Even CombatClairvoyance: Sphinxes exhibit a trained eye can hardly see an oasis ooze lurking just below limited form of telepathy, allowing them to communicate silently across short distances, and possibly even read the water's surface. It usually waits until prey has taken a sip before surging from the water surface thoughts of their prey, to envelop, drag down, strangle know when to dodge and digest it.where to move in for a killing blow.
* OurSphinxesAreDifferent: The sphinx is a species of pony-sized cat that exhibits limited telepathy, and are described in ancient stories by terms normally reserved for spirits and fiends.



!!Plants
[[folder:Bloodstone Manticora]]

to:

!!Plants
[[folder:Bloodstone Manticora]]
[[folder:Spine Ripper]]



* ManEatingPlant: The manticora is a predatory cactus that can sense creatures with water that come nearby, then lashes out with lengthy black spines to kill or paralyse prey and soak their roots in moist flesh.
* SpikeShooter: Bloodstone manticore can paralyse prey by flinging a hail of stiletto-sharp thorns.

to:

* ManEatingPlant: The manticora AbsurdlySharpClaws: Each claw is a predatory cactus that can sense creatures like an arcing blade with water that come nearby, then lashes out with lengthy black spines to kill or paralyse prey a razor-sharp interior edge, and soak their roots in moist flesh.
* SpikeShooter: Bloodstone manticore
a spine ripper's slash can paralyse prey by flinging easily disembowel a hail creature the size of stiletto-sharp thorns.a gorax.
* PoisonousPerson: The dewclaws of a spine ripper house a venom gland whose toxin causes immediate damage to muscle and tendon alike.



[[folder:Cavewort]]

to:

[[folder:Cavewort]][[folder:Storm Raptor]]



* AcidAttack: When a warm-blooded creature moves below the cavewort, it drops clumps of long, sticky tendrils, coated in acidic digestive enzymes, to ensnare its prey.

to:

* AcidAttack: When a warm-blooded creature moves below GiantFlyer: Storm raptors are giant birds of prey native to the cavewort, it drops clumps Stormlands.
* ShockAndAwe: Storm raptors are rife with electrical energies, to be unleashed in blinding arcs when they dive upon prey.
* StealthyColossus: This massive bird
of long, sticky tendrils, coated in acidic digestive enzymes, to ensnare prey spends much of its time circling amid the storms in its native Stormlands, using their frequent electrical discharges to cloak its approach to prey.



[[folder:Echolichen]]

to:

[[folder:Echolichen]][[folder:Swamp Horror]]



* AbstractEater: The echolichen feeds off violence, which it can detect over vast distances. Once in motion, the echolichen attacks the source of any anger or violence in its environs and continues to psychically feed off the violence of its own actions, making it surprisingly difficult to put down.

to:

* AbstractEater: TentacledTerror: The echolichen feeds off violence, which it can detect over vast distances. Once in motion, swamp horror is a great beast that rises from the echolichen attacks the source swamp in a flurry of any anger or violence tentacles and seizes entire hunting parties in its environs and continues to psychically feed off the violence of its own actions, making it surprisingly difficult to put down.slimy grip.



[[folder:Gallows Tree]]

to:

[[folder:Gallows Tree]]!!Oozes
[[folder:Oasis Ooze]]



* AntiRegeneration: The very presence of a gallows tree saps vitality from the living, preventing them from healing in both the RPG and the wargame.
* VampiricDraining: Gallows groves sustain themselves on blood. Though they are unable to actively strike out at prey, they are irresistibly drawn to blood-drenched soil.

to:

* AntiRegeneration: The very presence of ChestMonster: Even a gallows tree saps vitality trained eye can hardly see an oasis ooze lurking just below the water's surface. It usually waits until prey has taken a sip before surging from the living, preventing them from healing in both the RPG water to envelop, drag down, strangle and the wargame.
* VampiricDraining: Gallows groves sustain themselves on blood. Though they are unable to actively strike out at prey, they are irresistibly drawn to blood-drenched soil.
digest it.



[[folder:Hollowthorn]]

to:

[[folder:Hollowthorn]]!!Plants
[[folder:Bloodstone Manticora]]



* ManEatingPlant: The hollowthorn secretes a soporific toxin that induces a sensation of well-being followed by growing drowsiness and eventually sleep. Once the prey succumbs, the vines wrap around it and start to drink its blood.
* TrackingSpell: Once a creature has hollowthorn venom in its blood, the plant can track it unerringly.

to:

* ManEatingPlant: The hollowthorn secretes manticora is a soporific toxin predatory cactus that induces a sensation of well-being followed by growing drowsiness and eventually sleep. Once the can sense creatures with water that come nearby, then lashes out with lengthy black spines to kill or paralyse prey succumbs, the vines wrap around it and start to drink its blood.
* TrackingSpell: Once a creature has hollowthorn venom
soak their roots in its blood, the plant moist flesh.
* SpikeShooter: Bloodstone manticore
can track it unerringly.paralyse prey by flinging a hail of stiletto-sharp thorns.



[[folder:Walking Fungus]]

to:

[[folder:Walking Fungus]][[folder:Cavewort]]



* MagicEater: The walking fungus feeds on arcane energy, attacking individuals who cast spells or carry mechanika or magical items. If a walking fungus is able to get hold of a magic or mechanika item, it attempts to feed on the arcane energy within, sending hyphae into arcane accumulators or the cortexes of 'jacks that are no longer fighting back.

to:

* MagicEater: The walking fungus feeds on arcane energy, attacking individuals who cast spells or carry mechanika or magical items. If AcidAttack: When a walking fungus is able to get hold of a magic or mechanika item, it attempts to feed on warm-blooded creature moves below the arcane energy within, sending hyphae into arcane accumulators or the cortexes cavewort, it drops clumps of 'jacks that are no longer fighting back.long, sticky tendrils, coated in acidic digestive enzymes, to ensnare its prey.



!!Undead
[[folder:Bane]]

to:

!!Undead
[[folder:Bane]]
[[folder:Echolichen]]



* AntiRegeneration: Banes are enshrouded in a preternatural aura that is utterly inimical to living flesh.
* BloodKnight: Banes delight in slaughter, seeking any opportunity to sow death.
* WarriorUndead: Banes are cunning undead warriors inscribed with runes and sigils of their rebirth. More versatile and deadly than the more mindless undead, they march into battle with the discipline and inexorable confidence that only soldiers with no fear of death can possess.

to:

* AntiRegeneration: Banes are enshrouded AbstractEater: The echolichen feeds off violence, which it can detect over vast distances. Once in a preternatural aura that is utterly inimical to living flesh.
* BloodKnight: Banes delight in slaughter, seeking
motion, the echolichen attacks the source of any opportunity to sow death.
* WarriorUndead: Banes are cunning undead warriors inscribed with runes
anger or violence in its environs and sigils of their rebirth. More versatile and deadly than continues to psychically feed off the more mindless undead, they march into battle with the discipline and inexorable confidence that only soldiers with no fear violence of death can possess.its own actions, making it surprisingly difficult to put down.



[[folder:Black Troll]]

to:

[[folder:Black Troll]][[folder:Gallows Tree]]



* AntiRegeneration: Any hit with a physical attack made by a black troll against any other species of troll negates their regeneration.
* ForTheEvulz: Black trolls live only for torment. They raid troll and human settlements alike, murdering and pillaging as they go.
* NonHumanUndead: Black trolls are undead mockeries of other trolls.

to:

* AntiRegeneration: Any hit with a physical attack made by a black troll against any other species The very presence of troll negates their regeneration.
* ForTheEvulz: Black trolls live only for torment. They raid troll
a gallows tree saps vitality from the living, preventing them from healing in both the RPG and human settlements alike, murdering and pillaging as the wargame.
* VampiricDraining: Gallows groves sustain themselves on blood. Though
they go.
* NonHumanUndead: Black trolls
are undead mockeries of other trolls.unable to actively strike out at prey, they are irresistibly drawn to blood-drenched soil.



[[folder:Blood Hound]]

to:

[[folder:Blood Hound]][[folder:Hollowthorn]]



* BodyOfBodies: When people don't die intact in a way that would make it convenient for the necrosurgeons, they combine the remains with those of animals to create blood hounds.
* RaisingTheSteaks: Blood hounds are made by combining human remains with those of quadrupedal animals.

to:

* BodyOfBodies: When people don't die intact in ManEatingPlant: The hollowthorn secretes a way soporific toxin that would make it convenient for induces a sensation of well-being followed by growing drowsiness and eventually sleep. Once the necrosurgeons, they combine prey succumbs, the remains with those of animals vines wrap around it and start to create blood hounds.
drink its blood.
* RaisingTheSteaks: Blood hounds are made by combining human remains with those of quadrupedal animals.TrackingSpell: Once a creature has hollowthorn venom in its blood, the plant can track it unerringly.



[[folder:Bone Shaker]]

to:

[[folder:Bone Shaker]][[folder:Walking Fungus]]



* DemBones: Bone shakers are simple undead constructs made from the bones of humanoids and beasts and animated by necromantic energy.
* WalkingWasteland: The ambient death energies that animate bone shakers are antithetical to life, leaving trails of withered vegetation in their wake and draining the vitality of living creatures nearby.

to:

* DemBones: Bone shakers are simple undead constructs made from MagicEater: The walking fungus feeds on arcane energy, attacking individuals who cast spells or carry mechanika or magical items. If a walking fungus is able to get hold of a magic or mechanika item, it attempts to feed on the bones arcane energy within, sending hyphae into arcane accumulators or the cortexes of humanoids and beasts and animated by necromantic energy.
* WalkingWasteland: The ambient death energies
'jacks that animate bone shakers are antithetical to life, leaving trails of withered vegetation in their wake and draining the vitality of living creatures nearby.no longer fighting back.



[[folder:Boneswarm]]

to:

[[folder:Boneswarm]]!!Undead
[[folder:Bane]]



* DemBones: Boneswarms are masses of skeletal remains, animated by dark spirits that are drawn to the skeletons of those who died in swamps, transforming them into a gestalt entity driven by horrible predatory instincts.
* WalkingOssuary: A boneswarm strips the flesh and viscera from prey or any corpse it comes across, tearing bones from lifeless bodies and incorporating them into its bulk.

to:

* DemBones: Boneswarms AntiRegeneration: Banes are masses of skeletal remains, animated by dark spirits enshrouded in a preternatural aura that is utterly inimical to living flesh.
* BloodKnight: Banes delight in slaughter, seeking any opportunity to sow death.
* WarriorUndead: Banes
are drawn to cunning undead warriors inscribed with runes and sigils of their rebirth. More versatile and deadly than the skeletons of those who died in swamps, transforming them more mindless undead, they march into a gestalt entity driven by horrible predatory instincts.
* WalkingOssuary: A boneswarm strips
battle with the flesh discipline and viscera from prey or any corpse it comes across, tearing bones from lifeless bodies and incorporating them into its bulk.inexorable confidence that only soldiers with no fear of death can possess.



[[folder:Deathbound Revenant]]

to:

[[folder:Deathbound Revenant]][[folder:Black Troll]]



* GhostPirate: Deathbound revenants are undead creatures animated by the continuance of a supernatural contract forged over a thousand years ago between Toruk and his earliest vassal, Captain Rengrave of the Dirgenmast ship ''Atramentous''.
* HauntedFetter: A revenant is anchored to a specific person, place or thing called a locus. The most widely known locus is the ''Atramentous'', although other vessels, officers and even objects within the Ghost Fleet of Cryx serve to bind the many revenants to service. When a revenant is defeated, its incorporeal spirit moves as quickly as it can back to the locus, whereupon it reforms its body within seconds, with all equipment. Destroying its locus or somehow eradicating its incorporeal form is the only way to permanently slay a revenant.

to:

* GhostPirate: Deathbound revenants AntiRegeneration: Any hit with a physical attack made by a black troll against any other species of troll negates their regeneration.
* ForTheEvulz: Black trolls live only for torment. They raid troll and human settlements alike, murdering and pillaging as they go.
* NonHumanUndead: Black trolls
are undead creatures animated by the continuance mockeries of a supernatural contract forged over a thousand years ago between Toruk and his earliest vassal, Captain Rengrave of the Dirgenmast ship ''Atramentous''.
* HauntedFetter: A revenant is anchored to a specific person, place or thing called a locus. The most widely known locus is the ''Atramentous'', although
other vessels, officers and even objects within the Ghost Fleet of Cryx serve to bind the many revenants to service. When a revenant is defeated, its incorporeal spirit moves as quickly as it can back to the locus, whereupon it reforms its body within seconds, with all equipment. Destroying its locus or somehow eradicating its incorporeal form is the only way to permanently slay a revenant.trolls.



[[folder:Deathless]]

to:

[[folder:Deathless]][[folder:Blood Hound]]



* BadBoss: Living beings who encounter a deathless are perceived and treated as slaves. The deathless will imperiously issue commands to others in one of the ancient tongues of western Immoren and will not hesitate to slaughter those incapable of following its edicts.
* EvilOverlord: Deathless are ancient Orgoth lords whose dark powers have sustained them into undeath within their macabre halls, which serve as both tomb and seat of power. Although their bodies have long since turned to dust, not even death has stifled their mad ambition. Despite being completely confined within their tombs, they believe their reach is as vast as their innate power, and in their minds, they remain the rulers of a continent-spanning empire and the governors of countless mortals.

to:

* BadBoss: Living beings who encounter a deathless are perceived and treated as slaves. The deathless will imperiously issue commands to others BodyOfBodies: When people don't die intact in one of a way that would make it convenient for the ancient tongues of western Immoren and will not hesitate to slaughter necrosurgeons, they combine the remains with those incapable of following its edicts.
animals to create blood hounds.
* EvilOverlord: Deathless RaisingTheSteaks: Blood hounds are ancient Orgoth lords whose dark powers have sustained them into undeath within their macabre halls, which serve as both tomb and seat made by combining human remains with those of power. Although their bodies have long since turned to dust, not even death has stifled their mad ambition. Despite being completely confined within their tombs, they believe their reach is as vast as their innate power, and in their minds, they remain the rulers of a continent-spanning empire and the governors of countless mortals.quadrupedal animals.



[[folder:Disembodied]]

to:

[[folder:Disembodied]][[folder:Bone Shaker]]



* HauntedFetter: Disembodied cannot move more than about a hundred feet from their corpse without being destroyed. Moving the corpse will only cause the disembodied to follow, so the only way to truly defeat them is to destroy the corpse, either with fire, acid or holy water.
* SinisterMinister: Those priests, who feign a façade of goodness while committing unspeakable acts kept hidden from their flocks and know that their spirits would face punishment for their crimes, try to escape this fate by resisting crossing over to Urcaen and remaining tied to their corpse as disembodied.

to:

* HauntedFetter: Disembodied cannot move more than about a hundred feet DemBones: Bone shakers are simple undead constructs made from the bones of humanoids and beasts and animated by necromantic energy.
* WalkingWasteland: The ambient death energies that animate bone shakers are antithetical to life, leaving trails of withered vegetation in
their corpse without being destroyed. Moving wake and draining the corpse will only cause the disembodied to follow, so the only way to truly defeat them is to destroy the corpse, either with fire, acid or holy water.
* SinisterMinister: Those priests, who feign a façade
vitality of goodness while committing unspeakable acts kept hidden from their flocks and know that their spirits would face punishment for their crimes, try to escape this fate by resisting crossing over to Urcaen and remaining tied to their corpse as disembodied.living creatures nearby.



[[folder:Dread]]

to:

[[folder:Dread]][[folder:Boneswarm]]



* BladeBelowTheShoulder: A dread's forearms are sawed away and replaced with implements of shining steel.

to:

* BladeBelowTheShoulder: A dread's forearms DemBones: Boneswarms are sawed away masses of skeletal remains, animated by dark spirits that are drawn to the skeletons of those who died in swamps, transforming them into a gestalt entity driven by horrible predatory instincts.
* WalkingOssuary: A boneswarm strips the flesh
and replaced with implements of shining steel.viscera from prey or any corpse it comes across, tearing bones from lifeless bodies and incorporating them into its bulk.



[[folder:Eldritch]]

to:

[[folder:Eldritch]][[folder:Deathbound Revenant]]



* HorrorHunger: In death, eldritch are motivated by an unnatural hunger. To maintain its existence, an eldritch must siphon the life essence of an intelligent living creature. The touch of an eldritch drains away the life of its prey, nourishing the eldritch and keeping its predatory instincts at their peak.
* NonHumanUndead: Eldritch are Iosans who surrendered their morality and turned to undeath as the only option for staving off their race's uncertain fate.

to:

* HorrorHunger: In death, eldritch GhostPirate: Deathbound revenants are motivated undead creatures animated by an unnatural hunger. To maintain the continuance of a supernatural contract forged over a thousand years ago between Toruk and his earliest vassal, Captain Rengrave of the Dirgenmast ship ''Atramentous''.
* HauntedFetter: A revenant is anchored to a specific person, place or thing called a locus. The most widely known locus is the ''Atramentous'', although other vessels, officers and even objects within the Ghost Fleet of Cryx serve to bind the many revenants to service. When a revenant is defeated,
its existence, an eldritch must siphon incorporeal spirit moves as quickly as it can back to the life essence of an intelligent living creature. The touch of an eldritch drains away the life of locus, whereupon it reforms its prey, nourishing the eldritch and keeping body within seconds, with all equipment. Destroying its predatory instincts at their peak.
* NonHumanUndead: Eldritch are Iosans who surrendered their morality and turned to undeath as
locus or somehow eradicating its incorporeal form is the only option for staving off their race's uncertain fate.way to permanently slay a revenant.



[[folder:Entombed]]

to:

[[folder:Entombed]][[folder:Deathless]]



* OnlyKnownByTheirNickname: Whatever name the Orgoth originally bestowed upon these monstrosities has been lost to time. Modern adventurers who have survived an encounter with these creatures refer to them as the entombed.
* SoulJar: When an entombed is driven off, it returns to its body to recuperate, emerging again at full strength, ready to fight anew. The only way to permanently destroy an entombed is to find and destroy its soul cage, thereby causing it to pass into Urcaen.
* WarriorUndead: Each entombed was once an Orgoth warrior who volunteered for the privilege of being reborn into eternal servitude to his or her lord. After the warrior was ceremonially drowned, the lingering soul was placed in a soul cage. Clad in the armour it wore in life and wielding the weapons with which it was interred, the entombed is driven by an undying directive to protect its master and all the treasures in his grave.

to:

* OnlyKnownByTheirNickname: Whatever name the Orgoth originally bestowed upon these monstrosities has been lost to time. Modern adventurers BadBoss: Living beings who have survived an encounter with these creatures refer a deathless are perceived and treated as slaves. The deathless will imperiously issue commands to them as others in one of the entombed.
* SoulJar: When an entombed is driven off, it returns
ancient tongues of western Immoren and will not hesitate to slaughter those incapable of following its body to recuperate, emerging again at full strength, ready to fight anew. The only way to permanently destroy an entombed is to find and destroy its soul cage, thereby causing it to pass into Urcaen.
edicts.
* WarriorUndead: Each entombed was once an EvilOverlord: Deathless are ancient Orgoth warrior who volunteered for the privilege lords whose dark powers have sustained them into undeath within their macabre halls, which serve as both tomb and seat of power. Although their bodies have long since turned to dust, not even death has stifled their mad ambition. Despite being reborn into eternal servitude to his or her lord. After completely confined within their tombs, they believe their reach is as vast as their innate power, and in their minds, they remain the warrior was ceremonially drowned, rulers of a continent-spanning empire and the lingering soul was placed in a soul cage. Clad in the armour it wore in life and wielding the weapons with which it was interred, the entombed is driven by an undying directive to protect its master and all the treasures in his grave.governors of countless mortals.



[[folder:Excruciator]]

to:

[[folder:Excruciator]][[folder:Disembodied]]



* TortureTechnician: Excruciators are the revenant spirits of Orgoth torturers. In life, they used their implements to wring information out of captured rebels, fabricate creatures such as the dread, and bind tortured souls to Orgoth implements such as fellblades. In death, they linger in Orgoth ruins scattered across western Immoren and continue this work upon those unlucky enough to encounter them.

to:

* TortureTechnician: Excruciators are HauntedFetter: Disembodied cannot move more than about a hundred feet from their corpse without being destroyed. Moving the revenant corpse will only cause the disembodied to follow, so the only way to truly defeat them is to destroy the corpse, either with fire, acid or holy water.
* SinisterMinister: Those priests, who feign a façade of goodness while committing unspeakable acts kept hidden from their flocks and know that their
spirits of Orgoth torturers. In life, they used would face punishment for their implements crimes, try to wring information out of captured rebels, fabricate creatures such as the dread, and bind tortured souls to Orgoth implements such as fellblades. In death, they linger in Orgoth ruins scattered across western Immoren and continue escape this work upon those unlucky enough fate by resisting crossing over to encounter them.Urcaen and remaining tied to their corpse as disembodied.



[[folder:Fallen Knight]]

to:

[[folder:Fallen Knight]][[folder:Dread]]



* AnimatedArmor: Within the Fallen Knights' ornate ritual armour, nothing remains but dust.
* TheOathbreaker: The Fane Knights once swore unbreakable oaths to guard with their lives the dwelling places of the gods themselves--and broke it when Scyrah and Nyssor were assassinated. In undeath, their oaths continue to hold, now rendered unbreakable.
* PraetorianGuard: The Fane Knights once guarded the dwellings of the gods with their lives. Now they strike down, without hesitation, any who trespass on the sacred temples they once guarded.
* WarriorUndead: In life, these individuals were Fane Knights, chosen from among the strongest, most skillful and most devout Iosan warriors to guard the homes of the gods themselves. After Scyrah and Nyssor's assassination, they found their ultimate failure too great to accept and became Fallen Knights; even after their bodies vanished, their oaths continue to hold.

to:

* AnimatedArmor: Within the Fallen Knights' ornate ritual armour, nothing remains but dust.
* TheOathbreaker: The Fane Knights once swore unbreakable oaths to guard
BladeBelowTheShoulder: A dread's forearms are sawed away and replaced with their lives the dwelling places implements of the gods themselves--and broke it when Scyrah and Nyssor were assassinated. In undeath, their oaths continue to hold, now rendered unbreakable.
* PraetorianGuard: The Fane Knights once guarded the dwellings of the gods with their lives. Now they strike down, without hesitation, any who trespass on the sacred temples they once guarded.
* WarriorUndead: In life, these individuals were Fane Knights, chosen from among the strongest, most skillful and most devout Iosan warriors to guard the homes of the gods themselves. After Scyrah and Nyssor's assassination, they found their ultimate failure too great to accept and became Fallen Knights; even after their bodies vanished, their oaths continue to hold.
shining steel.



[[folder:Feralgeist]]

to:

[[folder:Feralgeist]][[folder:Eldritch]]



* AxCrazy: Lashing out with the claws and fangs of the corpses it inhabits, the feralgeist poses a deadly threat to those unfortunate enough to encounter it.
* PossessingADeadBody: A feralgeist's insubstantial form hungers for a body of flesh. It descends into the carcasses of freshly slain beasts and brings to them a semblance of reanimated life.

to:

* AxCrazy: Lashing out with HorrorHunger: In death, eldritch are motivated by an unnatural hunger. To maintain its existence, an eldritch must siphon the claws life essence of an intelligent living creature. The touch of an eldritch drains away the life of its prey, nourishing the eldritch and fangs of keeping its predatory instincts at their peak.
* NonHumanUndead: Eldritch are Iosans who surrendered their morality and turned to undeath as
the corpses it inhabits, the feralgeist poses a deadly threat to those unfortunate enough to encounter it.
* PossessingADeadBody: A feralgeist's insubstantial form hungers
only option for a body of flesh. It descends into the carcasses of freshly slain beasts and brings to them a semblance of reanimated life.staving off their race's uncertain fate.



[[folder:Hollowed]]

to:

[[folder:Hollowed]][[folder:Entombed]]



* HorrorHunger: Hollowed are driven by an all-consuming hunger for the organs of intelligent creatures. Unwilling to accept death and unable to sate their terrible hunger, they wander the wilds of western Immoren, but the organs upon which they feast will never be enough to satisfy their hunger. Rather than being digested, the consumed organs fester and rot over time.
* TheVirus: A creature killed by a hollowed will rise as a hollowed itself within a few days if it is not decapitated first.

to:

* HorrorHunger: Hollowed are OnlyKnownByTheirNickname: Whatever name the Orgoth originally bestowed upon these monstrosities has been lost to time. Modern adventurers who have survived an encounter with these creatures refer to them as the entombed.
* SoulJar: When an entombed is driven off, it returns to its body to recuperate, emerging again at full strength, ready to fight anew. The only way to permanently destroy an entombed is to find and destroy its soul cage, thereby causing it to pass into Urcaen.
* WarriorUndead: Each entombed was once an Orgoth warrior who volunteered for the privilege of being reborn into eternal servitude to his or her lord. After the warrior was ceremonially drowned, the lingering soul was placed in a soul cage. Clad in the armour it wore in life and wielding the weapons with which it was interred, the entombed is
driven by an all-consuming hunger for undying directive to protect its master and all the organs of intelligent creatures. Unwilling to accept death and unable to sate their terrible hunger, they wander the wilds of western Immoren, but the organs upon which they feast will never be enough to satisfy their hunger. Rather than being digested, the consumed organs fester and rot over time.
* TheVirus: A creature killed by a hollowed will rise as a hollowed itself within a few days if it is not decapitated first.
treasures in his grave.



[[folder:Iron Lich]]

to:

[[folder:Iron Lich]][[folder:Excruciator]]



* {{Cyborg}}: An iron lich's mortal body, with the exception of its skull, is replaced with a complex mechanikal apparatus that sustains its existence.
* OurLichesAreDifferent: An iron lich is an unliving fusion of necromancy and mechanika, who replaced its mortal body with a complex mechanikal apparatus that sustains its existence in an attempt to attain immortality. Its form is not constrained to any particular configuration and need not bear any resemblance to its living form. Iron liches store their spirit essence in a phylactery—a physical receptacle that houses the soul.
* SoulJar: So long as an iron lich's phylactery remains intact, the creature cannot truly be destroyed. Because a phylactery is an iron lich's only true vulnerability, iron liches take great pains to conceal and protect theirs. Most iron liches are paranoid enough to keep the location of their phylactery secret or to share it with only their most trusted retainers.

to:

* {{Cyborg}}: An iron lich's mortal body, with TortureTechnician: Excruciators are the exception revenant spirits of its skull, is replaced with a complex mechanikal apparatus that sustains its existence.
* OurLichesAreDifferent: An iron lich is an unliving fusion of necromancy and mechanika, who replaced its mortal body with a complex mechanikal apparatus that sustains its existence in an attempt to attain immortality. Its form is not constrained to any particular configuration and need not bear any resemblance to its living form. Iron liches store
Orgoth torturers. In life, they used their spirit essence in a phylactery—a physical receptacle that houses implements to wring information out of captured rebels, fabricate creatures such as the soul.
* SoulJar: So long as an iron lich's phylactery remains intact, the creature cannot truly be destroyed. Because a phylactery is an iron lich's only true vulnerability, iron liches take great pains to conceal
dread, and protect theirs. Most iron liches are paranoid bind tortured souls to Orgoth implements such as fellblades. In death, they linger in Orgoth ruins scattered across western Immoren and continue this work upon those unlucky enough to keep the location of their phylactery secret or to share it with only their most trusted retainers.encounter them.



[[folder:Iron Lich Overseer]]

to:

[[folder:Iron Lich Overseer]][[folder:Fallen Knight]]



* ManySpiritsInsideOfOne: Iron lich overseers are composite beings with a single body and a unified consciousness. The restoration process ensures some degree of cooperation between competing personalities, and in time they merge into a single mind.

to:

* ManySpiritsInsideOfOne: Iron lich overseers are composite beings AnimatedArmor: Within the Fallen Knights' ornate ritual armour, nothing remains but dust.
* TheOathbreaker: The Fane Knights once swore unbreakable oaths to guard
with a single body their lives the dwelling places of the gods themselves--and broke it when Scyrah and a unified consciousness. Nyssor were assassinated. In undeath, their oaths continue to hold, now rendered unbreakable.
* PraetorianGuard:
The restoration process ensures some degree Fane Knights once guarded the dwellings of cooperation between competing personalities, and in time the gods with their lives. Now they merge into a single mind.strike down, without hesitation, any who trespass on the sacred temples they once guarded.
* WarriorUndead: In life, these individuals were Fane Knights, chosen from among the strongest, most skillful and most devout Iosan warriors to guard the homes of the gods themselves. After Scyrah and Nyssor's assassination, they found their ultimate failure too great to accept and became Fallen Knights; even after their bodies vanished, their oaths continue to hold.



[[folder:Mechanithrall]]

to:

[[folder:Mechanithrall]][[folder:Feralgeist]]



* ArtificialZombie: Mechanithralls are technologically augmented thralls stitched together from battlefield dead.
* CannonFodder: Mechanithralls serve as cannon fodder in Cryxian armies.
* OurZombiesAreDifferent: Thralls are corpses reanimated through the power of complex runes carved into their flesh that form the backbone of the armies of Cryx.
* PowerFist: Mechanithralls and brute thralls are augmented with two heavy gauntlets that greatly enhance their strength.

!!!Bile Thrall

to:

* ArtificialZombie: Mechanithralls are technologically augmented thralls stitched together from battlefield dead.
* CannonFodder: Mechanithralls serve as cannon fodder in Cryxian armies.
* OurZombiesAreDifferent: Thralls are
AxCrazy: Lashing out with the claws and fangs of the corpses it inhabits, the feralgeist poses a deadly threat to those unfortunate enough to encounter it.
* PossessingADeadBody: A feralgeist's insubstantial form hungers for a body of flesh. It descends into the carcasses of freshly slain beasts and brings to them a semblance of
reanimated through the power of complex runes carved into their flesh that form the backbone of the armies of Cryx.
* PowerFist: Mechanithralls and brute thralls are augmented with two heavy gauntlets that greatly enhance their strength.

!!!Bile Thrall
life.
[[/folder]]

[[folder:Hollowed]]



* AcidAttack: The bile thrall's bile cannon fires volumes of corrosive digestive and decomposition agents.
* DeadWeight: Bile thralls are noted for their bloated and swollen bodies.
* SuicideAttack: With a lurching death spasm, a bile thrall can detonate itself in a grisly shower of dissolving agents, flesh and metal.

!!!Bloat Thrall

to:

* AcidAttack: The bile thrall's bile cannon fires volumes HorrorHunger: Hollowed are driven by an all-consuming hunger for the organs of corrosive digestive intelligent creatures. Unwilling to accept death and decomposition agents.
* DeadWeight: Bile thralls are noted for
unable to sate their bloated terrible hunger, they wander the wilds of western Immoren, but the organs upon which they feast will never be enough to satisfy their hunger. Rather than being digested, the consumed organs fester and swollen bodies.
rot over time.
* SuicideAttack: With TheVirus: A creature killed by a lurching death spasm, hollowed will rise as a bile thrall can detonate hollowed itself in within a grisly shower of dissolving agents, flesh and metal.

!!!Bloat Thrall
few days if it is not decapitated first.
[[/folder]]

[[folder:Iron Lich]]



* BodyOfBodies: A bloat thrall is crudely assembled from half a dozen corpses with no regard for anatomy, only usefulness.
* DefeatEqualsExplosion: If a bloat thrall is ruptured, it explodes and showers the surrounding area in corrosive fluids.

!!!Brine Thrall

to:

* BodyOfBodies: A bloat thrall is crudely assembled from half a dozen corpses {{Cyborg}}: An iron lich's mortal body, with no regard for anatomy, the exception of its skull, is replaced with a complex mechanikal apparatus that sustains its existence.
* OurLichesAreDifferent: An iron lich is an unliving fusion of necromancy and mechanika, who replaced its mortal body with a complex mechanikal apparatus that sustains its existence in an attempt to attain immortality. Its form is not constrained to any particular configuration and need not bear any resemblance to its living form. Iron liches store their spirit essence in a phylactery—a physical receptacle that houses the soul.
* SoulJar: So long as an iron lich's phylactery remains intact, the creature cannot truly be destroyed. Because a phylactery is an iron lich's
only usefulness.
* DefeatEqualsExplosion: If a bloat thrall is ruptured, it explodes
true vulnerability, iron liches take great pains to conceal and showers protect theirs. Most iron liches are paranoid enough to keep the surrounding area in corrosive fluids.

!!!Brine Thrall
location of their phylactery secret or to share it with only their most trusted retainers.
[[/folder]]

[[folder:Iron Lich Overseer]]



* RaisingTheSteaks: Brine thralls are the half-consumed corpses of predatory sea creatures retrofitted with necrotite furnaces, having rotted fins replaced with bits of bonejack hull, and outfitted with augmented jaws.

!!!Brute Thrall

to:

* RaisingTheSteaks: Brine thralls ManySpiritsInsideOfOne: Iron lich overseers are the half-consumed corpses of predatory sea creatures retrofitted composite beings with necrotite furnaces, having rotted fins replaced with bits of bonejack hull, a single body and outfitted with augmented jaws.

!!!Brute Thrall
a unified consciousness. The restoration process ensures some degree of cooperation between competing personalities, and in time they merge into a single mind.
[[/folder]]

[[folder:Mechanithrall]]



* DumbMuscle: The brute thrall lacks both subtlety and cognitive capacity, but does its job well--crushing any obstacle in its way.

!!!Carrion Thrall

to:

* DumbMuscle: The ArtificialZombie: Mechanithralls are technologically augmented thralls stitched together from battlefield dead.
* CannonFodder: Mechanithralls serve as cannon fodder in Cryxian armies.
* OurZombiesAreDifferent: Thralls are corpses reanimated through the power of complex runes carved into their flesh that form the backbone of the armies of Cryx.
* PowerFist: Mechanithralls and
brute thrall lacks both subtlety and cognitive capacity, but does its job well--crushing any obstacle in its way.

!!!Carrion
thralls are augmented with two heavy gauntlets that greatly enhance their strength.

!!!Bile
Thrall



* FeatheredFiend: Carrion thralls retain their predatory tendencies from life, make them exceptionally lethal against injured adversaries. In the aftermath of conflicts, Cryxian generals employ them to spread horror and agony among enemy survivors.
* RaisingTheSteaks: Carrion thralls are undead birds, difficult to distinguish from wild birds at a distance.

!!!Skarlock Thrall

to:

* FeatheredFiend: Carrion thralls retain their predatory tendencies from life, make them exceptionally lethal against injured adversaries. In the aftermath AcidAttack: The bile thrall's bile cannon fires volumes of conflicts, Cryxian generals employ them to spread horror corrosive digestive and agony among enemy survivors.
decomposition agents.
* RaisingTheSteaks: Carrion DeadWeight: Bile thralls are undead birds, difficult to distinguish from wild birds at noted for their bloated and swollen bodies.
* SuicideAttack: With
a distance.

!!!Skarlock
lurching death spasm, a bile thrall can detonate itself in a grisly shower of dissolving agents, flesh and metal.

!!!Bloat
Thrall



* BondCreatures: From its very fabrication, each skarlock is inextricably bound to a warcaster and becomes a conduit for the arcane abilities of its master, who often sends it forth to unleash this power from a distance. Lesser minions make every effort to appease skarlocks, knowing that each is the eyes and ears of a powerful master.
* EliteZombie: More than any other constructed thrall, skarlocks retain memories from their life and absorb knowledge from their animating runes, giving them extensive personalities and agendas. Dense dark sigils instil them with tremendous necromantic power and sorcerous potential.
* GlowingEyelightsOfUndeath: A hateful intelligence shines from skarlock thralls' eye sockets.

!!!Soulhunter

to:

* BondCreatures: From its very fabrication, each skarlock BodyOfBodies: A bloat thrall is inextricably bound to a warcaster and becomes a conduit for the arcane abilities of its master, who often sends it forth to unleash this power crudely assembled from half a distance. Lesser minions make every effort to appease skarlocks, knowing that each is the eyes and ears of a powerful master.
* EliteZombie: More than any other constructed thrall, skarlocks retain memories from their life and absorb knowledge from their animating runes, giving them extensive personalities and agendas. Dense dark sigils instil them
dozen corpses with tremendous necromantic power no regard for anatomy, only usefulness.
* DefeatEqualsExplosion: If a bloat thrall is ruptured, it explodes
and sorcerous potential.
* GlowingEyelightsOfUndeath: A hateful intelligence shines from skarlock thralls' eye sockets.

!!!Soulhunter
showers the surrounding area in corrosive fluids.

!!!Brine Thrall



* OurCentaursAreDifferent: The soulhunter is a thrall whose torso is fused with the body of a Scharde stallion. In the wargame, it's classified as a cavalry unit.
* RaisingTheSteaks: Soulhunters are thralls fused with the corpse of a Scharde charger.
[[/folder]]

[[folder:Pistol Wraith]]

to:

* OurCentaursAreDifferent: The soulhunter is a thrall whose torso is fused with the body of a Scharde stallion. In the wargame, it's classified as a cavalry unit.
* RaisingTheSteaks: Soulhunters are Brine thralls fused are the half-consumed corpses of predatory sea creatures retrofitted with the corpse necrotite furnaces, having rotted fins replaced with bits of a Scharde charger.
[[/folder]]

[[folder:Pistol Wraith]]
bonejack hull, and outfitted with augmented jaws.

!!!Brute Thrall



* BottomlessMagazines: A pistol wraith's wraithlock pistols never run out of ammunition.
* GunsAkimbo: Each pistol wraith is armed with a pair of wraithlock pistols.
* TheGunslinger: Pistol wraiths are restless spirits of duellists that retain their skill in life and walk the earth searching for fresh victims.
* MageMarksman: Gun mages who become pistol wraiths boast capabilities beyond those of other pistol wraiths. Retaining at least some spellcasting abilities from life, a pistol wraith spellslinger can channel magic through its wraithlock without rune bullets like living gun mages need to.
* RoaringRampageOfRevenge: Pistol wraiths are consumed by an all-consuming need for vengeance or an overwhelming hatred of all life.
* SoreLoser: A pistol wraith's rejection of its own mortal end is intensified by its refusal to accept its own failure. The pistol wraith cannot acknowledge that it lost its final duel in life--combined with its ego, it gains a preternatural foothold in the physical realm. Through their singular dedication to prove themselves by besting other skilled gunfighters, they have denied their own passage to the afterlife.
[[/folder]]

[[folder:Reliquary]]

to:

* BottomlessMagazines: A pistol wraith's wraithlock pistols never run out of ammunition.
* GunsAkimbo: Each pistol wraith is armed with a pair of wraithlock pistols.
* TheGunslinger: Pistol wraiths are restless spirits of duellists that retain their skill in life
DumbMuscle: The brute thrall lacks both subtlety and walk the earth searching for fresh victims.
* MageMarksman: Gun mages who become pistol wraiths boast capabilities beyond those of other pistol wraiths. Retaining at least some spellcasting abilities from life, a pistol wraith spellslinger can channel magic through
cognitive capacity, but does its wraithlock without rune bullets like living gun mages need to.
* RoaringRampageOfRevenge: Pistol wraiths are consumed by an all-consuming need for vengeance or an overwhelming hatred of all life.
* SoreLoser: A pistol wraith's rejection of
job well--crushing any obstacle in its own mortal end is intensified by its refusal to accept its own failure. The pistol wraith cannot acknowledge that it lost its final duel in life--combined with its ego, it gains a preternatural foothold in the physical realm. Through their singular dedication to prove themselves by besting other skilled gunfighters, they have denied their own passage to the afterlife.
[[/folder]]

[[folder:Reliquary]]
way.

!!!Carrion Thrall



* OmnicidalManiac: Reliquaries vent their hatred with shocking violence on anything that crosses their path.
* ThePowerOfHate: Reliquaries are fuelled by a seething hatred of any creature displaying even a semblance of life, especially the eldritch.
* TestedOnHumans: In the secret underground laboratories of House Vyre, grisly experiments were conducted on elves born without souls. After the laboratories were abandoned, they were simply sealed off, with the grisly remnants of past horrors left inside, until they were awakened as undead reliquaries.
* UndeadHate: Reliquaries are infants who had been vivisected and entombed in arcanikal vessels, awakened into undeath by the deaths of the gods.
[[/folder]]

[[folder:Riven]]

to:

* OmnicidalManiac: Reliquaries vent FeatheredFiend: Carrion thralls retain their hatred with shocking violence on anything that crosses their path.
* ThePowerOfHate: Reliquaries are fuelled by a seething hatred of any creature displaying even a semblance of
predatory tendencies from life, especially the eldritch.
* TestedOnHumans:
make them exceptionally lethal against injured adversaries. In the secret underground laboratories aftermath of House Vyre, grisly experiments were conducted on elves born without souls. After the laboratories were abandoned, they were simply sealed off, with the grisly remnants of past horrors left inside, until they were awakened as conflicts, Cryxian generals employ them to spread horror and agony among enemy survivors.
* RaisingTheSteaks: Carrion thralls are
undead reliquaries.
* UndeadHate: Reliquaries are infants who had been vivisected and entombed in arcanikal vessels, awakened into undeath by the deaths of the gods.
[[/folder]]

[[folder:Riven]]
birds, difficult to distinguish from wild birds at a distance.

!!!Skarlock Thrall



* DemonicPossession: Riven can possess the living and believe that if they inhabit a body as it dies, they can tether themselves to the departing soul and thereby pass into Urcaen. They delude themselves with this untenable belief, even though upon death of the host, the riven is ejected in a blast of violent spectral force.
* MustBeInvited: A riven cannot pass through any border or threshold unless it receives permission or an invitation, a river, national borders or a doorway.
* NonHumanUndead: Riven are the crazed spirits of elven priests who suffered and died during the Rivening.

to:

* DemonicPossession: Riven can possess BondCreatures: From its very fabrication, each skarlock is inextricably bound to a warcaster and becomes a conduit for the living and believe arcane abilities of its master, who often sends it forth to unleash this power from a distance. Lesser minions make every effort to appease skarlocks, knowing that if they inhabit each is the eyes and ears of a powerful master.
* EliteZombie: More than any other constructed thrall, skarlocks retain memories from their life and absorb knowledge from their animating runes, giving them extensive personalities and agendas. Dense dark sigils instil them with tremendous necromantic power and sorcerous potential.
* GlowingEyelightsOfUndeath: A hateful intelligence shines from skarlock thralls' eye sockets.

!!!Soulhunter
----
* OurCentaursAreDifferent: The soulhunter is a thrall whose torso is fused with the
body as it dies, they can tether themselves to of a Scharde stallion. In the departing soul and thereby pass into Urcaen. They delude themselves wargame, it's classified as a cavalry unit.
* RaisingTheSteaks: Soulhunters are thralls fused
with this untenable belief, even though upon death of the host, the riven is ejected in a blast corpse of violent spectral force.
* MustBeInvited: A riven cannot pass through any border or threshold unless it receives permission or an invitation,
a river, national borders or a doorway.
* NonHumanUndead: Riven are the crazed spirits of elven priests who suffered and died during the Rivening.
Scharde charger.



[[folder:Sand Dervish]]

to:

[[folder:Sand Dervish]][[folder:Pistol Wraith]]



* DeathSeeker: Sand dervishes desire death through honourable battle and seek out opponents who can give them such an end.
* GhostlyGoals: The only way to get rid of a sand dervish, who perished before fulfilling a sworn oath or task, is to determine the reason for its existence and set right whatever prevents it from resting. Most find their final rest when challenged and defeated in single combat, while a few might have more obscure requirements. Otherwise, if it dies, the sand dervish regains its form after a few days.
* SentientSands: The spirit of a sand dervish can take on a corporeal form made from the sands of the Bloodstone in which it perished.

to:

* DeathSeeker: Sand dervishes desire death BottomlessMagazines: A pistol wraith's wraithlock pistols never run out of ammunition.
* GunsAkimbo: Each pistol wraith is armed with a pair of wraithlock pistols.
* TheGunslinger: Pistol wraiths are restless spirits of duellists that retain their skill in life and walk the earth searching for fresh victims.
* MageMarksman: Gun mages who become pistol wraiths boast capabilities beyond those of other pistol wraiths. Retaining at least some spellcasting abilities from life, a pistol wraith spellslinger can channel magic
through honourable battle and seek out opponents who can give them such its wraithlock without rune bullets like living gun mages need to.
* RoaringRampageOfRevenge: Pistol wraiths are consumed by
an end.
all-consuming need for vengeance or an overwhelming hatred of all life.
* GhostlyGoals: SoreLoser: A pistol wraith's rejection of its own mortal end is intensified by its refusal to accept its own failure. The only way to get rid of pistol wraith cannot acknowledge that it lost its final duel in life--combined with its ego, it gains a sand dervish, who perished before fulfilling a sworn oath or task, is to determine preternatural foothold in the reason for its existence and set right whatever prevents it from resting. Most find physical realm. Through their final rest when challenged and defeated in single combat, while a few might singular dedication to prove themselves by besting other skilled gunfighters, they have more obscure requirements. Otherwise, if it dies, denied their own passage to the sand dervish regains its form after a few days.
* SentientSands: The spirit of a sand dervish can take on a corporeal form made from the sands of the Bloodstone in which it perished.
afterlife.



[[folder:Scylla]]

to:

[[folder:Scylla]][[folder:Reliquary]]



* CirclingVultures: Like vultures, scylla are scavengers that wheel over battles, diving down en masse to fall upon those left behind. They have been known to roost near rocky shores where shipwrecks are common, hoping to feast on drowned sailors floating on the tide.
* RaisingTheSteaks: Scylla flocks consist of undead birds corrupted by the blight of Toruk the Dragonfather.
* TalkingAnimal: Upon consuming a corpse, a scylla flock attains an echo of the deceased's memories and can speak with its voice. Compelled to return to familiar taverns and ships by these memories, they mockingly call out to pirates and sailors in the voices of their dead comrades.

to:

* CirclingVultures: Like vultures, scylla are scavengers OmnicidalManiac: Reliquaries vent their hatred with shocking violence on anything that wheel over battles, diving down en masse to fall upon those crosses their path.
* ThePowerOfHate: Reliquaries are fuelled by a seething hatred of any creature displaying even a semblance of life, especially the eldritch.
* TestedOnHumans: In the secret underground laboratories of House Vyre, grisly experiments were conducted on elves born without souls. After the laboratories were abandoned, they were simply sealed off, with the grisly remnants of past horrors
left behind. They have been known to roost near rocky shores where shipwrecks are common, hoping to feast on drowned sailors floating on the tide.
* RaisingTheSteaks: Scylla flocks consist of
inside, until they were awakened as undead birds corrupted reliquaries.
* UndeadHate: Reliquaries are infants who had been vivisected and entombed in arcanikal vessels, awakened into undeath
by the blight of Toruk the Dragonfather.
* TalkingAnimal: Upon consuming a corpse, a scylla flock attains an echo
deaths of the deceased's memories and can speak with its voice. Compelled to return to familiar taverns and ships by these memories, they mockingly call out to pirates and sailors in the voices of their dead comrades.gods.



[[folder:Sepulchral Lurker]]

to:

[[folder:Sepulchral Lurker]][[folder:Riven]]



* TheSpeechless: A sepulchral lurker is no longer capable of speech and cannot utter more than a dusty hiss.

to:

* TheSpeechless: A sepulchral lurker is no longer capable of speech DemonicPossession: Riven can possess the living and believe that if they inhabit a body as it dies, they can tether themselves to the departing soul and thereby pass into Urcaen. They delude themselves with this untenable belief, even though upon death of the host, the riven is ejected in a blast of violent spectral force.
* MustBeInvited: A riven
cannot utter more than pass through any border or threshold unless it receives permission or an invitation, a dusty hiss.river, national borders or a doorway.
* NonHumanUndead: Riven are the crazed spirits of elven priests who suffered and died during the Rivening.



[[folder:Shaft Wight]]

to:

[[folder:Shaft Wight]][[folder:Sand Dervish]]



* BuriedAlive: Shaft wights were once miners, buried by cave-ins and collapsing tunnels and left to suffocate beneath the earth. Some were consumed by the terror of their inevitable deaths and clung to life so strongly that hours after dying, they transformed into undead and freed themselves with bloody talons.
* TheVirus: Humanoids killed by shaft wights rise as new shaft wights. In Rhul, they are put down at a distance to minimise the risk that others will become shaft wights.

to:

* BuriedAlive: Shaft wights were once miners, buried by cave-ins DeathSeeker: Sand dervishes desire death through honourable battle and collapsing tunnels seek out opponents who can give them such an end.
* GhostlyGoals: The only way to get rid of a sand dervish, who perished before fulfilling a sworn oath or task, is to determine the reason for its existence
and left to suffocate beneath the earth. Some were consumed by the terror of set right whatever prevents it from resting. Most find their inevitable deaths final rest when challenged and clung to life so strongly that hours defeated in single combat, while a few might have more obscure requirements. Otherwise, if it dies, the sand dervish regains its form after dying, they transformed into undead and freed themselves with bloody talons.
a few days.
* TheVirus: Humanoids killed by shaft wights rise as new shaft wights. In Rhul, they are put down at SentientSands: The spirit of a distance to minimise sand dervish can take on a corporeal form made from the risk that others will become shaft wights.sands of the Bloodstone in which it perished.



[[folder:Soul Trapper]]

to:

[[folder:Soul Trapper]][[folder:Scylla]]



* YourSoulIsMine: The soul trapper continually wrests souls of the recently departed from the air and stuffs them into prepared soul cages, until they can be transferred to mightier entities. The runes carved upon the soul trapper's flesh imbues it with an incessant need to gather as many souls as possible.

to:

* YourSoulIsMine: The soul trapper continually wrests souls CirclingVultures: Like vultures, scylla are scavengers that wheel over battles, diving down en masse to fall upon those left behind. They have been known to roost near rocky shores where shipwrecks are common, hoping to feast on drowned sailors floating on the tide.
* RaisingTheSteaks: Scylla flocks consist of undead birds corrupted by the blight of Toruk the Dragonfather.
* TalkingAnimal: Upon consuming a corpse, a scylla flock attains an echo
of the recently departed from the air deceased's memories and stuffs them into prepared soul cages, until can speak with its voice. Compelled to return to familiar taverns and ships by these memories, they can be transferred mockingly call out to mightier entities. The runes carved upon pirates and sailors in the soul trapper's flesh imbues it with an incessant need to gather as many souls as possible.voices of their dead comrades.



[[folder:Tormented]]

to:

[[folder:Tormented]][[folder:Sepulchral Lurker]]



* AxCrazy: Driven to a state of nearly mindless frenzy by their constant agony, the tormented hold a special hatred for sentient beings, especially anyone who reminds them of their elven foes or their former skorne masters. The pain visited on them in life by their handlers is now amplified in death until it is all they know, and their only outlet is to inflict that pain on others.
* FusionDance: The tormented are composite creatures, made up of the suffering of innumerable beasts and the eddying remnants of skorne mortitheurgy.
* PerpetuallyProtean: The tormented are ever shifting, with the features of warbeasts forming and receding at random. At any given moment, a tormented might manifest the tusked head of a titan, the club tail of a rhinodon, or the piercing claw of an aradus—or all of the above.
* RaisingTheSteaks: The tormented are undead ghosts of former skorne warbeasts.

to:

* AxCrazy: Driven to a state TheSpeechless: A sepulchral lurker is no longer capable of nearly mindless frenzy by their constant agony, the tormented hold a special hatred for sentient beings, especially anyone who reminds them of their elven foes or their former skorne masters. The pain visited on them in life by their handlers is now amplified in death until it is all they know, speech and their only outlet is to inflict that pain on others.
* FusionDance: The tormented are composite creatures, made up of the suffering of innumerable beasts and the eddying remnants of skorne mortitheurgy.
* PerpetuallyProtean: The tormented are ever shifting, with the features of warbeasts forming and receding at random. At any given moment,
cannot utter more than a tormented might manifest the tusked head of a titan, the club tail of a rhinodon, or the piercing claw of an aradus—or all of the above.
* RaisingTheSteaks: The tormented are undead ghosts of former skorne warbeasts.
dusty hiss.


Added DiffLines:

[[folder:Shaft Wight]]
----
* BuriedAlive: Shaft wights were once miners, buried by cave-ins and collapsing tunnels and left to suffocate beneath the earth. Some were consumed by the terror of their inevitable deaths and clung to life so strongly that hours after dying, they transformed into undead and freed themselves with bloody talons.
* TheVirus: Humanoids killed by shaft wights rise as new shaft wights. In Rhul, they are put down at a distance to minimise the risk that others will become shaft wights.
[[/folder]]

[[folder:Soul Trapper]]
----
* YourSoulIsMine: The soul trapper continually wrests souls of the recently departed from the air and stuffs them into prepared soul cages, until they can be transferred to mightier entities. The runes carved upon the soul trapper's flesh imbues it with an incessant need to gather as many souls as possible.
[[/folder]]

[[folder:Tormented]]
----
* AxCrazy: Driven to a state of nearly mindless frenzy by their constant agony, the tormented hold a special hatred for sentient beings, especially anyone who reminds them of their elven foes or their former skorne masters. The pain visited on them in life by their handlers is now amplified in death until it is all they know, and their only outlet is to inflict that pain on others.
* FusionDance: The tormented are composite creatures, made up of the suffering of innumerable beasts and the eddying remnants of skorne mortitheurgy.
* PerpetuallyProtean: The tormented are ever shifting, with the features of warbeasts forming and receding at random. At any given moment, a tormented might manifest the tusked head of a titan, the club tail of a rhinodon, or the piercing claw of an aradus—or all of the above.
* RaisingTheSteaks: The tormented are undead ghosts of former skorne warbeasts.
[[/folder]]

Added: 16596

Changed: 60706

Removed: 11822

Is there an issue? Send a MessageReason:
None


* ScarilyCompetentTracker: Moonhounds boast an eyesight better than that of other argus breeds and a peerless sense of smell. The faintest scent allows moonhounds to pinpoint prey hundreds of yards away, even over running water, in the harshest rainstorms, or when masked by alchemical methods.



[[folder:Blighted Beast]]

to:

[[folder:Blighted Beast]][[folder:Blackhide]]



* BigEater: Its regeneration forces a blackhide to eat a substantial amount to recover.
* HealingFactor: A blackhide heals rapidly from wounds. Smaller injuries close in a matter of moments, and even severe wounds heal in a few hours.
[[/folder]]

[[folder:Blighted Beast]]
----



[[folder:Burrow-mawg]]

to:

[[folder:Burrow-mawg]][[folder:Bog Constrictor]]



* AsskickingLeadsToLeadership: Each burrow-mawg cluster is led by an alpha—the largest, strongest, and fiercest burrow-mawg in the group. An alpha that no longer meets these criteria is soon replaced by a worthier specimen.
* BigEater: Burrow-mawgs have a ceaseless hunger for flesh.

to:

* AsskickingLeadsToLeadership: Each burrow-mawg cluster is led by an alpha—the largest, strongest, StealthExpert: Bog constrictors blend in seamlessly with their surroundings, such as muck and fiercest burrow-mawg in the group. An alpha twisted trees. Their camouflage is so effective that no longer meets these criteria is soon replaced by a worthier specimen.
* BigEater: Burrow-mawgs have a ceaseless hunger for flesh.
they can be difficult to spot even in plain sight.



[[folder:Buzzard Beetle]]

to:

[[folder:Buzzard Beetle]][[folder:Burrow-mawg]]



* BigCreepyCrawlies: Buzzard beetles are insectoid scavengers the size of a bloated bilge rat.
* StrippedToTheBone: Swarms of buzzard beetles burrow into cadavers and consume them from the inside out, using their acidic secretions to soften the bodies. A sufficiently large swarm can strip a whole battlefield of corpses to bare skeletons overnight. They pose a danger to any corpse pickers or battlefield scavengers and deny raw materials to necromancers.

to:

* BigCreepyCrawlies: Buzzard beetles are insectoid scavengers AsskickingLeadsToLeadership: Each burrow-mawg cluster is led by an alpha—the largest, strongest, and fiercest burrow-mawg in the size of group. An alpha that no longer meets these criteria is soon replaced by a bloated bilge rat.
worthier specimen.
* StrippedToTheBone: Swarms of buzzard beetles burrow into cadavers and consume them from the inside out, using their acidic secretions to soften the bodies. A sufficiently large swarm can strip BigEater: Burrow-mawgs have a whole battlefield of corpses to bare skeletons overnight. They pose a danger to any corpse pickers or battlefield scavengers and deny raw materials to necromancers.ceaseless hunger for flesh.



[[folder:Cataphract Beetle]]

to:

[[folder:Cataphract [[folder:Buzzard Beetle]]



* AcidAttack: Cataphract beetles can spray streams of caustic digestive juices at their foes.
* AntlionMonster: Closer to their burrows, cataphract beetle soldiers burrow ever-widening circles in loose earth or sand, creating an unstable pit that collapses inward when anything but another cataphract beetle enters the area. The shifting earth in these pits makes them exceedingly difficult to climb away from the cataphract beetle solder waiting in the centre.
* BigCreepyCrawlies: These insects are about three feet long and stand two to three feet above the ground.

to:

* AcidAttack: Cataphract beetles can spray streams of caustic digestive juices at their foes.
* AntlionMonster: Closer to their burrows, cataphract beetle soldiers burrow ever-widening circles in loose earth or sand, creating an unstable pit that collapses inward when anything but another cataphract beetle enters the area. The shifting earth in these pits makes them exceedingly difficult to climb away from the cataphract beetle solder waiting in the centre.
* BigCreepyCrawlies: These insects Buzzard beetles are about three feet long insectoid scavengers the size of a bloated bilge rat.
* StrippedToTheBone: Swarms of buzzard beetles burrow into cadavers
and stand two to three feet above consume them from the ground.inside out, using their acidic secretions to soften the bodies. A sufficiently large swarm can strip a whole battlefield of corpses to bare skeletons overnight. They pose a danger to any corpse pickers or battlefield scavengers and deny raw materials to necromancers.



[[folder:Crag Lion]]

to:

[[folder:Crag Lion]][[folder:Cane Leech]]



* InASingleBound: Creeping up on a potential meal, a pride of crag lions relies on natural camouflage to avoid notice before leaping forward to bring prey to the ground.

to:

* InASingleBound: Creeping up on a potential meal, a pride of crag lions relies on natural camouflage to avoid notice before leaping forward to bring prey to WhyDidItHaveToBeSnakes: Cane leeches cannot stand the ground.smell of spring onions.



[[folder:Crypt Spider]]

to:

[[folder:Crypt Spider]][[folder:Cataphract Beetle]]



* AcidAttack: Crypt spiders can deliver acid with its bite or spit, which can be useful when fighting skeletal undead.
* GiantSpider: Adult crypt spiders are roughly as long as a man is tall and stand nearly half that height.
* WallCrawl: Crypt spiders' eight legs are tipped with serrated barbs that allow them to easily cling to stone walls.

to:

* AcidAttack: Crypt spiders Cataphract beetles can deliver acid with its bite spray streams of caustic digestive juices at their foes.
* AntlionMonster: Closer to their burrows, cataphract beetle soldiers burrow ever-widening circles in loose earth
or spit, which can be useful sand, creating an unstable pit that collapses inward when fighting skeletal undead.
anything but another cataphract beetle enters the area. The shifting earth in these pits makes them exceedingly difficult to climb away from the cataphract beetle solder waiting in the centre.
* GiantSpider: Adult crypt spiders BigCreepyCrawlies: These insects are roughly as about three feet long as a man is tall and stand nearly half that height.
* WallCrawl: Crypt spiders' eight legs are tipped with serrated barbs that allow them
two to easily cling to stone walls.three feet above the ground.



[[folder:Devil Rat]]

to:

[[folder:Devil Rat]][[folder:Crag Lion]]



* ExplosiveBreeder: Devil rats are prolific breeders, and swarms can number in the thousands.
* MonstrousCannibalism: Devil rats feed on each other if no other food source if available.
* YouDirtyRat: Far more intelligent than common vermin, a devil rat possesses a clever mind, a malevolent nature, and a seemingly endless appetite.

to:

* ExplosiveBreeder: Devil rats are prolific breeders, and swarms can number in InASingleBound: Creeping up on a potential meal, a pride of crag lions relies on natural camouflage to avoid notice before leaping forward to bring prey to the thousands.
* MonstrousCannibalism: Devil rats feed on each other if no other food source if available.
* YouDirtyRat: Far more intelligent than common vermin, a devil rat possesses a clever mind, a malevolent nature, and a seemingly endless appetite.
ground.



[[folder:Dust Hog]]

to:

[[folder:Dust Hog]][[folder:Crypt Spider]]



* FullBoarAction: Dust hogs are not clever and mass in great swarms of thirty to fifty, charging blindly at anything that dares to step into their territory, battering them under their hooves and ripping apart with a flurry of slashing tusks.

to:

* FullBoarAction: Dust hogs AcidAttack: Crypt spiders can deliver acid with its bite or spit, which can be useful when fighting skeletal undead.
* GiantSpider: Adult crypt spiders
are not clever roughly as long as a man is tall and mass in great swarms of thirty to fifty, charging blindly at anything stand nearly half that dares to step into their territory, battering height.
* WallCrawl: Crypt spiders' eight legs are tipped with serrated barbs that allow
them under their hooves and ripping apart with a flurry of slashing tusks.to easily cling to stone walls.



[[folder:Dracodile]]

to:

[[folder:Dracodile]][[folder:Devil Rat]]



* HairTriggerTemper: Dracodiles are quick to anger and slow to calm.
* PoisonousPerson: A dracodile can exhale a cone of toxic gas.
* SuperPersistentPredator: Attacking a dracodile often results in the relentless pursuit of the attacker, even beyond the boundaries of the dracodile' territory.

to:

* HairTriggerTemper: Dracodiles ExplosiveBreeder: Devil rats are quick to anger prolific breeders, and slow to calm.
* PoisonousPerson: A dracodile
swarms can exhale a cone of toxic gas.
* SuperPersistentPredator: Attacking a dracodile often results
number in the relentless pursuit of the attacker, even beyond the boundaries of the dracodile' territory.thousands.
* MonstrousCannibalism: Devil rats feed on each other if no other food source if available.
* YouDirtyRat: Far more intelligent than common vermin, a devil rat possesses a clever mind, a malevolent nature, and a seemingly endless appetite.



[[folder:Dune Prowler]]

to:

[[folder:Dune Prowler]][[folder:Dust Hog]]



* SuperSenses: The long, coarse bristles protruding from the dune prowler's skin allows it to feel subtle vibrations in the sand that betray a potential meal's movements, no matter how stealthy.

to:

* SuperSenses: The long, coarse bristles protruding from the dune prowler's skin allows it FullBoarAction: Dust hogs are not clever and mass in great swarms of thirty to feel subtle vibrations in the sand fifty, charging blindly at anything that betray dares to step into their territory, battering them under their hooves and ripping apart with a potential meal's movements, no matter how stealthy.flurry of slashing tusks.



[[folder:Duskwolf]]

to:

[[folder:Duskwolf]][[folder:Dracodile]]



* SavageWolves: Enormous wolves with intelligence and ferocity far outstripping that of mere beasts, duskwolves are dangerous predators that dwell within dark, primeval forests. They have been known to stalk and kill lone humans wandering the wilderness, and creatures as large and powerful as trolls have fallen to hungry duskwolf packs.

to:

* SavageWolves: Enormous wolves with intelligence HairTriggerTemper: Dracodiles are quick to anger and ferocity far outstripping that slow to calm.
* PoisonousPerson: A dracodile can exhale a cone
of mere beasts, duskwolves are dangerous predators that dwell within dark, primeval forests. They have been known to stalk and kill lone humans wandering toxic gas.
* SuperPersistentPredator: Attacking a dracodile often results in
the wilderness, and creatures as large and powerful as trolls have fallen to hungry duskwolf packs.relentless pursuit of the attacker, even beyond the boundaries of the dracodile' territory.



[[folder:Glowweb Spider]]

to:

[[folder:Glowweb Spider]][[folder:Dragon Fish]]



* EatenAlive: A glowweb spider's nest is filled with numerous paralysed prey bound in web, on which it feeds over the course of several days. This habit prolongs the death of a victim and can be sometimes helpful in rescuing someone the spider has taken captive.
* GiantSpider: The glowweb spider is an enormous spider whose web is strong enough to restrain a fully-grown trollkin.
* TheParalyzer: The glowweb spider's bite carries a paralysing venom, which allows it to drag the prey back to its lair.

to:

* EatenAlive: A glowweb spider's nest is filled FiendishFish: Dragon fish are deadly aquatic predators with numerous paralysed prey bound extremely sharp teeth and an endless appetite. While an individual is little more than a nuisance capable of nipping a chunk of exposed flesh, they always attack in web, on which it feeds over numbers. When there's blood in the course of several days. This habit prolongs the death water, they'll enter a frenzy, attacking and eating just about anything.
* MoreTeethThanTheOsmondFamily: The mouth
of a victim and can be sometimes helpful in rescuing someone the spider has taken captive.
* GiantSpider: The glowweb spider
dragon fish is an enormous spider whose web is strong enough to restrain a fully-grown trollkin.
* TheParalyzer: The glowweb spider's bite carries a paralysing venom, which allows it to drag the prey back to its lair.
tightly packed with multiple rows of sharp, interlocking teeth.



[[folder:Gorax]]

to:

[[folder:Gorax]][[folder:Dune Prowler]]



* BeastMan: Great, hulking brutes that inhabit the deepest wilds of western Immoren, gorax are primitive creatures that blur the line between man and beast.
* KillerGorilla: Gorax are hulking primitives with broad, muscular torsos, long arms and oversized claws.
* ToServeMan: Gorax that taste the blood of mankind seek it out, which has caused some of the beasts to move from their wilderness domains closer to the fringes of civilisation.

to:

* BeastMan: Great, hulking brutes SuperSenses: The long, coarse bristles protruding from the dune prowler's skin allows it to feel subtle vibrations in the sand that inhabit the deepest wilds of western Immoren, gorax are primitive creatures that blur the line between man and beast.
* KillerGorilla: Gorax are hulking primitives with broad, muscular torsos, long arms and oversized claws.
* ToServeMan: Gorax that taste the blood of mankind seek it out, which has caused some of the beasts to move from their wilderness domains closer to the fringes of civilisation.
betray a potential meal's movements, no matter how stealthy.



[[folder:Griffon]]

to:

[[folder:Griffon]][[folder:Duskwolf]]



* KidnappingBirdOfPrey: Scarsfell griffons lift prey aloft to be eaten high in their nests, leaving little sign on the ground.
* OurGryphonsAreDifferent: Griffons are predators that combine big cats with birds of prey. Druids have long tended griffon fledglings and picked out those best suited to their needs.
* SuperScream: Rotterhorn griffons can unleash a scream to leave its prey stunned and bloodied.

to:

* KidnappingBirdOfPrey: Scarsfell griffons lift prey aloft to be eaten high in their nests, leaving little sign on the ground.
* OurGryphonsAreDifferent: Griffons
SavageWolves: Enormous wolves with intelligence and ferocity far outstripping that of mere beasts, duskwolves are dangerous predators that combine big cats with birds of prey. Druids dwell within dark, primeval forests. They have long tended griffon fledglings been known to stalk and picked out those best suited to their needs.
* SuperScream: Rotterhorn griffons can unleash a scream to leave its prey stunned
kill lone humans wandering the wilderness, and bloodied.creatures as large and powerful as trolls have fallen to hungry duskwolf packs.



[[folder:Hornbeak Trask]]

to:

[[folder:Hornbeak Trask]][[folder:Glowweb Spider]]



* BigEater: Hornbeak trasks are ravenous predators and content to consume any ready source of meat they can find: rats, stray dogs, gobbers, and even larger prey on occasion. Virtually anything that moves is considered as a food source.

to:

* BigEater: Hornbeak trasks are ravenous predators and content to consume any ready source of meat they can find: rats, stray dogs, gobbers, and even larger EatenAlive: A glowweb spider's nest is filled with numerous paralysed prey bound in web, on occasion. Virtually anything that moves which it feeds over the course of several days. This habit prolongs the death of a victim and can be sometimes helpful in rescuing someone the spider has taken captive.
* GiantSpider: The glowweb spider
is considered as an enormous spider whose web is strong enough to restrain a food source.fully-grown trollkin.
* TheParalyzer: The glowweb spider's bite carries a paralysing venom, which allows it to drag the prey back to its lair.



[[folder:Hull Grinder]]

to:

[[folder:Hull Grinder]][[folder:Gorax]]



* FiendishFish: Hull grinders are massive predatory fish that usually grow to a length of fifteen feet, with remarkable specimens reaching over thirty feet long. A hull grinder is prone to attack any vessel it has mistaken for its prey. The collection of barbs on its back can damage the hulls of almost any ship.
* ImprovisedWeapon: Hull grinder barbs are sharp and durable enough that some coastal and riverside communities use them as weapons.

to:

* FiendishFish: Hull grinders are massive predatory fish BeastMan: Great, hulking brutes that usually grow to a length inhabit the deepest wilds of fifteen feet, western Immoren, gorax are primitive creatures that blur the line between man and beast.
* KillerGorilla: Gorax are hulking primates
with remarkable specimens reaching over thirty feet long. A hull grinder is prone to attack any vessel it has mistaken for its prey. The collection of barbs on its back can damage the hulls of almost any ship.
* ImprovisedWeapon: Hull grinder barbs are sharp
broad, muscular torsos, long arms and durable enough oversized claws.
* ToServeMan: Gorax
that taste the blood of mankind seek it out, which has caused some coastal and riverside communities use them as weapons.of the beasts to move from their wilderness domains closer to the fringes of civilisation.



[[folder:Iosan Forest Hawk]]

to:

[[folder:Iosan Forest Hawk]][[folder:Gorol]]



* MoreDeadlyThanTheMale: Male Iosan forest hawks rear the young since the more compact females are the better hunters.

to:

* MoreDeadlyThanTheMale: Male Iosan forest hawks rear AsskickingLeadsToLeadership: Gorol troops are led by an elder male known as the young since alpha, the more compact females are strongest and most experienced member of the better hunters.group. Alphas must constantly prove their worth to maintain their position, ensuring the continued strength and stability of the gorol community.



[[folder:Karkinos]]

to:

[[folder:Karkinos]][[folder:Griffon]]



* GiantEnemyCrab: Karkinoi are an unusual breed of giant blue forest crab. Viciously territorial, they lie partially submerged in forest pools when they are not active, attacking anything that approaches too close, including animals that come to drink.

to:

* GiantEnemyCrab: Karkinoi KidnappingBirdOfPrey: Scarsfell griffons lift prey aloft to be eaten high in their nests, leaving little sign on the ground.
* OurGryphonsAreDifferent: Griffons
are an unusual breed of giant blue forest crab. Viciously territorial, they lie partially submerged in forest pools when they are not active, attacking anything predators that approaches too close, including animals that come combine big cats with birds of prey. Druids have long tended griffon fledglings and picked out those best suited to drink.their needs.
* SuperScream: Rotterhorn griffons can unleash a scream to leave its prey stunned and bloodied.



[[folder:Myrmid]]

to:

[[folder:Myrmid]][[folder:Hornbeak Trask]]



* AcidAttack: The myrmid can breathe out an acidic vapour to weaken prey and rocks.
* DigAttack: Myrmids hunt by burrowing into rock after weakening it with an acid. Once the surface has been partially dissolved, myrmids dig a hole large enough to hide in and then hide behind their front limbs. When something large enough passes too close, the myrmid strikes.

to:

* AcidAttack: The myrmid BigEater: Hornbeak trasks are ravenous predators and content to consume any ready source of meat they can breathe out an acidic vapour to weaken find: rats, stray dogs, gobbers, and even larger prey and rocks.
* DigAttack: Myrmids hunt by burrowing into rock after weakening it with an acid. Once the surface has been partially dissolved, myrmids dig
on occasion. Virtually anything that moves is considered as a hole large enough to hide in and then hide behind their front limbs. When something large enough passes too close, the myrmid strikes.food source.



[[folder:Raevhan Buffalo]]

to:

[[folder:Raevhan Buffalo]][[folder:Hull Grinder]]



* TheBerserker: Male Raevhan buffalo are extremely territorial and will fearlessly charge intruders with little regard for their own lives.
* DyingRace: Development of northern Khador has caused their habitat to steadily dwindle, forcing Raevhan buffalo into smaller and smaller territories. Their population has declined steadily for centuries, and they are now so rare that many believe they have gone extinct.
* HornAttack: A Raevhan buffalo boasts an enormous rack of antlers ideally suited for battering aside a target.
* MamaBear: Female Raevhan buffalo are ferocious when defending their young.

to:

* TheBerserker: Male Raevhan buffalo FiendishFish: Hull grinders are extremely territorial and will fearlessly charge intruders massive predatory fish that usually grow to a length of fifteen feet, with little regard remarkable specimens reaching over thirty feet long. A hull grinder is prone to attack any vessel it has mistaken for their own lives.
* DyingRace: Development
its prey. The collection of northern Khador has caused their habitat to steadily dwindle, forcing Raevhan buffalo into smaller barbs on its back can damage the hulls of almost any ship.
* ImprovisedWeapon: Hull grinder barbs are sharp
and smaller territories. Their population has declined steadily for centuries, and they are now so rare durable enough that many believe they have gone extinct.
* HornAttack: A Raevhan buffalo boasts an enormous rack of antlers ideally suited for battering aside a target.
* MamaBear: Female Raevhan buffalo are ferocious when defending their young.
some coastal and riverside communities use them as weapons.



[[folder:Razorbat]]

to:

[[folder:Razorbat]][[folder:Iosan Forest Hawk]]



* BatOutOfHell: Any creature unlucky enough to disturb a razorbat roost is quickly set upon by a shrieking cloud of bats and torn to pieces.
* BewareMyStingerTail: Razorbats are easily identified by the pronounced talons on their wings and their wickedly barbed tail.
* SuperScream: The combined shrieks of a razorbat colony working in tandem are loud enough to crack lantern glass, shatter eardrums, and leave a target reeling and deafened.

to:

* BatOutOfHell: Any creature unlucky enough to disturb a razorbat roost is quickly set upon by a shrieking cloud of bats and torn to pieces.
* BewareMyStingerTail: Razorbats
MoreDeadlyThanTheMale: Male Iosan forest hawks rear the young since the more compact females are easily identified by the pronounced talons on their wings and their wickedly barbed tail.
* SuperScream: The combined shrieks of a razorbat colony working in tandem are loud enough to crack lantern glass, shatter eardrums, and leave a target reeling and deafened.
better hunters.



[[folder:Razor Boar]]

to:

[[folder:Razor Boar]][[folder:Karkinos]]



* BigEater: Goliath hogs feel an endless hunger that drives them to consume anything in their path, heedless of their own safety.
* FedToPigs: Razor boar training includes feeding them fresh kills of diverse races so they develop a strong taste for the flesh of humans, trollkin, skorne and farrow. The victims' screams of pain and fear ring out from the butchering complex before each feeding, and the beasts learn to associate them with an impending meal.
-->'''Alten Ashley:''' I like bacon as much as the next man, but I won't touch the meat of a razor boar. There's something wrong about eatin' a creature that has, itself, probably eaten someone you knew.
* FullBoarAction: When loosed upon an enemy, razor boars charge in heedless of their own well-being, intent only on goring their prey and feeding on soft flesh.
* SuperBreedingProgram: The farrow have spent generations breeding razor boars with the sole intent of making them larger and more dangerous. Only the biggest, most savage boars are chosen to be mated, creating beasts of war barely controlled by their masters.

to:

* BigEater: Goliath hogs feel GiantEnemyCrab: Karkinoi are an endless hunger that drives them to consume unusual breed of giant blue forest crab. Viciously territorial, they lie partially submerged in forest pools when they are not active, attacking anything in their path, heedless of their own safety.
* FedToPigs: Razor boar training includes feeding them fresh kills of diverse races so they develop a strong taste for the flesh of humans, trollkin, skorne and farrow. The victims' screams of pain and fear ring out from the butchering complex before each feeding, and the beasts learn to associate them with an impending meal.
-->'''Alten Ashley:''' I like bacon as much as the next man, but I won't touch the meat of a razor boar. There's something wrong about eatin' a creature
that has, itself, probably eaten someone you knew.
* FullBoarAction: When loosed upon an enemy, razor boars charge in heedless of their own well-being, intent only on goring their prey and feeding on soft flesh.
* SuperBreedingProgram: The farrow have spent generations breeding razor boars with the sole intent of making them larger and more dangerous. Only the biggest, most savage boars are chosen
approaches too close, including animals that come to be mated, creating beasts of war barely controlled by their masters.drink.



[[folder:Saqu]]

to:

[[folder:Saqu]][[folder:Myrmid]]



* GiantFlyer: The saqu is a gigantic raptor that stands up to fifteen feet tall when fully grown and has a wingspan in excess of thirty feet.
* KidnappingBirdOfPrey: The saqu more difficult prey high into the air, tearing away with its beak all the while, before dropping the victim to its death and eating whatever remains.

to:

* GiantFlyer: AcidAttack: The saqu is a gigantic raptor that stands up myrmid can breathe out an acidic vapour to fifteen feet tall when fully grown and has a wingspan in excess of thirty feet.
* KidnappingBirdOfPrey: The saqu more difficult
weaken prey high and rocks.
* DigAttack: Myrmids hunt by burrowing
into the air, tearing away rock after weakening it with its beak all an acid. Once the while, before dropping surface has been partially dissolved, myrmids dig a hole large enough to hide in and then hide behind their front limbs. When something large enough passes too close, the victim to its death and eating whatever remains.myrmid strikes.



[[folder:Satyr]]

to:

[[folder:Satyr]][[folder:Raevhan Buffalo]]



* FaunsAndSatyrs: Satyrs have muscular, man-like upper bodies, and the legs and hooves of a goat. They walk upright, towering twice as tall as the average human. They are hostile and aggressive creatures with a limited capacity for reason.
* HornAttack: A satyr employs its massive horns to ram foes.
* LeanAndMean: Shadowhorns possess a slenderer build than other satyrs, but they are even more aggressive and display a particularly savage glee when closing with the enemy.

to:

* FaunsAndSatyrs: Satyrs TheBerserker: Male Raevhan buffalo are extremely territorial and will fearlessly charge intruders with little regard for their own lives.
* DyingRace: Development of northern Khador has caused their habitat to steadily dwindle, forcing Raevhan buffalo into smaller and smaller territories. Their population has declined steadily for centuries, and they are now so rare that many believe they
have muscular, man-like upper bodies, and the legs and hooves of a goat. They walk upright, towering twice as tall as the average human. They are hostile and aggressive creatures with a limited capacity for reason.
gone extinct.
* HornAttack: A satyr employs its massive horns to ram foes.
Raevhan buffalo boasts an enormous rack of antlers ideally suited for battering aside a target.
* LeanAndMean: Shadowhorns possess a slenderer build than other satyrs, but they MamaBear: Female Raevhan buffalo are even more aggressive and display a particularly savage glee ferocious when closing with the enemy.defending their young.



[[folder:Skigg]]

to:

[[folder:Skigg]][[folder:Razorbat]]



* BizarreTasteInFood: Skiggs are attracted to blasting powder and eagerly devour it.
* ExplosiveBreeder: Because they breed so quickly, a city can be all but overrun with skiggs in a matter of months.
* MadeOfExplodium: A skigg that has consumed a sufficient amount of blasting powder will violently explode if struck or even shaken with sufficient force.

to:

* BizarreTasteInFood: Skiggs BatOutOfHell: Any creature unlucky enough to disturb a razorbat roost is quickly set upon by a shrieking cloud of bats and torn to pieces.
* BewareMyStingerTail: Razorbats
are attracted to blasting powder easily identified by the pronounced talons on their wings and eagerly devour it.
their wickedly barbed tail.
* ExplosiveBreeder: Because they breed so quickly, SuperScream: The combined shrieks of a city can be all but overrun with skiggs razorbat colony working in tandem are loud enough to crack lantern glass, shatter eardrums, and leave a matter of months.
* MadeOfExplodium: A skigg that has consumed a sufficient amount of blasting powder will violently explode if struck or even shaken with sufficient force.
target reeling and deafened.



[[folder:Tatzylwurm]]

to:

[[folder:Tatzylwurm]][[folder:Razor Boar]]



* AcidAttack: When threatened, a pale tatzylwurm sprays a corrosive acid from special glands in its mouth. This acid is powerful enough to dissolve iron.
* HypnoticEyes: A black tatzylwurm can transfix any living creature that makes eye contact with it. The light plays in strange, hypnotic patterns deep in the tatzylwurm's eyes, fixing its intended target in place.
* InASingleBound: Some tatzylwurm species can leap an impressive distance. By coiling their powerful bodies, they can clear obstacles and reach into a tree's high branches.
* PoisonousPerson: Every tatzylwurm species has a potent and fatal venom. Some are fast-acting and can cause death within moments, while others are slower and more debilitating.
* SpikeShooter: Gray tatzylwurms can produce stout iron barbs and project them a significant distance, simultaneously piercing and poisoning creatures at range.
* TemporaryBlindness: When introduced into the bloodstream, black tatzylwurm venom causes almost immediate blindness. While the venom quickly breaks down, returning sight to the prey, this may be too late for it to survive the tatzylwurm's follow-up attack.
* TrackingSpell: Tatzylwurm viper venom rapidly alters the victim's sweat, causing the prey to emit a scent that is both irresistible and powerfully apparent to any viper tatzylwurm in the vicinity. Even a victim who successfully evades the initial bite will be relentlessly and unerringly tracked down.

to:

* AcidAttack: When threatened, BigEater: Goliath hogs feel an endless hunger that drives them to consume anything in their path, heedless of their own safety.
* FedToPigs: Razor boar training includes feeding them fresh kills of diverse races so they develop
a pale tatzylwurm sprays a corrosive acid strong taste for the flesh of humans, trollkin, skorne and farrow. The victims' screams of pain and fear ring out from special glands in its mouth. This acid is powerful enough the butchering complex before each feeding, and the beasts learn to dissolve iron.
* HypnoticEyes: A black tatzylwurm can transfix any living
associate them with an impending meal.
-->'''Alten Ashley:''' I like bacon as much as the next man, but I won't touch the meat of a razor boar. There's something wrong about eatin' a
creature that makes eye contact with it. The light plays has, itself, probably eaten someone you knew.
* FullBoarAction: When loosed upon an enemy, razor boars charge
in strange, hypnotic patterns deep in the tatzylwurm's eyes, fixing its intended target in place.
* InASingleBound: Some tatzylwurm species can leap an impressive distance. By coiling
heedless of their powerful bodies, they can clear obstacles own well-being, intent only on goring their prey and reach into a tree's high branches.
feeding on soft flesh.
* PoisonousPerson: Every tatzylwurm species has a potent and fatal venom. Some are fast-acting and can cause death within moments, while others are slower SuperBreedingProgram: The farrow have spent generations breeding razor boars with the sole intent of making them larger and more debilitating.
* SpikeShooter: Gray tatzylwurms can produce stout iron barbs and project them a significant distance, simultaneously piercing and poisoning creatures at range.
* TemporaryBlindness: When introduced into
dangerous. Only the bloodstream, black tatzylwurm venom causes almost immediate blindness. While the venom quickly breaks down, returning sight biggest, most savage boars are chosen to the prey, this may be too late for it to survive the tatzylwurm's follow-up attack.
* TrackingSpell: Tatzylwurm viper venom rapidly alters the victim's sweat, causing the prey to emit a scent that is both irresistible and powerfully apparent to any viper tatzylwurm in the vicinity. Even a victim who successfully evades the initial bite will be relentlessly and unerringly tracked down.
mated, creating beasts of war barely controlled by their masters.



[[folder:Thornwood Mauler]]

to:

[[folder:Thornwood Mauler]][[folder:Saqu]]



* AbsurdlySharpClaws: The enormous fangs and sturdy claws of a Thornwood mauler can rip through steel and toughened hide.
* KillSteal: A Thornwood mauler will drive away a predator to steal its kill and will viciously shred any beast that attempts to defend a carcass.
* MonstrousCannibalism: If two Thornwood maulers go to battle over a carcass, the result is invariably a deadly combat that ends with the victor consuming the flesh of the loser.
* SuperPersistentPredator: Thornwood maulers relentlessly track prey once they have caught its scent. They will stalk prey for miles and over the course of several days. It is extremely difficult to mask one's scent, as ordinary means will not deter the mauler's sensitive nose.

to:

* AbsurdlySharpClaws: GiantFlyer: The enormous fangs and sturdy claws of saqu is a Thornwood mauler can rip through steel and toughened hide.
* KillSteal: A Thornwood mauler will drive away a predator to steal its kill and will viciously shred any beast
gigantic raptor that attempts stands up to defend a carcass.
* MonstrousCannibalism: If two Thornwood maulers go to battle over a carcass, the result is invariably a deadly combat that ends with the victor consuming the flesh of the loser.
* SuperPersistentPredator: Thornwood maulers relentlessly track prey once they have caught its scent. They will stalk prey for miles
fifteen feet tall when fully grown and over the course has a wingspan in excess of several days. It is extremely thirty feet.
* KidnappingBirdOfPrey: The saqu more
difficult to mask one's scent, as ordinary means will not deter prey high into the mauler's sensitive nose.air, tearing away with its beak all the while, before dropping the victim to its death and eating whatever remains.



[[folder:Widow Bear]]

to:

[[folder:Widow Bear]][[folder:Satyr]]



* BearsAreBadNews: Widow bears are aggressive and can be extremely quick over short distances. Their size affords them the luxury of trundling over anything that gets in their way when they close in on a threat.

to:

* BearsAreBadNews: Widow bears FaunsAndSatyrs: Satyrs have muscular, man-like upper bodies, and the legs and hooves of a goat. They walk upright, towering twice as tall as the average human. They are hostile and aggressive creatures with a limited capacity for reason.
* HornAttack: A satyr employs its massive horns to ram foes.
* LeanAndMean: Shadowhorns possess a slenderer build than other satyrs, but they are even more
aggressive and can be extremely quick over short distances. Their size affords them the luxury of trundling over anything that gets in their way display a particularly savage glee when they close in on a threat.closing with the enemy.



!!Celestials
[[folder:Archon]]

to:

!!Celestials
[[folder:Archon]]
[[folder:Skigg]]



* AngelicTransformation: Morrowan, Thamarite and Menite archons are the spirits of the greatest practitioners of the faith, given a special purpose in the afterlife.
* HealingFactor: Dhunian and primal archons can swiftly regenerate any parts severed in battle.
* OurAngelsAreDifferent: Classified as celestials under ''TabletopGame/DungeonsAndDragons'' 5th Edition rules, the archons of the Iron Kingdoms are awe-inspiring and terrifying spiritual entities who act as agents of the gods, enacting their will on the mortal world. They are as diverse as the deities they serve: Morrow, Thamar, Menoth, the Devourer Wurm, or Dhunia. Some, like the enigmatic void archons, are aligned to no specific god and represent the unconscious and collective will of all souls in Urcaen, and while they do share a striking resemblance to the empyreans of ''Warcaster Neo-Mechanika'', whether that was intentional remains a mystery.

!!!Dhunian Archon

to:

* AngelicTransformation: Morrowan, Thamarite BizarreTasteInFood: Skiggs are attracted to blasting powder and Menite archons are the spirits of the greatest practitioners of the faith, given eagerly devour it.
* ExplosiveBreeder: Because they breed so quickly,
a special purpose in the afterlife.
* HealingFactor: Dhunian and primal archons
city can swiftly regenerate any parts severed be all but overrun with skiggs in battle.
* OurAngelsAreDifferent: Classified as celestials under ''TabletopGame/DungeonsAndDragons'' 5th Edition rules, the archons
a matter of the Iron Kingdoms are awe-inspiring and terrifying spiritual entities who act as agents months.
* MadeOfExplodium: A skigg that has consumed a sufficient amount
of the gods, enacting their blasting powder will on the mortal world. They are as diverse as the deities they serve: Morrow, Thamar, Menoth, the Devourer Wurm, violently explode if struck or Dhunia. Some, like the enigmatic void archons, are aligned to no specific god and represent the unconscious and collective will of all souls in Urcaen, and while they do share a striking resemblance to the empyreans of ''Warcaster Neo-Mechanika'', whether that was intentional remains a mystery.

!!!Dhunian Archon
even shaken with sufficient force.
[[/folder]]

[[folder:Tatzylwurm]]



* GoodIsNotSoft: Dhunian archons are viewed as an embodiment of her anger, yet even as these beings mete out Dhunia's fury on those who would harm her children, they grant blessings of life and vigour to her followers.
* LivingWeapon: Dhunian archons bearing the mark of spring wield still-living trees as cudgels.

!!!Menite Archon

to:

* GoodIsNotSoft: Dhunian archons are viewed as AcidAttack: When threatened, a pale tatzylwurm sprays a corrosive acid from special glands in its mouth. This acid is powerful enough to dissolve iron.
* HypnoticEyes: A black tatzylwurm can transfix any living creature that makes eye contact with it. The light plays in strange, hypnotic patterns deep in the tatzylwurm's eyes, fixing its intended target in place.
* InASingleBound: Some tatzylwurm species can leap
an embodiment of her anger, yet even as these beings mete out Dhunia's fury on those who would harm her children, impressive distance. By coiling their powerful bodies, they grant blessings of life can clear obstacles and vigour to her followers.
reach into a tree's high branches.
* LivingWeapon: Dhunian archons bearing PoisonousPerson: Every tatzylwurm species has a potent and fatal venom. Some are fast-acting and can cause death within moments, while others are slower and more debilitating.
* SpikeShooter: Gray tatzylwurms can produce stout iron barbs and project them a significant distance, simultaneously piercing and poisoning creatures at range.
* TemporaryBlindness: When introduced into
the mark of spring wield still-living trees as cudgels.

!!!Menite Archon
bloodstream, black tatzylwurm venom causes almost immediate blindness. While the venom quickly breaks down, returning sight to the prey, this may be too late for it to survive the tatzylwurm's follow-up attack.
* TrackingSpell: Tatzylwurm viper venom rapidly alters the victim's sweat, causing the prey to emit a scent that is both irresistible and powerfully apparent to any viper tatzylwurm in the vicinity. Even a victim who successfully evades the initial bite will be relentlessly and unerringly tracked down.
[[/folder]]

[[folder:Thornwood Mauler]]



* ElementalWeapon: Menite archons wielding weapons ablaze with holy fire.
* PlayingWithFire: Menoth's archons are limned in the constant light of a cleansing fire.

!!!Morrowan Archon

to:

* ElementalWeapon: Menite archons wielding weapons ablaze AbsurdlySharpClaws: The enormous fangs and sturdy claws of a Thornwood mauler can rip through steel and toughened hide.
* KillSteal: A Thornwood mauler will drive away a predator to steal its kill and will viciously shred any beast that attempts to defend a carcass.
* MonstrousCannibalism: If two Thornwood maulers go to battle over a carcass, the result is invariably a deadly combat that ends
with holy fire.
* PlayingWithFire: Menoth's archons are limned in
the constant light victor consuming the flesh of a cleansing fire.

!!!Morrowan Archon
the loser.
* SuperPersistentPredator: Thornwood maulers relentlessly track prey once they have caught its scent. They will stalk prey for miles and over the course of several days. It is extremely difficult to mask one's scent, as ordinary means will not deter the mauler's sensitive nose.
[[/folder]]

[[folder:Widow Bear]]



* LightEmUp: Often described as angels of light, Morrowan archons glow like the radiance of the sun in Morrow's holy symbol made manifest.

!!!Primal Archon

to:

* LightEmUp: Often described as angels of light, Morrowan archons glow like BearsAreBadNews: Widow bears are aggressive and can be extremely quick over short distances. Their size affords them the radiance luxury of the sun trundling over anything that gets in Morrow's holy symbol made manifest.

!!!Primal Archon
their way when they close in on a threat.
[[/folder]]

!!Celestials
[[folder:Archon]]



* TheBerserker: Primal archons fight with unpredictable ferocity and an utter lack of hesitation or self-preservation.
* RockMonster: Primal archons are made of granite, obsidian, and chunks of crystal, and are as durable as living stone.

!!!Thamarite Archon

to:

* TheBerserker: Primal archons fight with unpredictable ferocity AngelicTransformation: Morrowan, Thamarite and an utter lack of hesitation or self-preservation.
* RockMonster: Primal
Menite archons are made the spirits of granite, obsidian, the greatest practitioners of the faith, given a special purpose in the afterlife.
* HealingFactor: Dhunian
and chunks primal archons can swiftly regenerate any parts severed in battle.
* OurAngelsAreDifferent: Classified as celestials under ''TabletopGame/DungeonsAndDragons'' 5th Edition rules, the archons
of crystal, the Iron Kingdoms are awe-inspiring and terrifying spiritual entities who act as agents of the gods, enacting their will on the mortal world. They are as durable diverse as living stone.

!!!Thamarite
the deities they serve: Morrow, Thamar, Menoth, the Devourer Wurm, or Dhunia. Some, like the enigmatic void archons, are aligned to no specific god and represent the unconscious and collective will of all souls in Urcaen, and while they do share a striking resemblance to the empyreans of ''Warcaster Neo-Mechanika'', whether that was intentional remains a mystery.

!!!Death
Archon



* LaserGuidedAmnesia: Those who have witnessed a Thamarite archon rarely retain a clear memory of its shape after it is gone. Thamarite archons have been described in terms one might use when trying to recall the elusive details of a fading dream.
[[/folder]]

!!Constructs
[[folder:Iron Maiden]]

to:

* LaserGuidedAmnesia: Those who have witnessed a Thamarite archon rarely retain a clear memory of its shape after it is gone. Thamarite TheGrimReaper: Death archons have been described in terms are massive, hooded creatures borne aloft on wings of bone and wielding fierce Iron Reapers. No one might use when trying to recall the elusive details is sure where they came from or who they answer to, if anyone.
* SinisterScythe: Death archons reap countless living and unliving alike with enormous scythes made
of a fading dream.
[[/folder]]

!!Constructs
[[folder:Iron Maiden]]
dark iron.

!!!Defiled Archon



* AndIMustScream: An iron maiden has no choice but to obey the whims of those who have dominated it beyond death. From time to time, it experiences a flash of memory from its past life, gradually building a picture of the person it was. For these beings, whose souls and minds are frayed and tattered from centuries of enslavement, the shattered recollection of their previous life is nothing short of torture.
* RoaringRampageOfRevenge: Some iron maidens manage to pull together enough of their old identities to break free of their master's bonds. When this occurs, the maiden becomes devoted to the slaughter of the living, taking out its long centuries of suffering and enslavement on any living thing within reach, although it reserves its most savage ferocity for its master.
* SoulPoweredEngine: Each iron maiden is animated by a trapped, restless spirit.
[[/folder]]

[[folder:Junker Hulk]]

to:

* AndIMustScream: An iron maiden AxCrazy: Their fall from grace has no choice but left defiled archons in a perpetual state of fury, eager to obey the whims of exact vengeance upon those who have dominated it beyond death. From time to time, it experiences a flash they deem deserving of memory punishment.
* FallenAngel: Defiled archons are born
from its past life, gradually building a picture of Menite archons captured by the person it was. For these beings, whose souls grymkin and minds are frayed and tattered from centuries of enslavement, the shattered recollection of dragged down into their previous life is nothing short of torture.
* RoaringRampageOfRevenge: Some iron maidens manage to pull together enough of their old identities to break free of their master's bonds. When this occurs,
nightmarish reality. What emerge afterward are twisted mockeries clad in blasphemous armour and set loose among the maiden becomes devoted to the slaughter of the living, taking out its long centuries of suffering and enslavement on any living thing within reach, although it reserves its most savage ferocity for its master.
* SoulPoweredEngine: Each iron maiden is animated by a trapped, restless spirit.
[[/folder]]

[[folder:Junker Hulk]]
to wreak havoc and punish the wicked.

!!!Dhunian Archon



* NotQuiteDead: Junker hulks form when a discarded cortex retains enough power to exert magical influence over surrounding objects and enough awareness to desire a familiar form. The cortex gathers nearby materials—often items it is in physical contact with—and shapes them into a rough approximation of a steamjack.
[[/folder]]

[[folder:Machine Wraith]]

to:

* NotQuiteDead: Junker hulks form when a discarded cortex retains enough power to exert magical influence over surrounding objects GoodIsNotSoft: Dhunian archons are viewed as an embodiment of her anger, yet even as these beings mete out Dhunia's fury on those who would harm her children, they grant blessings of life and enough awareness vigour to desire a familiar form. The cortex gathers nearby materials—often items it is in physical contact with—and shapes them into a rough approximation her followers.
* LivingWeapon: Dhunian archons bearing the mark
of a steamjack.
[[/folder]]

[[folder:Machine Wraith]]
spring wield still-living trees as cudgels.

!!!Menite Archon



* HauntedTechnology: Some scholars speculate that these constructs are the bitter ghosts of arcane mechaniks or fallen priests of Cyriss; others maintain they are fallen warcasters.
[[/folder]]

[[folder:Wold]]

to:

* HauntedTechnology: Some scholars speculate that these constructs ElementalWeapon: Menite archons wielding weapons ablaze with holy fire.
* PlayingWithFire: Menoth's archons
are limned in the bitter ghosts constant light of arcane mechaniks or fallen priests of Cyriss; others maintain they are fallen warcasters.
[[/folder]]

[[folder:Wold]]
a cleansing fire.

!!!Morrowan Archon



* AbsurdlyDedicatedWorker: Once a wold receives a command from its master, it will follow that command indefinitely, even waiting centuries to carry it out.
* AmplifierArtifact: Woldwraths can help blackclads tap the energy of ley lines and augment their own magic by leveraging the woldwrath's power.
* {{Golem}}: Wolds are constructs given a semblance of life through druidic magic.
* GreenThumb: Woldwardens' natural power allows them to cause trees and foliage to erupt around them.
* MageHuntingMonster: Woldwyrds are unrelenting hunters and sentinels created specifically to strike down practitioners of magic.
* RayGun: Woldwyrds can fire a deadly beam of emerald fire.
* SuicideAttack: Although a wold wight's blazing lanterns are fearsome weapons, their true purpose is to set the wight ablaze. It then closes with its enemies to consume both in a pyre that only leaves behind the wold wight's stone heart, which can then be salvaged by the blackclads.
* ThatsNoMoon: When inactive, woldwatchers fold inward into a posture reminiscent of a simple pile of rune-covered rocks, making them nearly impossible to distinguish for what they really are. When intruders appear, woldwatchers rise to reveal themselves.
* {{Transflormation}}: The raw energy of Orboros woldwatchers wield is filled with so much generative power that the corpses of their foes erupt into abundant, if temporary, plant life.
[[/folder]]

[[folder:Wraith Engine]]

to:

* AbsurdlyDedicatedWorker: Once a wold receives a command from its master, it will follow that command indefinitely, even waiting centuries to carry it out.
* AmplifierArtifact: Woldwraths can help blackclads tap
LightEmUp: Often described as angels of light, Morrowan archons glow like the energy radiance of ley lines and augment their own magic by leveraging the woldwrath's power.
* {{Golem}}: Wolds are constructs given a semblance of life through druidic magic.
* GreenThumb: Woldwardens' natural power allows them to cause trees and foliage to erupt around them.
* MageHuntingMonster: Woldwyrds are unrelenting hunters and sentinels created specifically to strike down practitioners of magic.
* RayGun: Woldwyrds can fire a deadly beam of emerald fire.
* SuicideAttack: Although a wold wight's blazing lanterns are fearsome weapons, their true purpose is to set the wight ablaze. It then closes with its enemies to consume both
sun in a pyre that only leaves behind the wold wight's stone heart, which can then be salvaged by the blackclads.
* ThatsNoMoon: When inactive, woldwatchers fold inward into a posture reminiscent of a simple pile of rune-covered rocks, making them nearly impossible to distinguish for what they really are. When intruders appear, woldwatchers rise to reveal themselves.
* {{Transflormation}}: The raw energy of Orboros woldwatchers wield is filled with so much generative power that the corpses of their foes erupt into abundant, if temporary, plant life.
[[/folder]]

[[folder:Wraith Engine]]
Morrow's holy symbol made manifest.

!!!Primal Archon



* AxCrazy: The wraith engine's mindless thirst for death can never be slaked, so its masters keep it chained until it can feast on the field of battle.
* MechanicalMonster: A wraith engine is a malevolent intellect tied to devilish machinery. As it lurches across the battlefield, those who do not run are mowed down like wheat by a scythe, their souls harvested to power its heinous mechanism.
* PerpetuallyProtean: The wraith engine does not have a stable, coherent shape, and alternates between ghostly and physical forms.
* SoulPoweredEngine: Cryxian necrotechs ritually sacrifice hundreds of living victims in the creation of a wraith engine, binding the spirits within the machine.
[[/folder]]

!!Dragons
[[folder:Dragon]]

to:

* AxCrazy: The wraith engine's mindless thirst for death can never be slaked, so its masters keep it chained until it can feast on the field TheBerserker: Primal archons fight with unpredictable ferocity and an utter lack of battle.
hesitation or self-preservation.
* MechanicalMonster: A wraith engine is a malevolent intellect tied to devilish machinery. As it lurches across the battlefield, those who do not run RockMonster: Primal archons are mowed down like wheat by a scythe, their souls harvested to power its heinous mechanism.
* PerpetuallyProtean: The wraith engine does not have a stable, coherent shape,
made of granite, obsidian, and alternates between ghostly chunks of crystal, and physical forms.
* SoulPoweredEngine: Cryxian necrotechs ritually sacrifice hundreds of
are as durable as living victims in the creation of a wraith engine, binding the spirits within the machine.
[[/folder]]

!!Dragons
[[folder:Dragon]]
stone.

!!!Thamarite Archon



* AntagonisticOffspring: Thousands and thousands of years ago, Toruk decided to create servants worthy of him, so he brought forth from his own blood the very first dragon brood. He made these creatures in his image and nurtured them, but once they had grown, their hunger and pride were too great; they sought to break free of Toruk's dominion and rebelled against him. Toruk yearns for the day when he consumes the last athanc of his unruly brood.
* BreathWeapon: Each dragon can produce an exhalation of chemicals with unique properties specific to the dragon.
* DraconicAbomination: Dragons bear no similarity to any other living thing on Caen. They do not need food, water or air, and do not breed as other species do. They vary slightly in size, but all are enormous creatures capable of great destruction. They also radiate a mutagenic effect known as the blight that gradually transforms the landscape and mutates creatures around them into their servants.
* EnemyMine: Toruk's surviving children made a pact that if he ever came among them again, they would drop their quarrels and join against their father.
* GiantFlyer: Despite their enormous size, their large, leathery wings allow dragons to fly at great speed.
* OneManArmy: Each dragon is capable of standing against an entire army of mortals.
* OurDragonsAreDifferent: Immortal creatures that have existed for millennia, dragons stand apart from all other creatures on Caen. They require neither food, water, nor air. Although they vary slightly in size, all known dragons resemble enormous reptiles capable of great destruction. The pure essence of a dragon is a perfect crystal called an athanc; a dragon cannot be destroyed permanently as long as its athanc endures, but destroying one has been so far impossible. Dragons of Caen warp and taint the land and creatures around them. Land blighted by a dragon often appears as a twisted shadow of its natural state.
* SoulJar: A dragon cannot be destroyed permanently as long as its athanc endures. If an athanc is left within the corpse, the dragon will regenerate in just a few days. If the athanc is removed, it will eventually transform into an infant dragon, which grows into an adult dragon after a few years. Destroying an athanc has so far proven impossible.
* WalkingWasteland: Dragons radiate a mutagenic effect known as the blight that gradually transforms the landscape and mutates creatures around them into their servants. The effects of blight include tainted water, stunted vegetation, fouled crops and game, stillborn infants and strange weather patterns.

to:

* AntagonisticOffspring: Thousands and thousands LaserGuidedAmnesia: Those who have witnessed a Thamarite archon rarely retain a clear memory of years ago, Toruk decided its shape after it is gone. Thamarite archons have been described in terms one might use when trying to create servants worthy of him, so he brought forth from his own blood recall the very first dragon brood. He made these creatures in his image and nurtured them, but once they had grown, elusive details of a fading dream.

!!!Void Archon
----
* AFormYouAreComfortableWith: Void archons change
their hunger and pride appearance to take on whatever form best suited those they protect. To elves, they are divine heralds whose forms were too great; they sought to break free reminiscent of Toruk's dominion and rebelled against him. Toruk yearns for Iosan sculptures of the day when he consumes the last athanc of his unruly brood.
* BreathWeapon: Each dragon can produce an exhalation of chemicals with unique properties specific
gods' servants; to the dragon.
* DraconicAbomination: Dragons bear no similarity to any other living thing on Caen. They do not need food, water or air, and do not breed as other species do. They vary slightly in size, but all are enormous creatures capable of great destruction. They also radiate a mutagenic effect known as the blight that gradually transforms the landscape and mutates creatures around them into their servants.
* EnemyMine: Toruk's surviving children made a pact that if he ever came among them again,
skorne, they would drop their quarrels and join against their father.
* GiantFlyer: Despite their enormous size, their large, leathery wings allow dragons to fly at great speed.
* OneManArmy: Each dragon is capable
are physical manifestations of standing against an entire army of mortals.
* OurDragonsAreDifferent: Immortal creatures that have existed for millennia, dragons stand apart
ancestors who had returned from all other creatures on Caen. They require neither food, water, nor air. Although they vary slightly in size, all known dragons resemble enormous reptiles capable of great destruction. The pure essence of a dragon is a perfect crystal called an athanc; a dragon cannot be destroyed permanently as long as its athanc endures, but destroying one has been so far impossible. Dragons of Caen warp and taint the land and creatures around them. Land blighted by a dragon often appears as a twisted shadow Void through sheer strength of its natural state.
* SoulJar: A dragon cannot be destroyed permanently as long as its athanc endures. If an athanc is left within the corpse, the dragon will regenerate in just a few days. If the athanc is removed, it will eventually transform into an infant dragon, which grows into an adult dragon after a few years. Destroying an athanc has so far proven impossible.
* WalkingWasteland: Dragons radiate a mutagenic effect known as the blight that gradually transforms the landscape and mutates creatures around them into their servants. The effects of blight include tainted water, stunted vegetation, fouled crops and game, stillborn infants and strange weather patterns.
will.



[[folder:Drake]]

to:

[[folder:Drake]]!!Constructs
[[folder:Iron Maiden]]



* BigEater: A single drake requires a massive territory to guarantee enough prey to keep from going hungry.
* BreathWeapon: Every known form of drake has some kind of breath weapon, though so far, none seem to share the fiery breath of dragons.
* MakeMeWannaShout: Drakes can bellow with such significant volume and force that the power of their cry can crack a stone fortress and splinter a stout tree.
* OurDragonsAreDifferent: Drakes (who are classified as dragons under ''TabletopGame/DungeonsAndDragons'' 5th Edition rules) are large reptilian creatures that bear a superficial resemblance to dragons and thrive in environments as diverse as the chasms of the Stormlands and the ice sheets of the Howling Wastes. These large predators inhabit isolated regions seldom explored by humanity. Although not as deadly as true dragons, drakes are nonetheless dangerous and quick to anger.
* SuperSenses: Drakes have uniquely adapted senses that aid them in hunting prey in their preferred environments.
* WingsDoNothing: Some breeds possess vestigial wings, though no known drakes can fly. It is possible that they once had an ancestor with the power of flight, which was gradually lost.

!!!Deep Drake

to:

* BigEater: A single drake requires a massive territory AndIMustScream: An iron maiden has no choice but to guarantee enough prey obey the whims of those who have dominated it beyond death. From time to keep time, it experiences a flash of memory from going hungry.
* BreathWeapon: Every known form of drake has some kind of breath weapon, though so far, none seem to share the fiery breath of dragons.
* MakeMeWannaShout: Drakes can bellow with such significant volume and force that the power of their cry can crack a stone fortress and splinter a stout tree.
* OurDragonsAreDifferent: Drakes (who are classified as dragons under ''TabletopGame/DungeonsAndDragons'' 5th Edition rules) are large reptilian creatures that bear a superficial resemblance to dragons and thrive in environments as diverse as the chasms of the Stormlands and the ice sheets of the Howling Wastes. These large predators inhabit isolated regions seldom explored by humanity. Although not as deadly as true dragons, drakes are nonetheless dangerous and quick to anger.
* SuperSenses: Drakes have uniquely adapted senses that aid them in hunting prey in their preferred environments.
* WingsDoNothing: Some breeds possess vestigial wings, though no known drakes can fly. It is possible that they once had an ancestor with the power of flight, which was
its past life, gradually lost.

!!!Deep Drake
building a picture of the person it was. For these beings, whose souls and minds are frayed and tattered from centuries of enslavement, the shattered recollection of their previous life is nothing short of torture.
* RoaringRampageOfRevenge: Some iron maidens manage to pull together enough of their old identities to break free of their master's bonds. When this occurs, the maiden becomes devoted to the slaughter of the living, taking out its long centuries of suffering and enslavement on any living thing within reach, although it reserves its most savage ferocity for its master.
* SoulPoweredEngine: Each iron maiden is animated by a trapped, restless spirit.
[[/folder]]

[[folder:Junker Hulk]]



* EyelessFace: Perpetual darkness has rendered deep drakes blind. Because their eyes are little more than milky-white spheres, they rely on a combination of other senses.
* ShockAndAwe: The deep drake's breath weapon is a line of electrical static and salty vapour.
* WallCrawl: Deep drakes are known to scuttle up cliff faces and across the ceilings of caverns with remarkable agility for their size.

!!!Fog Drake

to:

* EyelessFace: Perpetual darkness has rendered deep drakes blind. Because their eyes are little more than milky-white spheres, they rely on NotQuiteDead: Junker hulks form when a combination of other senses.
* ShockAndAwe:
discarded cortex retains enough power to exert magical influence over surrounding objects and enough awareness to desire a familiar form. The deep drake's breath weapon cortex gathers nearby materials—often items it is in physical contact with—and shapes them into a line rough approximation of electrical static and salty vapour.
* WallCrawl: Deep drakes are known to scuttle up cliff faces and across the ceilings of caverns with remarkable agility for their size.

!!!Fog Drake
a steamjack.
[[/folder]]

[[folder:Machine Wraith]]



* FogOfDoom: If no natural fog is present, a fog drake will produce a thick, obscuring mist in which to hunt. Massive glands in its throat enable it to produce a rapidly expanding cloud of mist that limits the vision of other creatures while presenting no difficulty to the fog drake.

!!!Frost Drake

to:

* FogOfDoom: If no natural fog is present, a fog drake will produce a thick, obscuring mist in which to hunt. Massive glands in its throat enable it to produce a rapidly expanding cloud of mist HauntedTechnology: Some scholars speculate that limits these constructs are the vision bitter ghosts of other creatures while presenting no difficulty to the fog drake.

!!!Frost Drake
arcane mechaniks or fallen priests of Cyriss; others maintain they are fallen warcasters.
[[/folder]]

[[folder:Wold]]



* StealthyColossus: Frost drakes' pure-white scales allow them to blend in with the endless plains of ice and snow despite their size.

!!!Rock Drake

to:

* StealthyColossus: Frost drakes' pure-white scales allow AbsurdlyDedicatedWorker: Once a wold receives a command from its master, it will follow that command indefinitely, even waiting centuries to carry it out.
* AmplifierArtifact: Woldwraths can help blackclads tap the energy of ley lines and augment their own magic by leveraging the woldwrath's power.
* {{Golem}}: Wolds are constructs given a semblance of life through druidic magic.
* GreenThumb: Woldwardens' natural power allows
them to blend in with the endless plains of ice cause trees and snow despite foliage to erupt around them.
* MageHuntingMonster: Woldwyrds are unrelenting hunters and sentinels created specifically to strike down practitioners of magic.
* RayGun: Woldwyrds can fire a deadly beam of emerald fire.
* SuicideAttack: Although a wold wight's blazing lanterns are fearsome weapons,
their size.

!!!Rock Drake
true purpose is to set the wight ablaze. It then closes with its enemies to consume both in a pyre that only leaves behind the wold wight's stone heart, which can then be salvaged by the blackclads.
* ThatsNoMoon: When inactive, woldwatchers fold inward into a posture reminiscent of a simple pile of rune-covered rocks, making them nearly impossible to distinguish for what they really are. When intruders appear, woldwatchers rise to reveal themselves.
* {{Transflormation}}: The raw energy of Orboros woldwatchers wield is filled with so much generative power that the corpses of their foes erupt into abundant, if temporary, plant life.
[[/folder]]

[[folder:Wraith Engine]]



* BoulderBludgeon: To assist in digestion, the rock drake swallows stones to grind and pulverise meals. When agitated, it can spew out these stones like a scattergun.
* TailSlap: Unlike other drakes' lean, whiplike tails, the rock drake's tail is stout and ends in a large, double-ended bony protrusion the size of an adult human's torso. The drake uses its tail to defend itself and in dominance displays during mating season.

!!!Sand Drake

to:

* BoulderBludgeon: To assist in digestion, the rock drake swallows stones to grind and pulverise meals. When agitated, AxCrazy: The wraith engine's mindless thirst for death can never be slaked, so its masters keep it chained until it can spew out these stones feast on the field of battle.
* MechanicalMonster: A wraith engine is a malevolent intellect tied to devilish machinery. As it lurches across the battlefield, those who do not run are mowed down
like wheat by a scattergun.
scythe, their souls harvested to power its heinous mechanism.
* TailSlap: Unlike other drakes' lean, whiplike tails, PerpetuallyProtean: The wraith engine does not have a stable, coherent shape, and alternates between ghostly and physical forms.
* SoulPoweredEngine: Cryxian necrotechs ritually sacrifice hundreds of living victims in
the rock drake's tail is stout and ends in creation of a large, double-ended bony protrusion wraith engine, binding the size of an adult human's torso. The drake uses its tail to defend itself and in dominance displays during mating season.

!!!Sand Drake
spirits within the machine.
[[/folder]]

!!Dragons
[[folder:Dragon]]



* PoisonousPerson: The sand drake can spew a cone of stinging sand mixed with blinding venom.
* StealthyColossus: Burrowing under a soft dune, a sand drake, despite its size, is almost indistinguishable from the terrain until it leaps to attack.

!!!Sea Drake

to:

* PoisonousPerson: The sand drake AntagonisticOffspring: Thousands and thousands of years ago, Toruk decided to create servants worthy of him, so he brought forth from his own blood the very first dragon brood. He made these creatures in his image and nurtured them, but once they had grown, their hunger and pride were too great; they sought to break free of Toruk's dominion and rebelled against him. Toruk yearns for the day when he consumes the last athanc of his unruly brood.
* BreathWeapon: Each dragon
can spew a cone produce an exhalation of stinging sand mixed chemicals with blinding venom.
unique properties specific to the dragon.
* StealthyColossus: Burrowing under a soft dune, a sand drake, despite its DraconicAbomination: Dragons bear no similarity to any other living thing on Caen. They do not need food, water or air, and do not breed as other species do. They vary slightly in size, but all are enormous creatures capable of great destruction. They also radiate a mutagenic effect known as the blight that gradually transforms the landscape and mutates creatures around them into their servants.
* EnemyMine: Toruk's surviving children made a pact that if he ever came among them again, they would drop their quarrels and join against their father.
* GiantFlyer: Despite their enormous size, their large, leathery wings allow dragons to fly at great speed.
* OneManArmy: Each dragon
is almost indistinguishable capable of standing against an entire army of mortals.
* OurDragonsAreDifferent: Immortal creatures that have existed for millennia, dragons stand apart
from all other creatures on Caen. They require neither food, water, nor air. Although they vary slightly in size, all known dragons resemble enormous reptiles capable of great destruction. The pure essence of a dragon is a perfect crystal called an athanc; a dragon cannot be destroyed permanently as long as its athanc endures, but destroying one has been so far impossible. Dragons of Caen warp and taint the terrain until land and creatures around them. Land blighted by a dragon often appears as a twisted shadow of its natural state.
* SoulJar: A dragon cannot be destroyed permanently as long as its athanc endures. If an athanc is left within the corpse, the dragon will regenerate in just a few days. If the athanc is removed,
it leaps to attack.

!!!Sea Drake
will eventually transform into an infant dragon, which grows into an adult dragon after a few years. Destroying an athanc has so far proven impossible.
* WalkingWasteland: Dragons radiate a mutagenic effect known as the blight that gradually transforms the landscape and mutates creatures around them into their servants. The effects of blight include tainted water, stunted vegetation, fouled crops and game, stillborn infants and strange weather patterns.
[[/folder]]

[[folder:Drake]]



* BlowYouAway: The sea drake's breath weapon manifests as a blast of hurricane-strength wind. A single burst is strong enough to toss sailors overboard, snap rigging, and even flip smaller boats.

!!!Timber Drake

to:

* BlowYouAway: The sea drake's breath weapon manifests as a blast of hurricane-strength wind. BigEater: A single burst is strong drake requires a massive territory to guarantee enough prey to toss sailors overboard, snap rigging, keep from going hungry.
* BreathWeapon: Every known form of drake has some kind of breath weapon, though so far, none seem to share the fiery breath of dragons.
* MakeMeWannaShout: Drakes can bellow with such significant volume
and even flip smaller boats.

!!!Timber
force that the power of their cry can crack a stone fortress and splinter a stout tree.
* OurDragonsAreDifferent: Drakes (who are classified as dragons under ''TabletopGame/DungeonsAndDragons'' 5th Edition rules) are large reptilian creatures that bear a superficial resemblance to dragons and thrive in environments as diverse as the chasms of the Stormlands and the ice sheets of the Howling Wastes. These large predators inhabit isolated regions seldom explored by humanity. Although not as deadly as true dragons, drakes are nonetheless dangerous and quick to anger.
* SuperSenses: Drakes have uniquely adapted senses that aid them in hunting prey in their preferred environments.
* WingsDoNothing: Some breeds possess vestigial wings, though no known drakes can fly. It is possible that they once had an ancestor with the power of flight, which was gradually lost.

!!!Deep
Drake



* HealingFactor: A timber drake's peculiar physiology causes it to rapidly heal injuries. This regeneration does not fully re-form injured tissues, but rather causes them to grow over with thicker, denser muscle and scale.
* PoisonousPerson: A timber drake can expel a cloud of toxic gas, a natural byproduct of its digestion that brews constantly within one of its many stomachs from a combination of natural poisons, decaying flesh and rampant bacteria.
[[/folder]]

!!Humanoids
[[folder:Cephalyx]]

to:

* HealingFactor: A timber drake's peculiar physiology causes it to rapidly heal injuries. This regeneration does not fully re-form injured tissues, but rather causes them to grow over with thicker, denser muscle and scale.
* PoisonousPerson: A timber drake can expel a cloud of toxic gas, a natural byproduct of its digestion that brews constantly within one of its many stomachs from
EyelessFace: Perpetual darkness has rendered deep drakes blind. Because their eyes are little more than milky-white spheres, they rely on a combination of natural poisons, decaying flesh other senses.
* ShockAndAwe: The deep drake's breath weapon is a line of electrical static
and rampant bacteria.
[[/folder]]

!!Humanoids
[[folder:Cephalyx]]
salty vapour.
* WallCrawl: Deep drakes are known to scuttle up cliff faces and across the ceilings of caverns with remarkable agility for their size.

!!!Fog Drake



* MachineMonotone: Cephalyx communicate with outsiders with mechanically augmented vocal organs that produce inhuman, harshly artificial speech.
* MindOverMatter: All cephalyx demonstrate potent psychokinetic powers that seem entirely distinct from the magic employed by other races.
* NoBiologicalSex: Cephalyx are born with vestigial aspects of the biological sexes, although this distinction is largely meaningless. Reproduction is handled entirely in laboratories, and all members of a hive contribute genetic material sufficient for ongoing production of new cephalyx.
* PlayingWithSyringes: Cephalyx conduct nocturnal raids to capture prisoners and drag them to their subterranean lairs for medical experimentation and transformation into drudges.

!!!Monstrosity

to:

* MachineMonotone: Cephalyx communicate with outsiders with mechanically augmented vocal organs that FogOfDoom: If no natural fog is present, a fog drake will produce inhuman, harshly artificial speech.
* MindOverMatter: All cephalyx demonstrate potent psychokinetic powers
a thick, obscuring mist in which to hunt. Massive glands in its throat enable it to produce a rapidly expanding cloud of mist that seem entirely distinct from limits the magic employed by vision of other races.
* NoBiologicalSex: Cephalyx are born with vestigial aspects of
creatures while presenting no difficulty to the biological sexes, although this distinction is largely meaningless. Reproduction is handled entirely in laboratories, and all members of a hive contribute genetic material sufficient for ongoing production of new cephalyx.
* PlayingWithSyringes: Cephalyx conduct nocturnal raids to capture prisoners and drag them to their subterranean lairs for medical experimentation and transformation into drudges.

!!!Monstrosity
fog drake.

!!!Frost Drake



* AxCrazy: The surgery performed on a cephalyx monstrosity's mind causes it to become incredibly aggressive even when outside of a cephalyx's direct control. Only cephalyx exulons are able to impose their will upon a monstrosity.
[[/folder]]

[[folder:Dragon Knight]]

to:

* AxCrazy: The surgery performed on a cephalyx monstrosity's mind causes it StealthyColossus: Frost drakes' pure-white scales allow them to become incredibly aggressive even when outside blend in with the endless plains of a cephalyx's direct control. Only cephalyx exulons are able to impose ice and snow despite their will upon a monstrosity.
[[/folder]]

[[folder:Dragon Knight]]
size.

!!!Rock Drake



* ClingyCostume: When a dragon knight dons the black armour of their knighthood, it is grafted onto their flesh and bound shut, preventing them from ever removing it.
* DragonKnight: Dragon knights are those who choose to serve the Dragonfather in life and eternally after, even when their frail mortal forms succumb to age and the ravages of blight.
* PoweredArmor: Dragon knights wear suits of necromechanikal armour powered by refined necrotite, rendering them something between helljacks and the heaviest thralls. The necromechanika replaces failing organs and decaying flesh, its structure compensating for crumbled bones.
[[/folder]]

[[folder:Dregg]]

to:

* ClingyCostume: BoulderBludgeon: To assist in digestion, the rock drake swallows stones to grind and pulverise meals. When agitated, it can spew out these stones like a dragon knight dons scattergun.
* TailSlap: Unlike other drakes' lean, whiplike tails,
the black armour of their knighthood, it rock drake's tail is grafted onto their flesh stout and bound shut, preventing them from ever removing it.
* DragonKnight: Dragon knights are those who choose to serve
ends in a large, double-ended bony protrusion the Dragonfather in life size of an adult human's torso. The drake uses its tail to defend itself and eternally after, even when their frail mortal forms succumb to age and the ravages of blight.
* PoweredArmor: Dragon knights wear suits of necromechanikal armour powered by refined necrotite, rendering them something between helljacks and the heaviest thralls. The necromechanika replaces failing organs and decaying flesh, its structure compensating for crumbled bones.
[[/folder]]

[[folder:Dregg]]
in dominance displays during mating season.

!!!Sand Drake



* AsskickingLeadsToLeadership: Dregg society has a loose hierarchy based on martial prowess and the number of high-quality weapons an individual possesses. Dregg that survive numerous surface raids are afforded great respect and often act as hive leaders.
* CombatSadomasochist: Dregg revel in pain and take great satisfaction in torture. They also derive pleasure and even strength from their own suffering, and many accounts indicate that they become more ferocious when injured.
* WeakenedByTheLight: Direct exposure to sunlight causes them to rapidly sicken and die, so dregg emerge from their lairs only at night to raid and pillage.
[[/folder]]

[[folder:Farrow Beast]]

to:

* AsskickingLeadsToLeadership: Dregg society has PoisonousPerson: The sand drake can spew a loose hierarchy based on martial prowess and the number cone of high-quality weapons an individual possesses. Dregg that survive numerous surface raids are afforded great respect and often act as hive leaders.
stinging sand mixed with blinding venom.
* CombatSadomasochist: Dregg revel in pain and take great satisfaction in torture. They also derive pleasure and even strength StealthyColossus: Burrowing under a soft dune, a sand drake, despite its size, is almost indistinguishable from their own suffering, and many accounts indicate that they become more ferocious when injured.
* WeakenedByTheLight: Direct exposure
the terrain until it leaps to sunlight causes them to rapidly sicken and die, so dregg emerge from their lairs only at night to raid and pillage.
[[/folder]]

[[folder:Farrow Beast]]
attack.

!!!Sea Drake



* DumbMuscle: Farrow have a tendency to give birth to offspring of exceptional size and limited intelligence. As a rule, these farrow are much more brutish and bestial than average and grow to tremendous size at an accelerated rate. If the tribe has a warlock, this individual will take control of the brutes; if not, they are beaten into submission by other members of the tribe and used as simpleminded labourers or shock troopers.
* MultipleHeadCase: Biboars are rare conjoined twins born among the farrow, whose two heads are in constant conflict. Roaring and squealing, each head does what it can to rip away a meal from the other. Each struggles for control of the body, and whichever wins out is just as likely to batter the other head as it is to act for their mutual benefit.

to:

* DumbMuscle: Farrow have BlowYouAway: The sea drake's breath weapon manifests as a tendency blast of hurricane-strength wind. A single burst is strong enough to give birth to offspring of exceptional size toss sailors overboard, snap rigging, and limited intelligence. As a rule, these farrow are much more brutish and bestial than average and even flip smaller boats.

!!!Timber Drake
----
* HealingFactor: A timber drake's peculiar physiology causes it to rapidly heal injuries. This regeneration does not fully re-form injured tissues, but rather causes them to
grow to tremendous size at an accelerated rate. If the tribe has a warlock, this individual will take control of the brutes; if not, they are beaten into submission by other members of the tribe over with thicker, denser muscle and used as simpleminded labourers or shock troopers.
scale.
* MultipleHeadCase: Biboars are rare conjoined twins born among the farrow, whose two heads are in constant conflict. Roaring and squealing, each head does what it PoisonousPerson: A timber drake can to rip away expel a meal cloud of toxic gas, a natural byproduct of its digestion that brews constantly within one of its many stomachs from the other. Each struggles for control a combination of the body, natural poisons, decaying flesh and whichever wins out is just as likely to batter the other head as it is to act for their mutual benefit.rampant bacteria.



[[folder:Totem Hunter]]

to:

[[folder:Totem Hunter]]!!Humanoids
[[folder:Cephalyx]]



* EgomaniacHunter: Totem hunters stalk the wilds of Immoren and slaughter the deadliest prey the land has to offer.
* SuperPersistentPredator: Totem hunters are among the most relentless predators in existence. Once a totem hunter selects a target, the death of either the totem hunter or its quarry is almost certain; the only exception is if a totem hunter determines its quarry is somehow unworthy of the hunt.

to:

* EgomaniacHunter: Totem hunters stalk MachineMonotone: Cephalyx communicate with outsiders with mechanically augmented vocal organs that produce inhuman, harshly artificial speech.
* MindOverMatter: All cephalyx demonstrate potent psychokinetic powers that seem entirely distinct from
the wilds of Immoren and slaughter the deadliest prey the land has to offer.
magic employed by other races.
* SuperPersistentPredator: Totem hunters NoBiologicalSex: Cephalyx are among the most relentless predators in existence. Once a totem hunter selects a target, the death of either the totem hunter or its quarry is almost certain; the only exception is if a totem hunter determines its quarry is somehow unworthy born with vestigial aspects of the hunt.biological sexes, although this distinction is largely meaningless. Reproduction is handled entirely in laboratories, and all members of a hive contribute genetic material sufficient for ongoing production of new cephalyx.
* PlayingWithSyringes: Cephalyx conduct nocturnal raids to capture prisoners and drag them to their subterranean lairs for medical experimentation and transformation into drudges.

!!!Monstrosity
----
* AxCrazy: The surgery performed on a cephalyx monstrosity's mind causes it to become incredibly aggressive even when outside of a cephalyx's direct control. Only cephalyx exulons are able to impose their will upon a monstrosity.



[[folder:Warpwolf]]

to:

[[folder:Warpwolf]][[folder:Dragon Knight]]



* AxCrazy: A transformed warpwolf surrenders control of its conscious mind to the predator within.
* HealingFactor: A warpwolf's wounds heal quickly in response to the regenerative properties bestowed upon it.
* JekyllAndHyde: The minds of warpwolves who have resumed their human form after the transformation are invariably shattered, their eyes reflecting an awareness of the horror they have become.
* OurWerewolvesAreDifferent: Warpwolves are men cursed with an affliction that allows them to unleash their inner predator and transform into a murderous beast whose massive body blends aspects of both wolf and human. More protean than most, they can mutate themselves to be stronger, faster, or tougher from moment to moment. Warpwolves may mate with others to produce purebloods that never take on human form.
* WasOnceAMan: Warpwolves who have lived in this state for long periods accept their condition and abandon their humanity, losing their memory, the ability to speak and entering an entirely feral state.

to:

* AxCrazy: A transformed warpwolf surrenders control of its conscious mind to ClingyCostume: When a dragon knight dons the predator within.
* HealingFactor: A warpwolf's wounds heal quickly in response to the regenerative properties bestowed upon
black armour of their knighthood, it is grafted onto their flesh and bound shut, preventing them from ever removing it.
* JekyllAndHyde: The minds of warpwolves DragonKnight: Dragon knights are those who have resumed choose to serve the Dragonfather in life and eternally after, even when their human form after frail mortal forms succumb to age and the transformation are invariably shattered, their eyes reflecting an awareness ravages of the horror they have become.
blight.
* OurWerewolvesAreDifferent: Warpwolves are men cursed with an affliction that allows PoweredArmor: Dragon knights wear suits of necromechanikal armour powered by refined necrotite, rendering them to unleash their inner predator something between helljacks and transform into a murderous beast whose massive body blends aspects of both wolf the heaviest thralls. The necromechanika replaces failing organs and human. More protean than most, they can mutate themselves to be stronger, faster, or tougher from moment to moment. Warpwolves may mate with others to produce purebloods that never take on human form.
* WasOnceAMan: Warpwolves who have lived in this state
decaying flesh, its structure compensating for long periods accept their condition and abandon their humanity, losing their memory, the ability to speak and entering an entirely feral state.crumbled bones.



!!Monstrosities
[[folder:Archidon]]

to:

!!Monstrosities
[[folder:Archidon]]
[[folder:Dregg]]



* TerrorDactyl: Archidons are enormous flying reptiles that swoop down on their victims with a speed matched only by their savagery.
* TurnsRed: Archidons conditioned by skorne paingivers deal more damage with their bite when under half hit points.

to:

* TerrorDactyl: Archidons are enormous flying reptiles AsskickingLeadsToLeadership: Dregg society has a loose hierarchy based on martial prowess and the number of high-quality weapons an individual possesses. Dregg that swoop down on survive numerous surface raids are afforded great respect and often act as hive leaders.
* CombatSadomasochist: Dregg revel in pain and take great satisfaction in torture. They also derive pleasure and even strength from
their victims with a speed matched only by own suffering, and many accounts indicate that they become more ferocious when injured.
* WeakenedByTheLight: Direct exposure to sunlight causes them to rapidly sicken and die, so dregg emerge from
their savagery.
* TurnsRed: Archidons conditioned by skorne paingivers deal more damage with their bite when under half hit points.
lairs only at night to raid and pillage.



[[folder:Aspis]]

to:

[[folder:Aspis]][[folder:Farrow Beast]]



* AmphibianAtLarge: While it resembles a great snake, the aspis is actually a large species of caecilian.
* {{Cyclops}}: The aspis appears to have only one smooth black eye that dominates the centre of its head, and there is some debate as to whether it is an eye at all.
* MindOverMatter: The aspis, which lacks teeth and fangs, subdues prey and defends itself from predators by emitting a wave of force from its eye.

to:

* AmphibianAtLarge: While it resembles a great snake, the aspis is actually a large species of caecilian.
* {{Cyclops}}: The aspis appears to
DumbMuscle: Farrow have only one smooth black eye that dominates a tendency to give birth to offspring of exceptional size and limited intelligence. As a rule, these farrow are much more brutish and bestial than average and grow to tremendous size at an accelerated rate. If the centre tribe has a warlock, this individual will take control of its head, the brutes; if not, they are beaten into submission by other members of the tribe and there used as simpleminded labourers or shock troopers.
* MultipleHeadCase: Biboars are rare conjoined twins born among the farrow, whose two heads are in constant conflict. Roaring and squealing, each head does what it can to rip away a meal from the other. Each struggles for control of the body, and whichever wins out
is some debate just as likely to whether batter the other head as it is an eye at all.
* MindOverMatter: The aspis, which lacks teeth and fangs, subdues prey and defends itself from predators by emitting a wave of force from its eye.
to act for their mutual benefit.



[[folder:Banshee]]

to:

[[folder:Banshee]][[folder:Totem Hunter]]



* OurBansheesAreLouder: Banshees appear as stocky birds of prey large enough to carry off a warrior. Its most distinctive feature is a dissonant keening that builds as the creature approaches, until it swoops down upon its prey with a deafening shriek capable of incapacitating those who hear it, especially intelligent creatures.
* ToothyBird: The banshee resembles a bird that sports a mouth full of sharp teeth.

to:

* OurBansheesAreLouder: Banshees appear as stocky birds EgomaniacHunter: Totem hunters stalk the wilds of Immoren and slaughter the deadliest prey large enough the land has to carry off a warrior. Its offer.
* SuperPersistentPredator: Totem hunters are among the
most distinctive feature is relentless predators in existence. Once a dissonant keening that builds as totem hunter selects a target, the creature approaches, until it swoops down upon death of either the totem hunter or its prey with quarry is almost certain; the only exception is if a deafening shriek capable totem hunter determines its quarry is somehow unworthy of incapacitating those who hear it, especially intelligent creatures.
* ToothyBird: The banshee resembles a bird that sports a mouth full of sharp teeth.
the hunt.



[[folder:Gorgandur]]

to:

[[folder:Gorgandur]][[folder:Warpwolf]]



* BigEater: When hungry, a gorfandur surfaces and scoops up a mile-long swath of anything that is unable to escape its maw.
* RentAZilla: Ancient gorgandur grow to truly enormous sizes and can swallow whole villages, leaving behind blank trenches. When they awaken, their movements are often mistaken for small earthquakes.
* SandWorm: A tunnelling creature of unfathomable size, the gorgandur chews through the solid rocks beneath the Bloodstone Marches. Even young gorgandur are gigantic, and they keep growing throughout their phenomenally long lives.

to:

* BigEater: When hungry, a gorfandur surfaces and scoops up a mile-long swath AxCrazy: A transformed warpwolf surrenders control of anything that is unable to escape its maw.
* RentAZilla: Ancient gorgandur grow
conscious mind to truly enormous sizes and can swallow whole villages, leaving behind blank trenches. When they awaken, the predator within.
* HealingFactor: A warpwolf's wounds heal quickly in response to the regenerative properties bestowed upon it.
* JekyllAndHyde: The minds of warpwolves who have resumed
their movements human form after the transformation are often mistaken for small earthquakes.
* SandWorm: A tunnelling creature of unfathomable size, the gorgandur chews through the solid rocks beneath the Bloodstone Marches. Even young gorgandur are gigantic, and they keep growing throughout
invariably shattered, their phenomenally eyes reflecting an awareness of the horror they have become.
* OurWerewolvesAreDifferent: Warpwolves are men cursed with an affliction that allows them to unleash their inner predator and transform into a murderous beast whose massive body blends aspects of both wolf and human. More protean than most, they can mutate themselves to be stronger, faster, or tougher from moment to moment. Warpwolves may mate with others to produce purebloods that never take on human form.
* WasOnceAMan: Warpwolves who have lived in this state for
long lives.periods accept their condition and abandon their humanity, losing their memory, the ability to speak and entering an entirely feral state.



[[folder:Gorgon]]

to:

[[folder:Gorgon]]!!Monstrosities
[[folder:Archidon]]



* CombatTentacles: A gorgon attacks prey with serrated tendrils surrounding its rasping mouth.
* EatenAlive: After calcifying its prey's blood and muscle, a gorgon feeds on these rocky projections, without waiting for the prey to die.
* TakenForGranite: Gorgon venom causes the prey's muscle and blood to calcify within seconds, forming painful rocky extrusions.

to:

* CombatTentacles: A gorgon attacks prey TerrorDactyl: Archidons are enormous flying reptiles that swoop down on their victims with serrated tendrils surrounding its rasping mouth.
a speed matched only by their savagery.
* EatenAlive: After calcifying its prey's blood and muscle, a gorgon feeds on these rocky projections, without waiting for the prey to die.
* TakenForGranite: Gorgon venom causes the prey's muscle and blood to calcify within seconds, forming painful rocky extrusions.
TurnsRed: Archidons conditioned by skorne paingivers deal more damage with their bite when under half hit points.



[[folder:Manticore]]

to:

[[folder:Manticore]][[folder:Aspis]]



* EatDirtCheap: The manticore's typical diet consists of dirt and small rocks, which facilitate the growth of its unusual defensive spines.
* ForTheEvulz: Unlike other beasts of elven myth that attack only to hunt or defend themselves, manticores appear to kill for its own sake, often leaving prey savaged yet uneaten.
* OurManticoresAreSpinier: A manticore broadly resembles a big cat from afar, but instead of fur, it is covered in jagged, glassy chitinous spines that sweep backward from its beak and end in a morningstar-like tail.

to:

* EatDirtCheap: The manticore's typical diet consists of dirt and small rocks, which facilitate the growth of its unusual defensive spines.
* ForTheEvulz: Unlike other beasts of elven myth that attack only to hunt or defend themselves, manticores appear to kill for its own sake, often leaving prey savaged yet uneaten.
* OurManticoresAreSpinier: A manticore broadly
AmphibianAtLarge: While it resembles a big cat from afar, but instead great snake, the aspis is actually a large species of fur, caecilian.
* {{Cyclops}}: The aspis appears to have only one smooth black eye that dominates the centre of its head, and there is some debate as to whether
it is covered in jagged, glassy chitinous spines that sweep backward an eye at all.
* MindOverMatter: The aspis, which lacks teeth and fangs, subdues prey and defends itself from predators by emitting a wave of force
from its beak and end in a morningstar-like tail.eye.



[[folder:Sphinx]]

to:

[[folder:Sphinx]][[folder:Banshee]]



* CombatClairvoyance: Sphinxes exhibit a limited form of telepathy, allowing them to communicate silently across short distances, and possibly even read the surface thoughts of their prey, to know when to dodge and where to move in for a killing blow.
* OurSphinxesAreDifferent: The sphinx is a species of pony-sized cat that exhibits limited telepathy, and are described in ancient stories by terms normally reserved for spirits and fiends.

to:

* CombatClairvoyance: Sphinxes exhibit a limited form OurBansheesAreLouder: Banshees appear as stocky birds of telepathy, allowing them prey large enough to communicate silently across short distances, and possibly even read the surface thoughts of their prey, to know when to dodge and where to move in for carry off a killing blow.
* OurSphinxesAreDifferent: The sphinx
warrior. Its most distinctive feature is a species of pony-sized cat dissonant keening that exhibits limited telepathy, and are described in ancient stories by terms normally reserved for spirits and fiends.builds as the creature approaches, until it swoops down upon its prey with a deafening shriek capable of incapacitating those who hear it, especially intelligent creatures.
* ToothyBird: The banshee resembles a bird that sports a mouth full of sharp teeth.



[[folder:Spine Ripper]]

to:

[[folder:Spine Ripper]][[folder:Bog Gulper]]



* AbsurdlySharpClaws: Each claw is like an arcing blade with a razor-sharp interior edge, and a spine ripper's slash can easily disembowel a creature the size of a gorax.
* PoisonousPerson: The dewclaws of a spine ripper house a venom gland whose toxin causes immediate damage to muscle and tendon alike.

to:

* AbsurdlySharpClaws: Each claw is like LuringInPrey: On the bog gulper's back grows an arcing blade with a razor-sharp interior edge, appendage resembling an adult human struggling to free itself from the bog. More than one altruistic traveller has spotted this lure and mistaken it for a spine ripper's slash can easily disembowel a creature fellow human in distress. Once the size of a gorax.
bog gulper detects motion in the swamp, it strikes.
* PoisonousPerson: ToServeMan: The dewclaws of a spine ripper house a venom gland whose toxin causes immediate damage to muscle and tendon alike.bog gulper's favourite food is human flesh.



[[folder:Storm Raptor]]

to:

[[folder:Storm Raptor]][[folder:Gorgandur]]



* GiantFlyer: Storm raptors are giant birds of prey native to the Stormlands.
* ShockAndAwe: Storm raptors are rife with electrical energies, to be unleashed in blinding arcs when they dive upon prey.
* StealthyColossus: This massive bird of prey spends much of its time circling amid the storms in its native Stormlands, using their frequent electrical discharges to cloak its approach to prey.

to:

* GiantFlyer: Storm raptors are giant birds BigEater: When hungry, a gorfandur surfaces and scoops up a mile-long swath of prey native anything that is unable to the Stormlands.
escape its maw.
* ShockAndAwe: Storm raptors are rife with electrical energies, RentAZilla: Ancient gorgandur grow to be unleashed in blinding arcs when truly enormous sizes and can swallow whole villages, leaving behind blank trenches. When they dive upon prey.
* StealthyColossus: This massive bird of prey spends much of its time circling amid the storms in its native Stormlands, using
awaken, their frequent electrical discharges to cloak its approach to prey.movements are often mistaken for small earthquakes.
* SandWorm: A tunnelling creature of unfathomable size, the gorgandur chews through the solid rocks beneath the Bloodstone Marches. Even young gorgandur are gigantic, and they keep growing throughout their phenomenally long lives.



!!Oozes
[[folder:Oasis Ooze]]

to:

!!Oozes
[[folder:Oasis Ooze]]
[[folder:Gorgon]]



* ChestMonster: Even a trained eye can hardly see an oasis ooze lurking just below the water's surface. It usually waits until prey has taken a sip before surging from the water to envelop, drag down, strangle and digest it.

to:

* ChestMonster: Even a trained eye can hardly see an oasis ooze lurking just below the water's surface. It usually waits until CombatTentacles: A gorgon attacks prey has taken with serrated tendrils surrounding its rasping mouth.
* EatenAlive: After calcifying its prey's blood and muscle,
a sip before surging from gorgon feeds on these rocky projections, without waiting for the water prey to envelop, drag down, strangle die.
* TakenForGranite: Gorgon venom causes the prey's muscle
and digest it.blood to calcify within seconds, forming painful rocky extrusions.



!!Plants
[[folder:Bloodstone Manticora]]

to:

!!Plants
[[folder:Bloodstone Manticora]]
[[folder:Manticore]]



* ManEatingPlant: The manticora is a predatory cactus that can sense creatures with water that come nearby, then lashes out with lengthy black spines to kill or paralyse prey and soak their roots in moist flesh.
* SpikeShooter: Bloodstone manticore can paralyse prey by flinging a hail of stiletto-sharp thorns.

to:

* ManEatingPlant: EatDirtCheap: The manticora is a predatory cactus manticore's typical diet consists of dirt and small rocks, which facilitate the growth of its unusual defensive spines.
* ForTheEvulz: Unlike other beasts of elven myth
that can sense creatures with water that come nearby, then lashes out with lengthy black spines attack only to hunt or defend themselves, manticores appear to kill or paralyse for its own sake, often leaving prey and soak their roots in moist flesh.
savaged yet uneaten.
* SpikeShooter: Bloodstone OurManticoresAreSpinier: A manticore can paralyse prey by flinging broadly resembles a hail big cat from afar, but instead of stiletto-sharp thorns.fur, it is covered in jagged, glassy chitinous spines that sweep backward from its beak and end in a morningstar-like tail.



[[folder:Echolichen]]

to:

[[folder:Echolichen]][[folder:Sphinx]]



* AbstractEater: The echolichen feeds off violence, which it can detect over vast distances. Once in motion, the echolichen attacks the source of any anger or violence in its environs and continues to psychically feed off the violence of its own actions, making it surprisingly difficult to put down.

to:

* AbstractEater: CombatClairvoyance: Sphinxes exhibit a limited form of telepathy, allowing them to communicate silently across short distances, and possibly even read the surface thoughts of their prey, to know when to dodge and where to move in for a killing blow.
* OurSphinxesAreDifferent:
The echolichen feeds off violence, which it can detect over vast distances. Once in motion, the echolichen attacks the source sphinx is a species of any anger or violence in its environs pony-sized cat that exhibits limited telepathy, and continues to psychically feed off the violence of its own actions, making it surprisingly difficult to put down.are described in ancient stories by terms normally reserved for spirits and fiends.



[[folder:Hollowthorn]]

to:

[[folder:Hollowthorn]][[folder:Spine Ripper]]



* ManEatingPlant: The hollowthorn secretes a soporific toxin that induces a sensation of well-being followed by growing drowsiness and eventually sleep. Once the prey succumbs, the vines wrap around it and start to drink its blood.
* TrackingSpell: Once a creature has hollowthorn venom in its blood, the plant can track it unerringly.

to:

* ManEatingPlant: The hollowthorn secretes AbsurdlySharpClaws: Each claw is like an arcing blade with a soporific toxin that induces a sensation of well-being followed by growing drowsiness razor-sharp interior edge, and eventually sleep. Once the prey succumbs, the vines wrap around it and start to drink its blood.
* TrackingSpell: Once
a spine ripper's slash can easily disembowel a creature has hollowthorn the size of a gorax.
* PoisonousPerson: The dewclaws of a spine ripper house a
venom in its blood, the plant can track it unerringly.gland whose toxin causes immediate damage to muscle and tendon alike.



[[folder:Walking Fungus]]

to:

[[folder:Walking Fungus]][[folder:Storm Raptor]]



* MagicEater: The walking fungus feeds on arcane energy, attacking individuals who cast spells or carry mechanika or magical items. If a walking fungus is able to get hold of a magic or mechanika item, it attempts to feed on the arcane energy within, sending hyphae into arcane accumulators or the cortexes of 'jacks that are no longer fighting back.

to:

* MagicEater: The walking fungus feeds on arcane energy, attacking individuals who cast spells or carry mechanika or magical items. If a walking fungus is able GiantFlyer: Storm raptors are giant birds of prey native to get hold of a magic or mechanika item, it attempts to feed on the arcane energy within, sending hyphae into arcane accumulators or Stormlands.
* ShockAndAwe: Storm raptors are rife with electrical energies, to be unleashed in blinding arcs when they dive upon prey.
* StealthyColossus: This massive bird of prey spends much of its time circling amid
the cortexes of 'jacks that are no longer fighting back.storms in its native Stormlands, using their frequent electrical discharges to cloak its approach to prey.



!!Undead
[[folder:Bane]]

to:

!!Undead
[[folder:Bane]]
!!Oozes
[[folder:Oasis Ooze]]



* AntiRegeneration: Banes are enshrouded in a preternatural aura that is utterly inimical to living flesh.
* BloodKnight: Banes delight in slaughter, seeking any opportunity to sow death.
* WarriorUndead: Banes are cunning undead warriors inscribed with runes and sigils of their rebirth. More versatile and deadly than the more mindless undead, they march into battle with the discipline and inexorable confidence that only soldiers with no fear of death can possess.

to:

* AntiRegeneration: Banes are enshrouded in ChestMonster: Even a preternatural aura that is utterly inimical trained eye can hardly see an oasis ooze lurking just below the water's surface. It usually waits until prey has taken a sip before surging from the water to living flesh.
* BloodKnight: Banes delight in slaughter, seeking any opportunity to sow death.
* WarriorUndead: Banes are cunning undead warriors inscribed with runes
envelop, drag down, strangle and sigils of their rebirth. More versatile and deadly than the more mindless undead, they march into battle with the discipline and inexorable confidence that only soldiers with no fear of death can possess.digest it.



[[folder:Black Troll]]

to:

[[folder:Black Troll]]!!Plants
[[folder:Bloodstone Manticora]]



* AntiRegeneration: Any hit with a physical attack made by a black troll against any other species of troll negates their regeneration.
* ForTheEvulz: Black trolls live only for torment. They raid troll and human settlements alike, murdering and pillaging as they go.
* NonHumanUndead: Black trolls are undead mockeries of other trolls.

to:

* AntiRegeneration: Any hit ManEatingPlant: The manticora is a predatory cactus that can sense creatures with a physical attack made by a water that come nearby, then lashes out with lengthy black troll against any other species of troll negates spines to kill or paralyse prey and soak their regeneration.
roots in moist flesh.
* ForTheEvulz: Black trolls live only for torment. They raid troll and human settlements alike, murdering and pillaging as they go.
* NonHumanUndead: Black trolls are undead mockeries
SpikeShooter: Bloodstone manticore can paralyse prey by flinging a hail of other trolls.stiletto-sharp thorns.



[[folder:Blood Hound]]

to:

[[folder:Blood Hound]][[folder:Cavewort]]



* BodyOfBodies: When people don't die intact in a way that would make it convenient for the necrosurgeons, they combine the remains with those of animals to create blood hounds.
* RaisingTheSteaks: Blood hounds are made by combining human remains with those of quadrupedal animals.

to:

* BodyOfBodies: AcidAttack: When people don't die intact in a way that would make it convenient for warm-blooded creature moves below the necrosurgeons, they combine the remains with those cavewort, it drops clumps of animals long, sticky tendrils, coated in acidic digestive enzymes, to create blood hounds.
* RaisingTheSteaks: Blood hounds are made by combining human remains with those of quadrupedal animals.
ensnare its prey.



[[folder:Boneswarm]]

to:

[[folder:Boneswarm]][[folder:Echolichen]]



* DemBones: Boneswarms are masses of skeletal remains, animated by dark spirits that are drawn to the skeletons of those who died in swamps, transforming them into a gestalt entity driven by horrible predatory instincts.
* WalkingOssuary: A boneswarm strips the flesh and viscera from prey or any corpse it comes across, tearing bones from lifeless bodies and incorporating them into its bulk.

to:

* DemBones: Boneswarms are masses of skeletal remains, animated by dark spirits that are drawn to AbstractEater: The echolichen feeds off violence, which it can detect over vast distances. Once in motion, the skeletons of those who died in swamps, transforming them into a gestalt entity driven by horrible predatory instincts.
* WalkingOssuary: A boneswarm strips
echolichen attacks the flesh source of any anger or violence in its environs and viscera from prey or any corpse it comes across, tearing bones from lifeless bodies and incorporating them into continues to psychically feed off the violence of its bulk.own actions, making it surprisingly difficult to put down.



[[folder:Deathbound Revenant]]

to:

[[folder:Deathbound Revenant]][[folder:Gallows Tree]]



* GhostPirate: Deathbound revenants are undead creatures animated by the continuance of a supernatural contract forged over a thousand years ago between Toruk and his earliest vassal, Captain Rengrave of the Dirgenmast ship ''Atramentous''.
* HauntedFetter: A revenant is anchored to a specific person, place or thing called a locus. The most widely known locus is the ''Atramentous'', although other vessels, officers and even objects within the Ghost Fleet of Cryx serve to bind the many revenants to service. When a revenant is defeated, its incorporeal spirit moves as quickly as it can back to the locus, whereupon it reforms its body within seconds, with all equipment. Destroying its locus or somehow eradicating its incorporeal form is the only way to permanently slay a revenant.

to:

* GhostPirate: Deathbound revenants are undead creatures animated by the continuance AntiRegeneration: The very presence of a supernatural contract forged over a thousand years ago between Toruk gallows tree saps vitality from the living, preventing them from healing in both the RPG and his earliest vassal, Captain Rengrave of the Dirgenmast ship ''Atramentous''.
wargame.
* HauntedFetter: A revenant is anchored VampiricDraining: Gallows groves sustain themselves on blood. Though they are unable to a specific person, place or thing called a locus. The most widely known locus is the ''Atramentous'', although other vessels, officers and even objects within the Ghost Fleet of Cryx serve actively strike out at prey, they are irresistibly drawn to bind the many revenants to service. When a revenant is defeated, its incorporeal spirit moves as quickly as it can back to the locus, whereupon it reforms its body within seconds, with all equipment. Destroying its locus or somehow eradicating its incorporeal form is the only way to permanently slay a revenant.blood-drenched soil.



[[folder:Deathless]]

to:

[[folder:Deathless]][[folder:Hollowthorn]]



* BadBoss: Living beings who encounter a deathless are perceived and treated as slaves. The deathless will imperiously issue commands to others in one of the ancient tongues of western Immoren and will not hesitate to slaughter those incapable of following its edicts.
* EvilOverlord: Deathless are ancient Orgoth lords whose dark powers have sustained them into undeath within their macabre halls, which serve as both tomb and seat of power. Although their bodies have long since turned to dust, not even death has stifled their mad ambition. Despite being completely confined within their tombs, they believe their reach is as vast as their innate power, and in their minds, they remain the rulers of a continent-spanning empire and the governors of countless mortals.

to:

* BadBoss: Living beings who encounter ManEatingPlant: The hollowthorn secretes a deathless are perceived soporific toxin that induces a sensation of well-being followed by growing drowsiness and treated as slaves. The deathless will imperiously issue commands to others in one of eventually sleep. Once the ancient tongues of western Immoren prey succumbs, the vines wrap around it and will not hesitate start to slaughter those incapable of following drink its edicts.
blood.
* EvilOverlord: Deathless are ancient Orgoth lords whose dark powers have sustained them into undeath within their macabre halls, which serve as both tomb and seat of power. Although their bodies have long since turned to dust, not even death TrackingSpell: Once a creature has stifled their mad ambition. Despite being completely confined within their tombs, they believe their reach is as vast as their innate power, and hollowthorn venom in their minds, they remain its blood, the rulers of a continent-spanning empire and the governors of countless mortals.plant can track it unerringly.



[[folder:Dread]]

to:

[[folder:Dread]][[folder:Walking Fungus]]



* BladeBelowTheShoulder: A dread's forearms are sawed away and replaced with implements of shining steel.

to:

* BladeBelowTheShoulder: A dread's forearms MagicEater: The walking fungus feeds on arcane energy, attacking individuals who cast spells or carry mechanika or magical items. If a walking fungus is able to get hold of a magic or mechanika item, it attempts to feed on the arcane energy within, sending hyphae into arcane accumulators or the cortexes of 'jacks that are sawed away and replaced with implements of shining steel.no longer fighting back.



[[folder:Eldritch]]

to:

[[folder:Eldritch]]!!Undead
[[folder:Bane]]



* HorrorHunger: In death, eldritch are motivated by an unnatural hunger. To maintain its existence, an eldritch must siphon the life essence of an intelligent living creature. The touch of an eldritch drains away the life of its prey, nourishing the eldritch and keeping its predatory instincts at their peak.
* NonHumanUndead: Eldritch are Iosans who surrendered their morality and turned to undeath as the only option for staving off their race's uncertain fate.

to:

* HorrorHunger: In death, eldritch AntiRegeneration: Banes are motivated by an unnatural hunger. To maintain its existence, an eldritch must siphon the life essence of an intelligent enshrouded in a preternatural aura that is utterly inimical to living creature. The touch of an eldritch drains away the life of its prey, nourishing the eldritch flesh.
* BloodKnight: Banes delight in slaughter, seeking any opportunity to sow death.
* WarriorUndead: Banes are cunning undead warriors inscribed with runes
and keeping its predatory instincts at sigils of their peak.
* NonHumanUndead: Eldritch are Iosans who surrendered their morality
rebirth. More versatile and turned to undeath as deadly than the more mindless undead, they march into battle with the discipline and inexorable confidence that only option for staving off their race's uncertain fate.soldiers with no fear of death can possess.



[[folder:Entombed]]

to:

[[folder:Entombed]][[folder:Black Troll]]



* OnlyKnownByTheirNickname: Whatever name the Orgoth originally bestowed upon these monstrosities has been lost to time. Modern adventurers who have survived an encounter with these creatures refer to them as the entombed.
* SoulJar: When an entombed is driven off, it returns to its body to recuperate, emerging again at full strength, ready to fight anew. The only way to permanently destroy an entombed is to find and destroy its soul cage, thereby causing it to pass into Urcaen.
* WarriorUndead: Each entombed was once an Orgoth warrior who volunteered for the privilege of being reborn into eternal servitude to his or her lord. After the warrior was ceremonially drowned, the lingering soul was placed in a soul cage. Clad in the armour it wore in life and wielding the weapons with which it was interred, the entombed is driven by an undying directive to protect its master and all the treasures in his grave.

to:

* OnlyKnownByTheirNickname: Whatever name the Orgoth originally bestowed upon these monstrosities has been lost to time. Modern adventurers who have survived an encounter AntiRegeneration: Any hit with these creatures refer to them as the entombed.
a physical attack made by a black troll against any other species of troll negates their regeneration.
* SoulJar: When an entombed is driven off, it returns to its body to recuperate, emerging again at full strength, ready to fight anew. The ForTheEvulz: Black trolls live only way to permanently destroy an entombed is to find for torment. They raid troll and destroy its soul cage, thereby causing it to pass into Urcaen.
* WarriorUndead: Each entombed was once an Orgoth warrior who volunteered for the privilege of being reborn into eternal servitude to his or her lord. After the warrior was ceremonially drowned, the lingering soul was placed in a soul cage. Clad in the armour it wore in life
human settlements alike, murdering and wielding the weapons with which it was interred, the entombed is driven by an undying directive to protect its master and all the treasures in his grave.pillaging as they go.
* NonHumanUndead: Black trolls are undead mockeries of other trolls.



[[folder:Excruciator]]

to:

[[folder:Excruciator]][[folder:Blood Hound]]



* TortureTechnician: Excruciators are the revenant spirits of Orgoth torturers. In life, they used their implements to wring information out of captured rebels, fabricate creatures such as the dread, and bind tortured souls to Orgoth implements such as fellblades. In death, they linger in Orgoth ruins scattered across western Immoren and continue this work upon those unlucky enough to encounter them.

to:

* TortureTechnician: Excruciators are BodyOfBodies: When people don't die intact in a way that would make it convenient for the revenant spirits of Orgoth torturers. In life, necrosurgeons, they used their implements to wring information out of captured rebels, fabricate creatures such as combine the dread, and bind tortured souls to Orgoth implements such as fellblades. In death, they linger in Orgoth ruins scattered across western Immoren and continue this work upon remains with those unlucky enough of animals to encounter them.create blood hounds.
* RaisingTheSteaks: Blood hounds are made by combining human remains with those of quadrupedal animals.



[[folder:Fallen Knight]]

to:

[[folder:Fallen Knight]][[folder:Bone Shaker]]



* AnimatedArmor: Within the Fallen Knights' ornate ritual armour, nothing remains but dust.
* TheOathbreaker: The Fane Knights once swore unbreakable oaths to guard with their lives the dwelling places of the gods themselves--and broke it when Scyrah and Nyssor were assassinated. In undeath, their oaths continue to hold, now rendered unbreakable.
* PraetorianGuard: The Fane Knights once guarded the dwellings of the gods with their lives. Now they strike down, without hesitation, any who trespass on the sacred temples they once guarded.
* WarriorUndead: In life, these individuals were Fane Knights, chosen from among the strongest, most skillful and most devout Iosan warriors to guard the homes of the gods themselves. After Scyrah and Nyssor's assassination, they found their ultimate failure too great to accept and became Fallen Knights; even after their bodies vanished, their oaths continue to hold.

to:

* AnimatedArmor: Within DemBones: Bone shakers are simple undead constructs made from the Fallen Knights' ornate ritual armour, nothing remains but dust.
bones of humanoids and beasts and animated by necromantic energy.
* TheOathbreaker: WalkingWasteland: The Fane Knights once swore unbreakable oaths ambient death energies that animate bone shakers are antithetical to guard with life, leaving trails of withered vegetation in their lives wake and draining the dwelling places vitality of the gods themselves--and broke it when Scyrah and Nyssor were assassinated. In undeath, their oaths continue to hold, now rendered unbreakable.
* PraetorianGuard: The Fane Knights once guarded the dwellings of the gods with their lives. Now they strike down, without hesitation, any who trespass on the sacred temples they once guarded.
* WarriorUndead: In life, these individuals were Fane Knights, chosen from among the strongest, most skillful and most devout Iosan warriors to guard the homes of the gods themselves. After Scyrah and Nyssor's assassination, they found their ultimate failure too great to accept and became Fallen Knights; even after their bodies vanished, their oaths continue to hold.
living creatures nearby.



[[folder:Feralgeist]]

to:

[[folder:Feralgeist]][[folder:Boneswarm]]



* AxCrazy: Lashing out with the claws and fangs of the corpses it inhabits, the feralgeist poses a deadly threat to those unfortunate enough to encounter it.
* PossessingADeadBody: A feralgeist's insubstantial form hungers for a body of flesh. It descends into the carcasses of freshly slain beasts and brings to them a semblance of reanimated life.

to:

* AxCrazy: Lashing out with DemBones: Boneswarms are masses of skeletal remains, animated by dark spirits that are drawn to the claws and fangs skeletons of the corpses it inhabits, the feralgeist poses a deadly threat to those unfortunate enough to encounter it.
* PossessingADeadBody: A feralgeist's insubstantial form hungers for a body of flesh. It descends
who died in swamps, transforming them into a gestalt entity driven by horrible predatory instincts.
* WalkingOssuary: A boneswarm strips
the carcasses of freshly slain beasts flesh and brings to viscera from prey or any corpse it comes across, tearing bones from lifeless bodies and incorporating them a semblance of reanimated life.into its bulk.



[[folder:Hollowed]]

to:

[[folder:Hollowed]][[folder:Deathbound Revenant]]



* HorrorHunger: Hollowed are driven by an all-consuming hunger for the organs of intelligent creatures. Unwilling to accept death and unable to sate their terrible hunger, they wander the wilds of western Immoren, but the organs upon which they feast will never be enough to satisfy their hunger. Rather than being digested, the consumed organs fester and rot over time.
* TheVirus: A creature killed by a hollowed will rise as a hollowed itself within a few days if it is not decapitated first.

to:

* HorrorHunger: Hollowed GhostPirate: Deathbound revenants are driven undead creatures animated by an all-consuming hunger for the organs continuance of intelligent creatures. Unwilling to accept death and unable to sate their terrible hunger, they wander the wilds of western Immoren, but the organs upon which they feast will never be enough to satisfy their hunger. Rather than being digested, the consumed organs fester and rot a supernatural contract forged over time.
a thousand years ago between Toruk and his earliest vassal, Captain Rengrave of the Dirgenmast ship ''Atramentous''.
* TheVirus: HauntedFetter: A creature killed by revenant is anchored to a hollowed will rise as specific person, place or thing called a hollowed itself locus. The most widely known locus is the ''Atramentous'', although other vessels, officers and even objects within the Ghost Fleet of Cryx serve to bind the many revenants to service. When a few days if revenant is defeated, its incorporeal spirit moves as quickly as it can back to the locus, whereupon it reforms its body within seconds, with all equipment. Destroying its locus or somehow eradicating its incorporeal form is not decapitated first.the only way to permanently slay a revenant.



[[folder:Iron Lich]]

to:

[[folder:Iron Lich]][[folder:Deathless]]



* {{Cyborg}}: An iron lich's mortal body, with the exception of its skull, is replaced with a complex mechanikal apparatus that sustains its existence.
* OurLichesAreDifferent: An iron lich is an unliving fusion of necromancy and mechanika, who replaced its mortal body with a complex mechanikal apparatus that sustains its existence in an attempt to attain immortality. Its form is not constrained to any particular configuration and need not bear any resemblance to its living form. Iron liches store their spirit essence in a phylactery—a physical receptacle that houses the soul.
* SoulJar: So long as an iron lich's phylactery remains intact, the creature cannot truly be destroyed. Because a phylactery is an iron lich's only true vulnerability, iron liches take great pains to conceal and protect theirs. Most iron liches are paranoid enough to keep the location of their phylactery secret or to share it with only their most trusted retainers.

to:

* {{Cyborg}}: An iron lich's mortal body, with BadBoss: Living beings who encounter a deathless are perceived and treated as slaves. The deathless will imperiously issue commands to others in one of the exception ancient tongues of western Immoren and will not hesitate to slaughter those incapable of following its skull, is replaced with a complex mechanikal apparatus that sustains its existence.
edicts.
* OurLichesAreDifferent: An iron lich is an unliving fusion of necromancy and mechanika, who replaced its mortal body with a complex mechanikal apparatus that sustains its existence in an attempt to attain immortality. Its form is not constrained to any particular configuration and need not bear any resemblance to its living form. Iron liches store EvilOverlord: Deathless are ancient Orgoth lords whose dark powers have sustained them into undeath within their spirit essence in a phylactery—a physical receptacle that houses the soul.
* SoulJar: So long
macabre halls, which serve as an iron lich's phylactery remains intact, the creature cannot truly be destroyed. Because a phylactery is an iron lich's only true vulnerability, iron liches take great pains to conceal both tomb and protect theirs. Most iron liches are paranoid enough to keep the location seat of power. Although their phylactery secret or bodies have long since turned to share it with only dust, not even death has stifled their most trusted retainers.mad ambition. Despite being completely confined within their tombs, they believe their reach is as vast as their innate power, and in their minds, they remain the rulers of a continent-spanning empire and the governors of countless mortals.



[[folder:Iron Lich Overseer]]

to:

[[folder:Iron Lich Overseer]][[folder:Disembodied]]



* ManySpiritsInsideOfOne: Iron lich overseers are composite beings with a single body and a unified consciousness. The restoration process ensures some degree of cooperation between competing personalities, and in time they merge into a single mind.

to:

* ManySpiritsInsideOfOne: Iron lich overseers are composite beings HauntedFetter: Disembodied cannot move more than about a hundred feet from their corpse without being destroyed. Moving the corpse will only cause the disembodied to follow, so the only way to truly defeat them is to destroy the corpse, either with fire, acid or holy water.
* SinisterMinister: Those priests, who feign
a single body façade of goodness while committing unspeakable acts kept hidden from their flocks and a unified consciousness. The restoration process ensures some degree of cooperation between competing personalities, know that their spirits would face punishment for their crimes, try to escape this fate by resisting crossing over to Urcaen and in time they merge into a single mind.remaining tied to their corpse as disembodied.



[[folder:Mechanithrall]]

to:

[[folder:Mechanithrall]][[folder:Dread]]



* ArtificialZombie: Mechanithralls are technologically augmented thralls stitched together from battlefield dead.
* CannonFodder: Mechanithralls serve as cannon fodder in Cryxian armies.
* OurZombiesAreDifferent: Thralls are corpses reanimated through the power of complex runes carved into their flesh that form the backbone of the armies of Cryx.
* PowerFist: Mechanithralls and brute thralls are augmented with two heavy gauntlets that greatly enhance their strength.

!!!Bile Thrall

to:

* ArtificialZombie: Mechanithralls BladeBelowTheShoulder: A dread's forearms are technologically augmented thralls stitched together from battlefield dead.
* CannonFodder: Mechanithralls serve as cannon fodder in Cryxian armies.
* OurZombiesAreDifferent: Thralls are corpses reanimated through the power of complex runes carved into their flesh that form the backbone of the armies of Cryx.
* PowerFist: Mechanithralls
sawed away and brute thralls are augmented replaced with two heavy gauntlets that greatly enhance their strength.

!!!Bile Thrall
implements of shining steel.
[[/folder]]

[[folder:Eldritch]]



* AcidAttack: The bile thrall's bile cannon fires volumes of corrosive digestive and decomposition agents.
* DeadWeight: Bile thralls are noted for their bloated and swollen bodies.
* SuicideAttack: With a lurching death spasm, a bile thrall can detonate itself in a grisly shower of dissolving agents, flesh and metal.

!!!Bloat Thrall

to:

* AcidAttack: HorrorHunger: In death, eldritch are motivated by an unnatural hunger. To maintain its existence, an eldritch must siphon the life essence of an intelligent living creature. The bile thrall's bile cannon fires volumes touch of corrosive digestive an eldritch drains away the life of its prey, nourishing the eldritch and decomposition agents.
* DeadWeight: Bile thralls are noted for
keeping its predatory instincts at their bloated peak.
* NonHumanUndead: Eldritch are Iosans who surrendered their morality
and swollen bodies.
* SuicideAttack: With a lurching death spasm, a bile thrall can detonate itself in a grisly shower of dissolving agents, flesh and metal.

!!!Bloat Thrall
turned to undeath as the only option for staving off their race's uncertain fate.
[[/folder]]

[[folder:Entombed]]



* BodyOfBodies: A bloat thrall is crudely assembled from half a dozen corpses with no regard for anatomy, only usefulness.
* DefeatEqualsExplosion: If a bloat thrall is ruptured, it explodes and showers the surrounding area in corrosive fluids.

!!!Brine Thrall

to:

* BodyOfBodies: A bloat thrall is crudely assembled from half a dozen corpses OnlyKnownByTheirNickname: Whatever name the Orgoth originally bestowed upon these monstrosities has been lost to time. Modern adventurers who have survived an encounter with no regard for anatomy, these creatures refer to them as the entombed.
* SoulJar: When an entombed is driven off, it returns to its body to recuperate, emerging again at full strength, ready to fight anew. The
only usefulness.
* DefeatEqualsExplosion: If a bloat thrall
way to permanently destroy an entombed is ruptured, it explodes to find and showers destroy its soul cage, thereby causing it to pass into Urcaen.
* WarriorUndead: Each entombed was once an Orgoth warrior who volunteered for
the surrounding area privilege of being reborn into eternal servitude to his or her lord. After the warrior was ceremonially drowned, the lingering soul was placed in corrosive fluids.

!!!Brine Thrall
a soul cage. Clad in the armour it wore in life and wielding the weapons with which it was interred, the entombed is driven by an undying directive to protect its master and all the treasures in his grave.
[[/folder]]

[[folder:Excruciator]]



* RaisingTheSteaks: Brine thralls are the half-consumed corpses of predatory sea creatures retrofitted with necrotite furnaces, having rotted fins replaced with bits of bonejack hull, and outfitted with augmented jaws.

!!!Brute Thrall

to:

* RaisingTheSteaks: Brine thralls TortureTechnician: Excruciators are the half-consumed corpses revenant spirits of predatory sea Orgoth torturers. In life, they used their implements to wring information out of captured rebels, fabricate creatures retrofitted with necrotite furnaces, having rotted fins replaced with bits of bonejack hull, such as the dread, and outfitted with augmented jaws.

!!!Brute Thrall
bind tortured souls to Orgoth implements such as fellblades. In death, they linger in Orgoth ruins scattered across western Immoren and continue this work upon those unlucky enough to encounter them.
[[/folder]]

[[folder:Fallen Knight]]



* DumbMuscle: The brute thrall lacks both subtlety and cognitive capacity, but does its job well--crushing any obstacle in its way.

!!!Carrion Thrall

to:

* DumbMuscle: AnimatedArmor: Within the Fallen Knights' ornate ritual armour, nothing remains but dust.
* TheOathbreaker:
The brute thrall lacks both subtlety Fane Knights once swore unbreakable oaths to guard with their lives the dwelling places of the gods themselves--and broke it when Scyrah and cognitive capacity, but does its job well--crushing Nyssor were assassinated. In undeath, their oaths continue to hold, now rendered unbreakable.
* PraetorianGuard: The Fane Knights once guarded the dwellings of the gods with their lives. Now they strike down, without hesitation,
any obstacle in its way.

!!!Carrion Thrall
who trespass on the sacred temples they once guarded.
* WarriorUndead: In life, these individuals were Fane Knights, chosen from among the strongest, most skillful and most devout Iosan warriors to guard the homes of the gods themselves. After Scyrah and Nyssor's assassination, they found their ultimate failure too great to accept and became Fallen Knights; even after their bodies vanished, their oaths continue to hold.
[[/folder]]

[[folder:Feralgeist]]



* FeatheredFiend: Carrion thralls retain their predatory tendencies from life, make them exceptionally lethal against injured adversaries. In the aftermath of conflicts, Cryxian generals employ them to spread horror and agony among enemy survivors.
* RaisingTheSteaks: Carrion thralls are undead birds, difficult to distinguish from wild birds at a distance.

!!!Skarlock Thrall

to:

* FeatheredFiend: Carrion thralls retain their predatory tendencies from life, make AxCrazy: Lashing out with the claws and fangs of the corpses it inhabits, the feralgeist poses a deadly threat to those unfortunate enough to encounter it.
* PossessingADeadBody: A feralgeist's insubstantial form hungers for a body of flesh. It descends into the carcasses of freshly slain beasts and brings to
them exceptionally lethal against injured adversaries. In the aftermath a semblance of conflicts, Cryxian generals employ them to spread horror and agony among enemy survivors.
* RaisingTheSteaks: Carrion thralls are undead birds, difficult to distinguish from wild birds at a distance.

!!!Skarlock Thrall
reanimated life.
[[/folder]]

[[folder:Hollowed]]



* BondCreatures: From its very fabrication, each skarlock is inextricably bound to a warcaster and becomes a conduit for the arcane abilities of its master, who often sends it forth to unleash this power from a distance. Lesser minions make every effort to appease skarlocks, knowing that each is the eyes and ears of a powerful master.
* EliteZombie: More than any other constructed thrall, skarlocks retain memories from their life and absorb knowledge from their animating runes, giving them extensive personalities and agendas. Dense dark sigils instil them with tremendous necromantic power and sorcerous potential.
* GlowingEyelightsOfUndeath: A hateful intelligence shines from skarlock thralls' eye sockets.

!!!Soulhunter
----
* OurCentaursAreDifferent: The soulhunter is a thrall whose torso is fused with the body of a Scharde stallion. In the wargame, it's classified as a cavalry unit.
* RaisingTheSteaks: Soulhunters are thralls fused with the corpse of a Scharde charger.

to:

* BondCreatures: From its very fabrication, each skarlock is inextricably bound to a warcaster and becomes a conduit HorrorHunger: Hollowed are driven by an all-consuming hunger for the arcane abilities organs of its master, who often sends it forth intelligent creatures. Unwilling to unleash this power from a distance. Lesser minions make every effort to appease skarlocks, knowing that each is the eyes accept death and ears of a powerful master.
* EliteZombie: More than any other constructed thrall, skarlocks retain memories from
unable to sate their life and absorb knowledge from terrible hunger, they wander the wilds of western Immoren, but the organs upon which they feast will never be enough to satisfy their animating runes, giving them extensive personalities hunger. Rather than being digested, the consumed organs fester and agendas. Dense dark sigils instil them with tremendous necromantic power and sorcerous potential.
rot over time.
* GlowingEyelightsOfUndeath: TheVirus: A hateful intelligence shines from skarlock thralls' eye sockets.

!!!Soulhunter
----
* OurCentaursAreDifferent: The soulhunter is
creature killed by a thrall whose torso is fused with the body of a Scharde stallion. In the wargame, it's classified hollowed will rise as a cavalry unit.
* RaisingTheSteaks: Soulhunters are thralls fused with the corpse of
hollowed itself within a Scharde charger.few days if it is not decapitated first.



[[folder:Pistol Wraith]]

to:

[[folder:Pistol Wraith]][[folder:Iron Lich]]



* BottomlessMagazines: A pistol wraith's wraithlock pistols never run out of ammunition.
* GunsAkimbo: Each pistol wraith is armed with a pair of wraithlock pistols.
* TheGunslinger: Pistol wraiths are restless spirits of duellists that retain their skill in life and walk the earth searching for fresh victims.
* MageMarksman: Gun mages who become pistol wraiths boast capabilities beyond those of other pistol wraiths. Retaining at least some spellcasting abilities from life, a pistol wraith spellslinger can channel magic through its wraithlock without rune bullets like living gun mages need to.
* RoaringRampageOfRevenge: Pistol wraiths are consumed by an all-consuming need for vengeance or an overwhelming hatred of all life.
* SoreLoser: A pistol wraith's rejection of its own mortal end is intensified by its refusal to accept its own failure. The pistol wraith cannot acknowledge that it lost its final duel in life--combined with its ego, it gains a preternatural foothold in the physical realm. Through their singular dedication to prove themselves by besting other skilled gunfighters, they have denied their own passage to the afterlife.

to:

* BottomlessMagazines: A pistol wraith's wraithlock pistols never run out {{Cyborg}}: An iron lich's mortal body, with the exception of ammunition.
* GunsAkimbo: Each pistol wraith
its skull, is armed replaced with a pair of wraithlock pistols.
* TheGunslinger: Pistol wraiths are restless spirits of duellists
complex mechanikal apparatus that retain their skill in life sustains its existence.
* OurLichesAreDifferent: An iron lich is an unliving fusion of necromancy
and walk the earth searching for fresh victims.
* MageMarksman: Gun mages
mechanika, who become pistol wraiths boast capabilities beyond those of other pistol wraiths. Retaining at least some spellcasting abilities from life, a pistol wraith spellslinger can channel magic through replaced its wraithlock without rune bullets like mortal body with a complex mechanikal apparatus that sustains its existence in an attempt to attain immortality. Its form is not constrained to any particular configuration and need not bear any resemblance to its living gun mages need to.
* RoaringRampageOfRevenge: Pistol wraiths are consumed by an all-consuming need for vengeance or an overwhelming hatred of all life.
* SoreLoser: A pistol wraith's rejection of its own mortal end is intensified by its refusal to accept its own failure. The pistol wraith cannot acknowledge that it lost its final duel
form. Iron liches store their spirit essence in life--combined with its ego, it gains a preternatural foothold in the phylactery—a physical realm. Through receptacle that houses the soul.
* SoulJar: So long as an iron lich's phylactery remains intact, the creature cannot truly be destroyed. Because a phylactery is an iron lich's only true vulnerability, iron liches take great pains to conceal and protect theirs. Most iron liches are paranoid enough to keep the location of
their singular dedication phylactery secret or to prove themselves by besting other skilled gunfighters, they have denied share it with only their own passage to the afterlife.most trusted retainers.



[[folder:Reliquary]]

to:

[[folder:Reliquary]][[folder:Iron Lich Overseer]]



* OmnicidalManiac: Reliquaries vent their hatred with shocking violence on anything that crosses their path.
* ThePowerOfHate: Reliquaries are fuelled by a seething hatred of any creature displaying even a semblance of life, especially the eldritch.
* TestedOnHumans: In the secret underground laboratories of House Vyre, grisly experiments were conducted on elves born without souls. After the laboratories were abandoned, they were simply sealed off, with the grisly remnants of past horrors left inside, until they were awakened as undead reliquaries.
* UndeadHate: Reliquaries are infants who had been vivisected and entombed in arcanikal vessels, awakened into undeath by the deaths of the gods.

to:

* OmnicidalManiac: Reliquaries vent their hatred ManySpiritsInsideOfOne: Iron lich overseers are composite beings with shocking violence on anything that crosses their path.
* ThePowerOfHate: Reliquaries are fuelled by
a seething hatred single body and a unified consciousness. The restoration process ensures some degree of any creature displaying even a semblance of life, especially the eldritch.
* TestedOnHumans: In the secret underground laboratories of House Vyre, grisly experiments were conducted on elves born without souls. After the laboratories were abandoned,
cooperation between competing personalities, and in time they were simply sealed off, with the grisly remnants of past horrors left inside, until they were awakened as undead reliquaries.
* UndeadHate: Reliquaries are infants who had been vivisected and entombed in arcanikal vessels, awakened
merge into undeath by the deaths of the gods.a single mind.



[[folder:Riven]]

to:

[[folder:Riven]][[folder:Mechanithrall]]



* DemonicPossession: Riven can possess the living and believe that if they inhabit a body as it dies, they can tether themselves to the departing soul and thereby pass into Urcaen. They delude themselves with this untenable belief, even though upon death of the host, the riven is ejected in a blast of violent spectral force.
* MustBeInvited: A riven cannot pass through any border or threshold unless it receives permission or an invitation, a river, national borders or a doorway.
* NonHumanUndead: Riven are the crazed spirits of elven priests who suffered and died during the Rivening.
[[/folder]]

[[folder:Sand Dervish]]

to:

* DemonicPossession: Riven can possess the living and believe that if they inhabit a body ArtificialZombie: Mechanithralls are technologically augmented thralls stitched together from battlefield dead.
* CannonFodder: Mechanithralls serve
as it dies, they can tether themselves to the departing soul and thereby pass into Urcaen. They delude themselves with this untenable belief, even though upon death of the host, the riven is ejected cannon fodder in a blast of violent spectral force.
Cryxian armies.
* MustBeInvited: A riven cannot pass OurZombiesAreDifferent: Thralls are corpses reanimated through any border or threshold unless it receives permission or an invitation, a river, national borders or a doorway.
the power of complex runes carved into their flesh that form the backbone of the armies of Cryx.
* NonHumanUndead: Riven PowerFist: Mechanithralls and brute thralls are the crazed spirits of elven priests who suffered and died during the Rivening.
[[/folder]]

[[folder:Sand Dervish]]
augmented with two heavy gauntlets that greatly enhance their strength.

!!!Bile Thrall



* DeathSeeker: Sand dervishes desire death through honourable battle and seek out opponents who can give them such an end.
* GhostlyGoals: The only way to get rid of a sand dervish, who perished before fulfilling a sworn oath or task, is to determine the reason for its existence and set right whatever prevents it from resting. Most find their final rest when challenged and defeated in single combat, while a few might have more obscure requirements. Otherwise, if it dies, the sand dervish regains its form after a few days.
* SentientSands: The spirit of a sand dervish can take on a corporeal form made from the sands of the Bloodstone in which it perished.
[[/folder]]

[[folder:Scylla]]

to:

* DeathSeeker: Sand dervishes desire AcidAttack: The bile thrall's bile cannon fires volumes of corrosive digestive and decomposition agents.
* DeadWeight: Bile thralls are noted for their bloated and swollen bodies.
* SuicideAttack: With a lurching
death through honourable battle spasm, a bile thrall can detonate itself in a grisly shower of dissolving agents, flesh and seek out opponents who can give them such an end.
* GhostlyGoals: The only way to get rid of a sand dervish, who perished before fulfilling a sworn oath or task, is to determine the reason for its existence and set right whatever prevents it from resting. Most find their final rest when challenged and defeated in single combat, while a few might have more obscure requirements. Otherwise, if it dies, the sand dervish regains its form after a few days.
* SentientSands: The spirit of a sand dervish can take on a corporeal form made from the sands of the Bloodstone in which it perished.
[[/folder]]

[[folder:Scylla]]
metal.

!!!Bloat Thrall



* CirclingVultures: Like vultures, scylla are scavengers that wheel over battles, diving down en masse to fall upon those left behind. They have been known to roost near rocky shores where shipwrecks are common, hoping to feast on drowned sailors floating on the tide.
* RaisingTheSteaks: Scylla flocks consist of undead birds corrupted by the blight of Toruk the Dragonfather.
* TalkingAnimal: Upon consuming a corpse, a scylla flock attains an echo of the deceased's memories and can speak with its voice. Compelled to return to familiar taverns and ships by these memories, they mockingly call out to pirates and sailors in the voices of their dead comrades.
[[/folder]]

[[folder:Sepulchral Lurker]]

to:

* CirclingVultures: Like vultures, scylla are scavengers that wheel over battles, diving down en masse to fall upon those left behind. They have been known to roost near rocky shores where shipwrecks are common, hoping to feast on drowned sailors floating on the tide.
* RaisingTheSteaks: Scylla flocks consist of undead birds corrupted by the blight of Toruk the Dragonfather.
* TalkingAnimal: Upon consuming
BodyOfBodies: A bloat thrall is crudely assembled from half a corpse, a scylla flock attains an echo of the deceased's memories and can speak dozen corpses with its voice. Compelled to return to familiar taverns no regard for anatomy, only usefulness.
* DefeatEqualsExplosion: If a bloat thrall is ruptured, it explodes
and ships by these memories, they mockingly call out to pirates and sailors in showers the voices of their dead comrades.
[[/folder]]

[[folder:Sepulchral Lurker]]
surrounding area in corrosive fluids.

!!!Brine Thrall



* TheSpeechless: A sepulchral lurker is no longer capable of speech and cannot utter more than a dusty hiss.
[[/folder]]

[[folder:Shaft Wight]]

to:

* TheSpeechless: A sepulchral lurker is no longer capable RaisingTheSteaks: Brine thralls are the half-consumed corpses of speech predatory sea creatures retrofitted with necrotite furnaces, having rotted fins replaced with bits of bonejack hull, and cannot utter more than a dusty hiss.
[[/folder]]

[[folder:Shaft Wight]]
outfitted with augmented jaws.

!!!Brute Thrall



* BuriedAlive: Shaft wights were once miners, buried by cave-ins and collapsing tunnels and left to suffocate beneath the earth. Some were consumed by the terror of their inevitable deaths and clung to life so strongly that hours after dying, they transformed into undead and freed themselves with bloody talons.
* TheVirus: Humanoids killed by shaft wights rise as new shaft wights. In Rhul, they are put down at a distance to minimise the risk that others will become shaft wights.
[[/folder]]

[[folder:Soul Trapper]]

to:

* BuriedAlive: Shaft wights were once miners, buried by cave-ins DumbMuscle: The brute thrall lacks both subtlety and collapsing tunnels and left to suffocate beneath the earth. Some were consumed by the terror of their inevitable deaths and clung to life so strongly that hours after dying, they transformed into undead and freed themselves with bloody talons.
* TheVirus: Humanoids killed by shaft wights rise as new shaft wights. In Rhul, they are put down at a distance to minimise the risk that others will become shaft wights.
[[/folder]]

[[folder:Soul Trapper]]
cognitive capacity, but does its job well--crushing any obstacle in its way.

!!!Carrion Thrall



* YourSoulIsMine: The soul trapper continually wrests souls of the recently departed from the air and stuffs them into prepared soul cages, until they can be transferred to mightier entities. The runes carved upon the soul trapper's flesh imbues it with an incessant need to gather as many souls as possible.
[[/folder]]

[[folder:Tormented]]

to:

* YourSoulIsMine: The soul trapper continually wrests souls of the recently departed FeatheredFiend: Carrion thralls retain their predatory tendencies from the air and stuffs life, make them into prepared soul cages, until they can be transferred to mightier entities. The runes carved upon exceptionally lethal against injured adversaries. In the soul trapper's flesh imbues it with an incessant need aftermath of conflicts, Cryxian generals employ them to gather as many souls as possible.
[[/folder]]

[[folder:Tormented]]
spread horror and agony among enemy survivors.
* RaisingTheSteaks: Carrion thralls are undead birds, difficult to distinguish from wild birds at a distance.

!!!Skarlock Thrall



* AxCrazy: Driven to a state of nearly mindless frenzy by their constant agony, the tormented hold a special hatred for sentient beings, especially anyone who reminds them of their elven foes or their former skorne masters. The pain visited on them in life by their handlers is now amplified in death until it is all they know, and their only outlet is to inflict that pain on others.
* FusionDance: The tormented are composite creatures, made up of the suffering of innumerable beasts and the eddying remnants of skorne mortitheurgy.
* PerpetuallyProtean: The tormented are ever shifting, with the features of warbeasts forming and receding at random. At any given moment, a tormented might manifest the tusked head of a titan, the club tail of a rhinodon, or the piercing claw of an aradus—or all of the above.
* RaisingTheSteaks: The tormented are undead ghosts of former skorne warbeasts.

to:

* AxCrazy: Driven BondCreatures: From its very fabrication, each skarlock is inextricably bound to a state warcaster and becomes a conduit for the arcane abilities of nearly mindless frenzy by its master, who often sends it forth to unleash this power from a distance. Lesser minions make every effort to appease skarlocks, knowing that each is the eyes and ears of a powerful master.
* EliteZombie: More than any other constructed thrall, skarlocks retain memories from
their constant agony, the tormented hold a special hatred for sentient beings, especially anyone who reminds them of life and absorb knowledge from their elven foes or their former skorne masters. The pain visited on animating runes, giving them in life by their handlers is now amplified in death until it is all they know, extensive personalities and their only outlet is to inflict that pain on others.
agendas. Dense dark sigils instil them with tremendous necromantic power and sorcerous potential.
* FusionDance: GlowingEyelightsOfUndeath: A hateful intelligence shines from skarlock thralls' eye sockets.

!!!Soulhunter
----
* OurCentaursAreDifferent:
The tormented are composite creatures, made up of the suffering of innumerable beasts and the eddying remnants of skorne mortitheurgy.
* PerpetuallyProtean: The tormented are ever shifting,
soulhunter is a thrall whose torso is fused with the features of warbeasts forming and receding at random. At any given moment, a tormented might manifest the tusked head body of a titan, Scharde stallion. In the club tail of wargame, it's classified as a rhinodon, or the piercing claw of an aradus—or all of the above.
cavalry unit.
* RaisingTheSteaks: The tormented Soulhunters are undead ghosts thralls fused with the corpse of former skorne warbeasts.a Scharde charger.



[[folder:Pistol Wraith]]
----
* BottomlessMagazines: A pistol wraith's wraithlock pistols never run out of ammunition.
* GunsAkimbo: Each pistol wraith is armed with a pair of wraithlock pistols.
* TheGunslinger: Pistol wraiths are restless spirits of duellists that retain their skill in life and walk the earth searching for fresh victims.
* MageMarksman: Gun mages who become pistol wraiths boast capabilities beyond those of other pistol wraiths. Retaining at least some spellcasting abilities from life, a pistol wraith spellslinger can channel magic through its wraithlock without rune bullets like living gun mages need to.
* RoaringRampageOfRevenge: Pistol wraiths are consumed by an all-consuming need for vengeance or an overwhelming hatred of all life.
* SoreLoser: A pistol wraith's rejection of its own mortal end is intensified by its refusal to accept its own failure. The pistol wraith cannot acknowledge that it lost its final duel in life--combined with its ego, it gains a preternatural foothold in the physical realm. Through their singular dedication to prove themselves by besting other skilled gunfighters, they have denied their own passage to the afterlife.
[[/folder]]

[[folder:Reliquary]]
----
* OmnicidalManiac: Reliquaries vent their hatred with shocking violence on anything that crosses their path.
* ThePowerOfHate: Reliquaries are fuelled by a seething hatred of any creature displaying even a semblance of life, especially the eldritch.
* TestedOnHumans: In the secret underground laboratories of House Vyre, grisly experiments were conducted on elves born without souls. After the laboratories were abandoned, they were simply sealed off, with the grisly remnants of past horrors left inside, until they were awakened as undead reliquaries.
* UndeadHate: Reliquaries are infants who had been vivisected and entombed in arcanikal vessels, awakened into undeath by the deaths of the gods.
[[/folder]]

[[folder:Riven]]
----
* DemonicPossession: Riven can possess the living and believe that if they inhabit a body as it dies, they can tether themselves to the departing soul and thereby pass into Urcaen. They delude themselves with this untenable belief, even though upon death of the host, the riven is ejected in a blast of violent spectral force.
* MustBeInvited: A riven cannot pass through any border or threshold unless it receives permission or an invitation, a river, national borders or a doorway.
* NonHumanUndead: Riven are the crazed spirits of elven priests who suffered and died during the Rivening.
[[/folder]]

[[folder:Sand Dervish]]
----
* DeathSeeker: Sand dervishes desire death through honourable battle and seek out opponents who can give them such an end.
* GhostlyGoals: The only way to get rid of a sand dervish, who perished before fulfilling a sworn oath or task, is to determine the reason for its existence and set right whatever prevents it from resting. Most find their final rest when challenged and defeated in single combat, while a few might have more obscure requirements. Otherwise, if it dies, the sand dervish regains its form after a few days.
* SentientSands: The spirit of a sand dervish can take on a corporeal form made from the sands of the Bloodstone in which it perished.
[[/folder]]

[[folder:Scylla]]
----
* CirclingVultures: Like vultures, scylla are scavengers that wheel over battles, diving down en masse to fall upon those left behind. They have been known to roost near rocky shores where shipwrecks are common, hoping to feast on drowned sailors floating on the tide.
* RaisingTheSteaks: Scylla flocks consist of undead birds corrupted by the blight of Toruk the Dragonfather.
* TalkingAnimal: Upon consuming a corpse, a scylla flock attains an echo of the deceased's memories and can speak with its voice. Compelled to return to familiar taverns and ships by these memories, they mockingly call out to pirates and sailors in the voices of their dead comrades.
[[/folder]]

[[folder:Sepulchral Lurker]]
----
* TheSpeechless: A sepulchral lurker is no longer capable of speech and cannot utter more than a dusty hiss.
[[/folder]]

[[folder:Shaft Wight]]
----
* BuriedAlive: Shaft wights were once miners, buried by cave-ins and collapsing tunnels and left to suffocate beneath the earth. Some were consumed by the terror of their inevitable deaths and clung to life so strongly that hours after dying, they transformed into undead and freed themselves with bloody talons.
* TheVirus: Humanoids killed by shaft wights rise as new shaft wights. In Rhul, they are put down at a distance to minimise the risk that others will become shaft wights.
[[/folder]]

[[folder:Soul Trapper]]
----
* YourSoulIsMine: The soul trapper continually wrests souls of the recently departed from the air and stuffs them into prepared soul cages, until they can be transferred to mightier entities. The runes carved upon the soul trapper's flesh imbues it with an incessant need to gather as many souls as possible.
[[/folder]]

[[folder:Tormented]]
----
* AxCrazy: Driven to a state of nearly mindless frenzy by their constant agony, the tormented hold a special hatred for sentient beings, especially anyone who reminds them of their elven foes or their former skorne masters. The pain visited on them in life by their handlers is now amplified in death until it is all they know, and their only outlet is to inflict that pain on others.
* FusionDance: The tormented are composite creatures, made up of the suffering of innumerable beasts and the eddying remnants of skorne mortitheurgy.
* PerpetuallyProtean: The tormented are ever shifting, with the features of warbeasts forming and receding at random. At any given moment, a tormented might manifest the tusked head of a titan, the club tail of a rhinodon, or the piercing claw of an aradus—or all of the above.
* RaisingTheSteaks: The tormented are undead ghosts of former skorne warbeasts.
[[/folder]]



* ManEatingPlant: Gallows groves sustain themselves on blood. Though they are unable to actively strike out at prey, they are irresistibly drawn to blood-drenched soil.



* AFormYouAreComfortableWith: Void archons change their appearance to take on whatever form best suited those they protect. To elves, they are divine heralds whose forms were reminiscent of Iosan sculptures of the gods' servants; to the skorne, they are physical manifestations of ancestors who had returned from the Void through sheer strength of will.



* TheGrimReaper: Death archons are massive, hooded creatures borne aloft on wings of bone and wielding fierce Iron Reapers. No one is sure where these creatures came from or who they answer to, if anyone.

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!!Dragons
[[folder:Dragon]]

to:

!!Dragons
[[folder:Dragon]]
[[folder:Wraith Engine]]



* AxCrazy: The wraith engine's mindless thirst for death can never be slaked, so its masters keep it chained until it can feast on the field of battle.
* MechanicalMonster: A wraith engine is a malevolent intellect tied to devilish machinery. As it lurches across the battlefield, those who do not run are mowed down like wheat by a scythe, their souls harvested to power its heinous mechanism.
* PerpetuallyProtean: The wraith engine does not have a stable, coherent shape, and alternates between ghostly and physical forms.
* SoulPoweredEngine: Cryxian necrotechs ritually sacrifice hundreds of living victims in the creation of a wraith engine, binding the spirits within the machine.
[[/folder]]

!!Dragons
[[folder:Dragon]]
----



[[folder:Dregg]]

to:

[[folder:Dregg]][[folder:Dragon Knight]]



* AsskickingLeadsToLeadership: Dregg society has a loose hierarchy based on martial prowess and the number of high-quality weapons an individual possesses. Dregg that survive numerous surface raids are afforded great respect and often act as hive leaders.
* CombatSadomasochist: Dregg revel in pain and take great satisfaction in torture. They also derive pleasure and even strength from their own suffering, and many accounts indicate that they become more ferocious when injured.
* WeakenedByTheLight: Direct exposure to sunlight causes them to rapidly sicken and die, so dregg emerge from their lairs only at night to raid and pillage.

to:

* AsskickingLeadsToLeadership: Dregg society has ClingyCostume: When a loose hierarchy based on martial prowess dragon knight dons the black armour of their knighthood, it is grafted onto their flesh and bound shut, preventing them from ever removing it.
* DragonKnight: Dragon knights are those who choose to serve the Dragonfather in life and eternally after, even when their frail mortal forms succumb to age
and the number ravages of high-quality weapons an individual possesses. Dregg that survive numerous surface raids are afforded great respect and often act as hive leaders.
blight.
* CombatSadomasochist: Dregg revel in pain and take great satisfaction in torture. They also derive pleasure and even strength from their own suffering, and many accounts indicate that they become more ferocious when injured.
* WeakenedByTheLight: Direct exposure to sunlight causes
PoweredArmor: Dragon knights wear suits of necromechanikal armour powered by refined necrotite, rendering them to rapidly sicken something between helljacks and die, so dregg emerge from their lairs only at night to raid the heaviest thralls. The necromechanika replaces failing organs and pillage.decaying flesh, its structure compensating for crumbled bones.



[[folder:Farrow Beast]]

to:

[[folder:Farrow Beast]][[folder:Dregg]]



* DumbMuscle: Farrow have a tendency to give birth to offspring of exceptional size and limited intelligence. As a rule, these farrow are much more brutish and bestial than average and grow to tremendous size at an accelerated rate. If the tribe has a warlock, this individual will take control of the brutes; if not, they are beaten into submission by other members of the tribe and used as simpleminded labourers or shock troopers.
* MultipleHeadCase: Biboars are rare conjoined twins born among the farrow, whose two heads are in constant conflict. Roaring and squealing, each head does what it can to rip away a meal from the other. Each struggles for control of the body, and whichever wins out is just as likely to batter the other head as it is to act for their mutual benefit.

to:

* DumbMuscle: Farrow have a tendency to give birth to offspring of exceptional size and limited intelligence. As a rule, these farrow are much more brutish and bestial than average and grow to tremendous size at an accelerated rate. If the tribe AsskickingLeadsToLeadership: Dregg society has a warlock, this loose hierarchy based on martial prowess and the number of high-quality weapons an individual will possesses. Dregg that survive numerous surface raids are afforded great respect and often act as hive leaders.
* CombatSadomasochist: Dregg revel in pain and
take control of the brutes; if not, they are beaten into submission by other members of the tribe great satisfaction in torture. They also derive pleasure and used as simpleminded labourers or shock troopers.
* MultipleHeadCase: Biboars are rare conjoined twins born among the farrow, whose two heads are in constant conflict. Roaring and squealing, each head does what it can to rip away a meal
even strength from the other. Each struggles for control of the body, and whichever wins out is just as likely to batter the other head as it is to act for their mutual benefit.own suffering, and many accounts indicate that they become more ferocious when injured.
* WeakenedByTheLight: Direct exposure to sunlight causes them to rapidly sicken and die, so dregg emerge from their lairs only at night to raid and pillage.



[[folder:Totem Hunter]]

to:

[[folder:Totem Hunter]][[folder:Farrow Beast]]



* EgomaniacHunter: Totem hunters stalk the wilds of Immoren and slaughter the deadliest prey the land has to offer.
* SuperPersistentPredator: Totem hunters are among the most relentless predators in existence. Once a totem hunter selects a target, the death of either the totem hunter or its quarry is almost certain; the only exception is if a totem hunter determines its quarry is somehow unworthy of the hunt.

to:

* EgomaniacHunter: Totem hunters stalk DumbMuscle: Farrow have a tendency to give birth to offspring of exceptional size and limited intelligence. As a rule, these farrow are much more brutish and bestial than average and grow to tremendous size at an accelerated rate. If the wilds tribe has a warlock, this individual will take control of Immoren the brutes; if not, they are beaten into submission by other members of the tribe and slaughter the deadliest prey the land has to offer.
used as simpleminded labourers or shock troopers.
* SuperPersistentPredator: Totem hunters MultipleHeadCase: Biboars are rare conjoined twins born among the most relentless predators farrow, whose two heads are in existence. Once constant conflict. Roaring and squealing, each head does what it can to rip away a totem hunter selects a target, meal from the death of either the totem hunter or its quarry is almost certain; the only exception is if a totem hunter determines its quarry is somehow unworthy other. Each struggles for control of the hunt.body, and whichever wins out is just as likely to batter the other head as it is to act for their mutual benefit.



[[folder:Warpwolf]]

to:

[[folder:Warpwolf]][[folder:Totem Hunter]]



* EgomaniacHunter: Totem hunters stalk the wilds of Immoren and slaughter the deadliest prey the land has to offer.
* SuperPersistentPredator: Totem hunters are among the most relentless predators in existence. Once a totem hunter selects a target, the death of either the totem hunter or its quarry is almost certain; the only exception is if a totem hunter determines its quarry is somehow unworthy of the hunt.
[[/folder]]

[[folder:Warpwolf]]
----



[[folder:Boneswarm]]

to:

[[folder:Boneswarm]][[folder:Blood Hound]]



* DemBones: Boneswarms are masses of skeletal remains, animated by dark spirits that are drawn to the skeletons of those who died in swamps, transforming them into a gestalt entity driven by horrible predatory instincts.
* WalkingOssuary: A boneswarm strips the flesh and viscera from prey or any corpse it comes across, tearing bones from lifeless bodies and incorporating them into its bulk.

to:

* DemBones: Boneswarms are masses of skeletal remains, animated by dark spirits BodyOfBodies: When people don't die intact in a way that are drawn to would make it convenient for the skeletons of necrosurgeons, they combine the remains with those who died in swamps, transforming them into a gestalt entity driven of animals to create blood hounds.
* RaisingTheSteaks: Blood hounds are made
by horrible predatory instincts.
* WalkingOssuary: A boneswarm strips the flesh and viscera from prey or any corpse it comes across, tearing bones from lifeless bodies and incorporating them into its bulk.
combining human remains with those of quadrupedal animals.



[[folder:Deathbound Revenant]]

to:

[[folder:Deathbound Revenant]][[folder:Boneswarm]]



* GhostPirate: Deathbound revenants are undead creatures animated by the continuance of a supernatural contract forged over a thousand years ago between Toruk and his earliest vassal, Captain Rengrave of the Dirgenmast ship ''Atramentous''.
* HauntedFetter: A revenant is anchored to a specific person, place or thing called a locus. The most widely known locus is the ''Atramentous'', although other vessels, officers and even objects within the Ghost Fleet of Cryx serve to bind the many revenants to service. When a revenant is defeated, its incorporeal spirit moves as quickly as it can back to the locus, whereupon it reforms its body within seconds, with all equipment. Destroying its locus or somehow eradicating its incorporeal form is the only way to permanently slay a revenant.

to:

* GhostPirate: Deathbound revenants DemBones: Boneswarms are undead creatures masses of skeletal remains, animated by the continuance of a supernatural contract forged over a thousand years ago between Toruk and his earliest vassal, Captain Rengrave of the Dirgenmast ship ''Atramentous''.
* HauntedFetter: A revenant is anchored to a specific person, place or thing called a locus. The most widely known locus is the ''Atramentous'', although other vessels, officers and even objects within the Ghost Fleet of Cryx serve to bind the many revenants to service. When a revenant is defeated, its incorporeal spirit moves as quickly as it can back
dark spirits that are drawn to the locus, whereupon skeletons of those who died in swamps, transforming them into a gestalt entity driven by horrible predatory instincts.
* WalkingOssuary: A boneswarm strips the flesh and viscera from prey or any corpse
it reforms comes across, tearing bones from lifeless bodies and incorporating them into its body within seconds, with all equipment. Destroying its locus or somehow eradicating its incorporeal form is the only way to permanently slay a revenant.bulk.



[[folder:Deathless]]

to:

[[folder:Deathless]][[folder:Deathbound Revenant]]



* BadBoss: Living beings who encounter a deathless are perceived and treated as slaves. The deathless will imperiously issue commands to others in one of the ancient tongues of western Immoren and will not hesitate to slaughter those incapable of following its edicts.
* EvilOverlord: Deathless are ancient Orgoth lords whose dark powers have sustained them into undeath within their macabre halls, which serve as both tomb and seat of power. Although their bodies have long since turned to dust, not even death has stifled their mad ambition. Despite being completely confined within their tombs, they believe their reach is as vast as their innate power, and in their minds, they remain the rulers of a continent-spanning empire and the governors of countless mortals.

to:

* BadBoss: Living beings who encounter a deathless GhostPirate: Deathbound revenants are perceived undead creatures animated by the continuance of a supernatural contract forged over a thousand years ago between Toruk and treated as slaves. The deathless will imperiously issue commands to others in one his earliest vassal, Captain Rengrave of the ancient tongues of western Immoren Dirgenmast ship ''Atramentous''.
* HauntedFetter: A revenant is anchored to a specific person, place or thing called a locus. The most widely known locus is the ''Atramentous'', although other vessels, officers
and will not hesitate to slaughter those incapable of following its edicts.
* EvilOverlord: Deathless are ancient Orgoth lords whose dark powers have sustained them into undeath
even objects within their macabre halls, which the Ghost Fleet of Cryx serve to bind the many revenants to service. When a revenant is defeated, its incorporeal spirit moves as both tomb and seat of power. Although their bodies have long since turned quickly as it can back to dust, not even death has stifled their mad ambition. Despite being completely confined the locus, whereupon it reforms its body within their tombs, they believe their reach seconds, with all equipment. Destroying its locus or somehow eradicating its incorporeal form is as vast as their innate power, and in their minds, they remain the rulers of only way to permanently slay a continent-spanning empire and the governors of countless mortals.revenant.



[[folder:Dread]]

to:

[[folder:Dread]][[folder:Deathless]]



* BladeBelowTheShoulder: A dread's forearms are sawed away and replaced with implements of shining steel.

to:

* BladeBelowTheShoulder: A dread's forearms BadBoss: Living beings who encounter a deathless are sawed away perceived and replaced with implements treated as slaves. The deathless will imperiously issue commands to others in one of shining steel.the ancient tongues of western Immoren and will not hesitate to slaughter those incapable of following its edicts.
* EvilOverlord: Deathless are ancient Orgoth lords whose dark powers have sustained them into undeath within their macabre halls, which serve as both tomb and seat of power. Although their bodies have long since turned to dust, not even death has stifled their mad ambition. Despite being completely confined within their tombs, they believe their reach is as vast as their innate power, and in their minds, they remain the rulers of a continent-spanning empire and the governors of countless mortals.



[[folder:Eldritch]]

to:

[[folder:Eldritch]][[folder:Dread]]



* HorrorHunger: In death, eldritch are motivated by an unnatural hunger. To maintain its existence, an eldritch must siphon the life essence of an intelligent living creature. The touch of an eldritch drains away the life of its prey, nourishing the eldritch and keeping its predatory instincts at their peak.
* NonHumanUndead: Eldritch are Iosans who surrendered their morality and turned to undeath as the only option for staving off their race's uncertain fate.

to:

* HorrorHunger: In death, eldritch BladeBelowTheShoulder: A dread's forearms are motivated by an unnatural hunger. To maintain its existence, an eldritch must siphon the life essence of an intelligent living creature. The touch of an eldritch drains sawed away the life of its prey, nourishing the eldritch and keeping its predatory instincts at their peak.
* NonHumanUndead: Eldritch are Iosans who surrendered their morality and turned to undeath as the only option for staving off their race's uncertain fate.
replaced with implements of shining steel.



[[folder:Entombed]]

to:

[[folder:Entombed]][[folder:Eldritch]]



* OnlyKnownByTheirNickname: Whatever name the Orgoth originally bestowed upon these monstrosities has been lost to time. Modern adventurers who have survived an encounter with these creatures refer to them as the entombed.
* SoulJar: When an entombed is driven off, it returns to its body to recuperate, emerging again at full strength, ready to fight anew. The only way to permanently destroy an entombed is to find and destroy its soul cage, thereby causing it to pass into Urcaen.
* WarriorUndead: Each entombed was once an Orgoth warrior who volunteered for the privilege of being reborn into eternal servitude to his or her lord. After the warrior was ceremonially drowned, the lingering soul was placed in a soul cage. Clad in the armour it wore in life and wielding the weapons with which it was interred, the entombed is driven by an undying directive to protect its master and all the treasures in his grave.

to:

* OnlyKnownByTheirNickname: Whatever name HorrorHunger: In death, eldritch are motivated by an unnatural hunger. To maintain its existence, an eldritch must siphon the Orgoth originally bestowed upon these monstrosities has been lost to time. Modern adventurers life essence of an intelligent living creature. The touch of an eldritch drains away the life of its prey, nourishing the eldritch and keeping its predatory instincts at their peak.
* NonHumanUndead: Eldritch are Iosans
who have survived an encounter with these creatures refer surrendered their morality and turned to them undeath as the entombed.
* SoulJar: When an entombed is driven off, it returns to its body to recuperate, emerging again at full strength, ready to fight anew. The
only way to permanently destroy an entombed is to find and destroy its soul cage, thereby causing it to pass into Urcaen.
* WarriorUndead: Each entombed was once an Orgoth warrior who volunteered
option for the privilege of being reborn into eternal servitude to his or her lord. After the warrior was ceremonially drowned, the lingering soul was placed in a soul cage. Clad in the armour it wore in life and wielding the weapons with which it was interred, the entombed is driven by an undying directive to protect its master and all the treasures in his grave.staving off their race's uncertain fate.



[[folder:Excruciator]]

to:

[[folder:Excruciator]][[folder:Entombed]]



* TortureTechnician: Excruciators are the revenant spirits of Orgoth torturers. In life, they used their implements to wring information out of captured rebels, fabricate creatures such as the dread, and bind tortured souls to Orgoth implements such as fellblades. In death, they linger in Orgoth ruins scattered across western Immoren and continue this work upon those unlucky enough to encounter them.

to:

* TortureTechnician: Excruciators are OnlyKnownByTheirNickname: Whatever name the revenant spirits of Orgoth torturers. In life, they used their implements originally bestowed upon these monstrosities has been lost to wring information out of captured rebels, fabricate time. Modern adventurers who have survived an encounter with these creatures such refer to them as the dread, entombed.
* SoulJar: When an entombed is driven off, it returns to its body to recuperate, emerging again at full strength, ready to fight anew. The only way to permanently destroy an entombed is to find
and bind tortured souls destroy its soul cage, thereby causing it to pass into Urcaen.
* WarriorUndead: Each entombed was once an
Orgoth implements such as fellblades. In death, they linger warrior who volunteered for the privilege of being reborn into eternal servitude to his or her lord. After the warrior was ceremonially drowned, the lingering soul was placed in Orgoth ruins scattered across western Immoren a soul cage. Clad in the armour it wore in life and continue this work upon those unlucky enough wielding the weapons with which it was interred, the entombed is driven by an undying directive to encounter them.protect its master and all the treasures in his grave.



[[folder:Fallen Knight]]

to:

[[folder:Fallen Knight]][[folder:Excruciator]]



* TortureTechnician: Excruciators are the revenant spirits of Orgoth torturers. In life, they used their implements to wring information out of captured rebels, fabricate creatures such as the dread, and bind tortured souls to Orgoth implements such as fellblades. In death, they linger in Orgoth ruins scattered across western Immoren and continue this work upon those unlucky enough to encounter them.
[[/folder]]

[[folder:Fallen Knight]]
----



[[folder:Mechanithrall]]

to:

[[folder:Mechanithrall]][[folder:Iron Lich Overseer]]



* ManySpiritsInsideOfOne: Iron lich overseers are composite beings with a single body and a unified consciousness. The restoration process ensures some degree of cooperation between competing personalities, and in time they merge into a single mind.
[[/folder]]

[[folder:Mechanithrall]]
----



!!!Brute Thrall

to:

!!!Brute !!!Brine Thrall



* RaisingTheSteaks: Brine thralls are the half-consumed corpses of predatory sea creatures retrofitted with necrotite furnaces, having rotted fins replaced with bits of bonejack hull, and outfitted with augmented jaws.

!!!Brute Thrall
----



!!!Soulhunter

to:

!!!Soulhunter!!!Carrion Thrall



* OurCentaursAreDifferent: The soulhunter is a thrall whose torso is fused with the body of a Scharde stallion. In the wargame, it's classified as a cavalry unit.
* RaisingTheSteaks: Soulhunters are thralls fused with the corpse of a Scharde charger.
[[/folder]]

[[folder:Pistol Wraith]]

to:

* OurCentaursAreDifferent: The soulhunter is a thrall whose torso is fused with the body of a Scharde stallion. FeatheredFiend: Carrion thralls retain their predatory tendencies from life, make them exceptionally lethal against injured adversaries. In the wargame, it's classified as a cavalry unit.
aftermath of conflicts, Cryxian generals employ them to spread horror and agony among enemy survivors.
* RaisingTheSteaks: Soulhunters are Carrion thralls fused with the corpse of are undead birds, difficult to distinguish from wild birds at a Scharde charger.
[[/folder]]

[[folder:Pistol Wraith]]
distance.

!!!Skarlock Thrall



* BondCreatures: From its very fabrication, each skarlock is inextricably bound to a warcaster and becomes a conduit for the arcane abilities of its master, who often sends it forth to unleash this power from a distance. Lesser minions make every effort to appease skarlocks, knowing that each is the eyes and ears of a powerful master.
* EliteZombie: More than any other constructed thrall, skarlocks retain memories from their life and absorb knowledge from their animating runes, giving them extensive personalities and agendas. Dense dark sigils instil them with tremendous necromantic power and sorcerous potential.
* GlowingEyelightsOfUndeath: A hateful intelligence shines from skarlock thralls' eye sockets.

!!!Soulhunter
----
* OurCentaursAreDifferent: The soulhunter is a thrall whose torso is fused with the body of a Scharde stallion. In the wargame, it's classified as a cavalry unit.
* RaisingTheSteaks: Soulhunters are thralls fused with the corpse of a Scharde charger.
[[/folder]]

[[folder:Pistol Wraith]]
----



[[folder:Tormented]]

to:

[[folder:Tormented]][[folder:Soul Trapper]]



* YourSoulIsMine: The soul trapper continually wrests souls of the recently departed from the air and stuffs them into prepared soul cages, until they can be transferred to mightier entities. The runes carved upon the soul trapper's flesh imbues it with an incessant need to gather as many souls as possible.
[[/folder]]

[[folder:Tormented]]
----



* ClingyCostume: When a dragon knight dons the black armour of their knighthood, it is grafted onto their flesh and bound shut, preventing them from ever removing it.
* DragonKnight: Dragon knights are those who choose to serve the Dragonfather in life and eternally after, even when their frail mortal forms succumb to age and the ravages of blight.



* ManySpiritsInsideOfOne: Iron lich overseers are composite beings with a single body and a unified consciousness. The restoration process ensures some degree of cooperation between competing personalities, and in time they merge into a single mind.



* MookCommander:
** Skarlock commanders serve as intermediaries between Cryx’s generals and the hordes of thralls.
** An iron lich overseer exists to extend the will of its masters beyond their ordinary reach.



* RaisingTheSteaks: Brine thralls are the half-consumed corpses of predatory sea creatures retrofitted with necrotite furnaces, having rotted fins replaced with bits of bonejack hull, and outfitted with augmented jaws.



* SoulPoweredEngine: Cryxian necrotechs ritually sacrifice hundreds of living victims in the creation of a wraith engine, binding the spirits within the machine.

Added: 8507

Changed: 28800

Removed: 5413

Is there an issue? Send a MessageReason:
None


[[folder:Thrullg]]

to:

[[folder:Thrullg]][[folder:Slag Hound]]



* CombatTentacles: Two long, powerful tentacles on the thrullg's head allow it to grasp objects and draw them close. Each of these appendages is thicker around than a man's arm, strong enough to rip through the hull of a steamjack, and long enough to reach the cortex within.
* MagicEater: Thrullgs consume arcane energy as if it were some sort of bizarre foodstuff.
* SupernaturalSensitivity: A thrullg can pinpoint the location of magic items and spellcasting within 100 feet of it.

to:

* CombatTentacles: Two long, powerful tentacles EatDirtCheap: Slag hounds primarily feed on the thrullg's head allow it to grasp objects dirt, tearing up great clods of earth and draw stuffing them close. Each into their maws.
* MetalMuncher: Slag hounds have developed an insatiable hunger for magically imbued metal and will out
of these appendages is thicker around than a man's arm, strong enough their way to rip through devour it. They are particularly prone to attacking steamjacks, due to the hull abundance of a steamjack, and long enough to reach magical alloys within the cortex within.
and arcane turbine.
* MagicEater: Thrullgs MooksAteMyEquipment: Slag hounds usually kill when crunching through enchanted armour with the wearer still inside, or rending off a limb in an attempt to consume arcane energy as if it were some sort of bizarre foodstuff.
* SupernaturalSensitivity: A thrullg can pinpoint the location of
a magic items and spellcasting within 100 feet of it.item.



[[folder:Vektiss]]

to:

[[folder:Vektiss]][[folder:Thrullg]]



* CombatTentacles: Two long, powerful tentacles on the thrullg's head allow it to grasp objects and draw them close. Each of these appendages is thicker around than a man's arm, strong enough to rip through the hull of a steamjack, and long enough to reach the cortex within.
* MagicEater: Thrullgs consume arcane energy as if it were some sort of bizarre foodstuff.
* SupernaturalSensitivity: A thrullg can pinpoint the location of magic items and spellcasting within 100 feet of it.
[[/folder]]

[[folder:Vektiss]]
----



[[folder:Bloodstone Constrictor]]

to:

[[folder:Bloodstone Constrictor]][[folder:Blighted Beast]]



* TheParalyzer: Despite its name, the bloodstone constrictor is actually a species of viper and can inject a potent neurotoxin that induces paralysis, though it primarily kills by constriction.

to:

* TheParalyzer: Despite its name, AscendedToCarnivorism: Blighted beasts are usually predatory and aggressive, even ones that might have once been herbivores.
* DefeatEqualsExplosion: Some blighted beasts explode in a burst of blighted meat when killed.
* HornAttack: Most blighted chargers have large horns or antlers to gore prey.
* {{Mutants}}: Toruk's blight seeps across
the bloodstone constrictor is actually a Scharde Islands and remakes these creatures in infinite varieties by twisting their physiology. Some are so altered that they're scarcely recognisable as members of the same species of viper and can inject a potent neurotoxin that induces paralysis, though it primarily kills by constriction.all but impossible to classify.



[[folder:Burrow-mawg]]

to:

[[folder:Burrow-mawg]][[folder:Blighted Insect]]



* AsskickingLeadsToLeadership: Each burrow-mawg cluster is led by an alpha—the largest, strongest, and fiercest burrow-mawg in the group. An alpha that no longer meets these criteria is soon replaced by a worthier specimen.
* BigEater: Burrow-mawgs have a ceaseless hunger for flesh.

to:

* AsskickingLeadsToLeadership: Each burrow-mawg cluster is led by an alpha—the largest, strongest, BigCreepyCrawlies: Toruk's blight causes insects to grow to incredible size.
* {{Mutants}}: Insects of the Scharde Islands are fundamentally
and fiercest burrow-mawg in the group. An alpha unpredictably changed by Toruk's touch. Whole colonies might share alterations, but it is just as likely that no longer meets these criteria is soon replaced individuals exhibit unique mutations.
* PoisonousPerson: Their blight-augmented venom causes flesh to swell and burst within moments or turn necrotic and ooze off their victims.
* VampiricDraining: Most blighted insects of the Scharde Islands feed on blood. Those who survive an attack
by a worthier specimen.
* BigEater: Burrow-mawgs have a ceaseless hunger for flesh.
them often begin to suffer the residual effects of blight.



[[folder:Buzzard Beetle]]

to:

[[folder:Buzzard Beetle]][[folder:Bloodstone Constrictor]]



* BigCreepyCrawlies: Buzzard beetles are insectoid scavengers the size of a bloated bilge rat.
* StrippedToTheBone: Swarms of buzzard beetles burrow into cadavers and consume them from the inside out, using their acidic secretions to soften the bodies. A sufficiently large swarm can strip a whole battlefield of corpses to bare skeletons overnight. They pose a danger to any corpse pickers or battlefield scavengers and deny raw materials to necromancers.

to:

* BigCreepyCrawlies: Buzzard beetles are insectoid scavengers TheParalyzer: Despite its name, the size bloodstone constrictor is actually a species of a bloated bilge rat.
* StrippedToTheBone: Swarms of buzzard beetles burrow into cadavers
viper and consume them from the inside out, using their acidic secretions to soften the bodies. A sufficiently large swarm can strip inject a whole battlefield of corpses to bare skeletons overnight. They pose a danger to any corpse pickers or battlefield scavengers and deny raw materials to necromancers.potent neurotoxin that induces paralysis, though it primarily kills by constriction.



[[folder:Cataphract Beetle]]

to:

[[folder:Cataphract Beetle]][[folder:Burrow-mawg]]



* AcidAttack: Cataphract beetles can spray streams of caustic digestive juices at their foes.
* AntlionMonster: Closer to their burrows, cataphract beetle soldiers burrow ever-widening circles in loose earth or sand, creating an unstable pit that collapses inward when anything but another cataphract beetle enters the area. The shifting earth in these pits makes them exceedingly difficult to climb away from the cataphract beetle solder waiting in the centre.
* BigCreepyCrawlies: These insects are about three feet long and stand two to three feet above the ground.

to:

* AcidAttack: Cataphract beetles can spray streams of caustic digestive juices at their foes.
* AntlionMonster: Closer to their burrows, cataphract beetle soldiers burrow ever-widening circles in loose earth or sand, creating
AsskickingLeadsToLeadership: Each burrow-mawg cluster is led by an unstable pit that collapses inward when anything but another cataphract beetle enters the area. The shifting earth in these pits makes them exceedingly difficult to climb away from the cataphract beetle solder waiting alpha—the largest, strongest, and fiercest burrow-mawg in the centre.
group. An alpha that no longer meets these criteria is soon replaced by a worthier specimen.
* BigCreepyCrawlies: These insects are about three feet long and stand two to three feet above the ground.BigEater: Burrow-mawgs have a ceaseless hunger for flesh.



[[folder:Crag Lion]]

to:

[[folder:Crag Lion]][[folder:Buzzard Beetle]]



* InASingleBound: Creeping up on a potential meal, a pride of crag lions relies on natural camouflage to avoid notice before leaping forward to bring prey to the ground.

to:

* InASingleBound: Creeping up on a potential meal, a pride of crag lions relies on natural camouflage to avoid notice before leaping forward to bring prey to BigCreepyCrawlies: Buzzard beetles are insectoid scavengers the ground.size of a bloated bilge rat.
* StrippedToTheBone: Swarms of buzzard beetles burrow into cadavers and consume them from the inside out, using their acidic secretions to soften the bodies. A sufficiently large swarm can strip a whole battlefield of corpses to bare skeletons overnight. They pose a danger to any corpse pickers or battlefield scavengers and deny raw materials to necromancers.



[[folder:Crypt Spider]]

to:

[[folder:Crypt Spider]][[folder:Cataphract Beetle]]



* AcidAttack: Crypt spiders can deliver acid with its bite or spit, which can be useful when fighting skeletal undead.
* GiantSpider: Adult crypt spiders are roughly as long as a man is tall and stand nearly half that height.
* WallCrawl: Crypt spiders' eight legs are tipped with serrated barbs that allow them to easily cling to stone walls.

to:

* AcidAttack: Crypt spiders Cataphract beetles can deliver acid with its bite spray streams of caustic digestive juices at their foes.
* AntlionMonster: Closer to their burrows, cataphract beetle soldiers burrow ever-widening circles in loose earth
or spit, which can be useful sand, creating an unstable pit that collapses inward when fighting skeletal undead.
anything but another cataphract beetle enters the area. The shifting earth in these pits makes them exceedingly difficult to climb away from the cataphract beetle solder waiting in the centre.
* GiantSpider: Adult crypt spiders BigCreepyCrawlies: These insects are roughly as about three feet long as a man is tall and stand nearly half that height.
* WallCrawl: Crypt spiders' eight legs are tipped with serrated barbs that allow them
two to easily cling to stone walls.three feet above the ground.



[[folder:Devil Rat]]

to:

[[folder:Devil Rat]][[folder:Crag Lion]]



* ExplosiveBreeder: Devil rats are prolific breeders, and swarms can number in the thousands.
* MonstrousCannibalism: Devil rats feed on each other if no other food source if available.
* YouDirtyRat: Far more intelligent than common vermin, a devil rat possesses a clever mind, a malevolent nature, and a seemingly endless appetite.

to:

* ExplosiveBreeder: Devil rats are prolific breeders, and swarms can number in InASingleBound: Creeping up on a potential meal, a pride of crag lions relies on natural camouflage to avoid notice before leaping forward to bring prey to the thousands.
* MonstrousCannibalism: Devil rats feed on each other if no other food source if available.
* YouDirtyRat: Far more intelligent than common vermin, a devil rat possesses a clever mind, a malevolent nature, and a seemingly endless appetite.
ground.



[[folder:Dust Hog]]

to:

[[folder:Dust Hog]][[folder:Crypt Spider]]



* FullBoarAction: Dust hogs are not clever and mass in great swarms of thirty to fifty, charging blindly at anything that dares to step into their territory, battering them under their hooves and ripping apart with a flurry of slashing tusks.

to:

* FullBoarAction: Dust hogs AcidAttack: Crypt spiders can deliver acid with its bite or spit, which can be useful when fighting skeletal undead.
* GiantSpider: Adult crypt spiders
are not clever roughly as long as a man is tall and mass in great swarms of thirty to fifty, charging blindly at anything stand nearly half that dares to step into their territory, battering height.
* WallCrawl: Crypt spiders' eight legs are tipped with serrated barbs that allow
them under their hooves and ripping apart with a flurry of slashing tusks.to easily cling to stone walls.



[[folder:Dracodile]]

to:

[[folder:Dracodile]][[folder:Devil Rat]]



* HairTriggerTemper: Dracodiles are quick to anger and slow to calm.
* PoisonousPerson: A dracodile can exhale a cone of toxic gas.
* SuperPersistentPredator: Attacking a dracodile often results in the relentless pursuit of the attacker, even beyond the boundaries of the dracodile' territory.

to:

* HairTriggerTemper: Dracodiles ExplosiveBreeder: Devil rats are quick to anger prolific breeders, and slow to calm.
* PoisonousPerson: A dracodile
swarms can exhale a cone of toxic gas.
* SuperPersistentPredator: Attacking a dracodile often results
number in the relentless pursuit of the attacker, even beyond the boundaries of the dracodile' territory.thousands.
* MonstrousCannibalism: Devil rats feed on each other if no other food source if available.
* YouDirtyRat: Far more intelligent than common vermin, a devil rat possesses a clever mind, a malevolent nature, and a seemingly endless appetite.



[[folder:Dune Prowler]]

to:

[[folder:Dune Prowler]][[folder:Dust Hog]]



* SuperSenses: The long, coarse bristles protruding from the dune prowler's skin allows it to feel subtle vibrations in the sand that betray a potential meal's movements, no matter how stealthy.

to:

* SuperSenses: The long, coarse bristles protruding from the dune prowler's skin allows it FullBoarAction: Dust hogs are not clever and mass in great swarms of thirty to feel subtle vibrations in the sand fifty, charging blindly at anything that betray dares to step into their territory, battering them under their hooves and ripping apart with a potential meal's movements, no matter how stealthy.flurry of slashing tusks.



[[folder:Duskwolf]]

to:

[[folder:Duskwolf]][[folder:Dracodile]]



* SavageWolves: Enormous wolves with intelligence and ferocity far outstripping that of mere beasts, duskwolves are dangerous predators that dwell within dark, primeval forests. They have been known to stalk and kill lone humans wandering the wilderness, and creatures as large and powerful as trolls have fallen to hungry duskwolf packs.

to:

* SavageWolves: Enormous wolves with intelligence HairTriggerTemper: Dracodiles are quick to anger and ferocity far outstripping that slow to calm.
* PoisonousPerson: A dracodile can exhale a cone
of mere beasts, duskwolves are dangerous predators that dwell within dark, primeval forests. They have been known to stalk and kill lone humans wandering toxic gas.
* SuperPersistentPredator: Attacking a dracodile often results in
the wilderness, and creatures as large and powerful as trolls have fallen to hungry duskwolf packs.relentless pursuit of the attacker, even beyond the boundaries of the dracodile' territory.



[[folder:Glowweb Spider]]

to:

[[folder:Glowweb Spider]][[folder:Dune Prowler]]



* EatenAlive: A glowweb spider's nest is filled with numerous paralysed prey bound in web, on which it feeds over the course of several days. This habit prolongs the death of a victim and can be sometimes helpful in rescuing someone the spider has taken captive.
* GiantSpider: The glowweb spider is an enormous spider whose web is strong enough to restrain a fully-grown trollkin.
* TheParalyzer: The glowweb spider's bite carries a paralysing venom, which allows it to drag the prey back to its lair.

to:

* EatenAlive: A glowweb spider's nest is filled with numerous paralysed prey bound in web, on which it feeds over SuperSenses: The long, coarse bristles protruding from the course of several days. This habit prolongs the death of a victim and can be sometimes helpful in rescuing someone the spider has taken captive.
* GiantSpider: The glowweb spider is an enormous spider whose web is strong enough to restrain a fully-grown trollkin.
* TheParalyzer: The glowweb spider's bite carries a paralysing venom, which
dune prowler's skin allows it to drag feel subtle vibrations in the prey back to its lair.sand that betray a potential meal's movements, no matter how stealthy.



[[folder:Gorax]]

to:

[[folder:Gorax]][[folder:Duskwolf]]



* BeastMan: Great, hulking brutes that inhabit the deepest wilds of western Immoren, gorax are primitive creatures that blur the line between man and beast.
* KillerGorilla: Gorax are hulking primitives with broad, muscular torsos, long arms and oversized claws.
* ToServeMan: Gorax that taste the blood of mankind seek it out, which has caused some of the beasts to move from their wilderness domains closer to the fringes of civilisation.

to:

* BeastMan: Great, hulking brutes SavageWolves: Enormous wolves with intelligence and ferocity far outstripping that inhabit of mere beasts, duskwolves are dangerous predators that dwell within dark, primeval forests. They have been known to stalk and kill lone humans wandering the deepest wilds of western Immoren, gorax are primitive wilderness, and creatures that blur the line between man as large and beast.
* KillerGorilla: Gorax are hulking primitives with broad, muscular torsos, long arms and oversized claws.
* ToServeMan: Gorax that taste the blood of mankind seek it out, which has caused some of the beasts
powerful as trolls have fallen to move from their wilderness domains closer to the fringes of civilisation.hungry duskwolf packs.



[[folder:Griffon]]

to:

[[folder:Griffon]][[folder:Glowweb Spider]]



* KidnappingBirdOfPrey: Scarsfell griffons lift prey aloft to be eaten high in their nests, leaving little sign on the ground.
* OurGryphonsAreDifferent: Griffons are predators that combine big cats with birds of prey. Druids have long tended griffon fledglings and picked out those best suited to their needs.
* SuperScream: Rotterhorn griffons can unleash a scream to leave its prey stunned and bloodied.

to:

* KidnappingBirdOfPrey: Scarsfell griffons lift EatenAlive: A glowweb spider's nest is filled with numerous paralysed prey aloft to be eaten high bound in their nests, leaving little sign web, on which it feeds over the ground.
* OurGryphonsAreDifferent: Griffons are predators that combine big cats with birds
course of prey. Druids have long tended griffon fledglings several days. This habit prolongs the death of a victim and picked out those best suited to their needs.
* SuperScream: Rotterhorn griffons
can unleash a scream be sometimes helpful in rescuing someone the spider has taken captive.
* GiantSpider: The glowweb spider is an enormous spider whose web is strong enough
to leave its restrain a fully-grown trollkin.
* TheParalyzer: The glowweb spider's bite carries a paralysing venom, which allows it to drag the
prey stunned and bloodied.back to its lair.



[[folder:Hornbeak Trask]]

to:

[[folder:Hornbeak Trask]][[folder:Gorax]]



* BigEater: Hornbeak trasks are ravenous predators and content to consume any ready source of meat they can find: rats, stray dogs, gobbers, and even larger prey on occasion. Virtually anything that moves is considered as a food source.

to:

* BigEater: Hornbeak trasks are ravenous predators and content to consume any ready source of meat they can find: rats, stray dogs, gobbers, and even larger prey on occasion. Virtually anything BeastMan: Great, hulking brutes that moves is considered as a food source.inhabit the deepest wilds of western Immoren, gorax are primitive creatures that blur the line between man and beast.
* KillerGorilla: Gorax are hulking primitives with broad, muscular torsos, long arms and oversized claws.
* ToServeMan: Gorax that taste the blood of mankind seek it out, which has caused some of the beasts to move from their wilderness domains closer to the fringes of civilisation.



[[folder:Hull Grinder]]

to:

[[folder:Hull Grinder]][[folder:Griffon]]



* FiendishFish: Hull grinders are massive predatory fish that usually grow to a length of fifteen feet, with remarkable specimens reaching over thirty feet long. A hull grinder is prone to attack any vessel it has mistaken for its prey. The collection of barbs on its back can damage the hulls of almost any ship.
* ImprovisedWeapon: Hull grinder barbs are sharp and durable enough that some coastal and riverside communities use them as weapons.

to:

* FiendishFish: Hull grinders KidnappingBirdOfPrey: Scarsfell griffons lift prey aloft to be eaten high in their nests, leaving little sign on the ground.
* OurGryphonsAreDifferent: Griffons
are massive predatory fish predators that usually grow to a length of fifteen feet, combine big cats with remarkable specimens reaching over thirty feet long. A hull grinder is prone to attack any vessel it has mistaken for its birds of prey. The collection of barbs on Druids have long tended griffon fledglings and picked out those best suited to their needs.
* SuperScream: Rotterhorn griffons can unleash a scream to leave
its back can damage the hulls of almost any ship.
* ImprovisedWeapon: Hull grinder barbs are sharp
prey stunned and durable enough that some coastal and riverside communities use them as weapons.bloodied.



[[folder:Iosan Forest Hawk]]

to:

[[folder:Iosan Forest Hawk]][[folder:Hornbeak Trask]]



* MoreDeadlyThanTheMale: Male Iosan forest hawks rear the young since the more compact females are the better hunters.

to:

* MoreDeadlyThanTheMale: Male Iosan forest hawks rear the young since the more compact females BigEater: Hornbeak trasks are the better hunters.ravenous predators and content to consume any ready source of meat they can find: rats, stray dogs, gobbers, and even larger prey on occasion. Virtually anything that moves is considered as a food source.



[[folder:Karkinos]]

to:

[[folder:Karkinos]][[folder:Hull Grinder]]



* GiantEnemyCrab: Karkinoi are an unusual breed of giant blue forest crab. Viciously territorial, they lie partially submerged in forest pools when they are not active, attacking anything that approaches too close, including animals that come to drink.

to:

* GiantEnemyCrab: Karkinoi FiendishFish: Hull grinders are an unusual breed of giant blue forest crab. Viciously territorial, they lie partially submerged in forest pools when they are not active, attacking anything massive predatory fish that approaches too close, including animals usually grow to a length of fifteen feet, with remarkable specimens reaching over thirty feet long. A hull grinder is prone to attack any vessel it has mistaken for its prey. The collection of barbs on its back can damage the hulls of almost any ship.
* ImprovisedWeapon: Hull grinder barbs are sharp and durable enough
that come to drink.some coastal and riverside communities use them as weapons.



[[folder:Myrmid]]

to:

[[folder:Myrmid]][[folder:Iosan Forest Hawk]]



* AcidAttack: The myrmid can breathe out an acidic vapour to weaken prey and rocks.
* DigAttack: Myrmids hunt by burrowing into rock after weakening it with an acid. Once the surface has been partially dissolved, myrmids dig a hole large enough to hide in and then hide behind their front limbs. When something large enough passes too close, the myrmid strikes.

to:

* AcidAttack: The myrmid can breathe out an acidic vapour to weaken prey and rocks.
* DigAttack: Myrmids hunt by burrowing into rock after weakening it with an acid. Once
MoreDeadlyThanTheMale: Male Iosan forest hawks rear the surface has been partially dissolved, myrmids dig a hole large enough to hide in and then hide behind their front limbs. When something large enough passes too close, young since the myrmid strikes.more compact females are the better hunters.



[[folder:Raevhan Buffalo]]

to:

[[folder:Raevhan Buffalo]][[folder:Karkinos]]



* TheBerserker: Male Raevhan buffalo are extremely territorial and will fearlessly charge intruders with little regard for their own lives.
* DyingRace: Development of northern Khador has caused their habitat to steadily dwindle, forcing Raevhan buffalo into smaller and smaller territories. Their population has declined steadily for centuries, and they are now so rare that many believe they have gone extinct.
* HornAttack: A Raevhan buffalo boasts an enormous rack of antlers ideally suited for battering aside a target.
* MamaBear: Female Raevhan buffalo are ferocious when defending their young.

to:

* TheBerserker: Male Raevhan buffalo GiantEnemyCrab: Karkinoi are extremely territorial and will fearlessly charge intruders with little regard for their own lives.
* DyingRace: Development
an unusual breed of northern Khador has caused their habitat to steadily dwindle, forcing Raevhan buffalo into smaller and smaller territories. Their population has declined steadily for centuries, and giant blue forest crab. Viciously territorial, they lie partially submerged in forest pools when they are now so rare not active, attacking anything that many believe they have gone extinct.
* HornAttack: A Raevhan buffalo boasts an enormous rack of antlers ideally suited for battering aside a target.
* MamaBear: Female Raevhan buffalo are ferocious when defending their young.
approaches too close, including animals that come to drink.



[[folder:Razorbat]]

to:

[[folder:Razorbat]][[folder:Myrmid]]



* BatOutOfHell: Any creature unlucky enough to disturb a razorbat roost is quickly set upon by a shrieking cloud of bats and torn to pieces.
* BewareMyStingerTail: Razorbats are easily identified by the pronounced talons on their wings and their wickedly barbed tail.
* MakeMeWannaShout: The combined shrieks of a razorbat colony working in tandem are loud enough to crack lantern glass, shatter eardrums, and leave a target reeling and deafened.

to:

* BatOutOfHell: Any creature unlucky AcidAttack: The myrmid can breathe out an acidic vapour to weaken prey and rocks.
* DigAttack: Myrmids hunt by burrowing into rock after weakening it with an acid. Once the surface has been partially dissolved, myrmids dig a hole large
enough to disturb a razorbat roost is quickly set upon by a shrieking cloud of bats hide in and torn to pieces.
* BewareMyStingerTail: Razorbats are easily identified by the pronounced talons on
then hide behind their wings and their wickedly barbed tail.
* MakeMeWannaShout: The combined shrieks of a razorbat colony working in tandem are loud
front limbs. When something large enough to crack lantern glass, shatter eardrums, and leave a target reeling and deafened.passes too close, the myrmid strikes.



[[folder:Razor Boar]]

to:

[[folder:Razor Boar]][[folder:Raevhan Buffalo]]



* BigEater: Goliath hogs feel an endless hunger that drives them to consume anything in their path, heedless of their own safety.
* FedToPigs: Razor boar training includes feeding them fresh kills of diverse races so they develop a strong taste for the flesh of humans, trollkin, skorne and farrow. The victims' screams of pain and fear ring out from the butchering complex before each feeding, and the beasts learn to associate them with an impending meal.
-->'''Alten Ashley:''' I like bacon as much as the next man, but I won't touch the meat of a razor boar. There's something wrong about eatin' a creature that has, itself, probably eaten someone you knew.
* FullBoarAction: When loosed upon an enemy, razor boars charge in heedless of their own well-being, intent only on goring their prey and feeding on soft flesh.
* SuperBreedingProgram: The farrow have spent generations breeding razor boars with the sole intent of making them larger and more dangerous. Only the biggest, most savage boars are chosen to be mated, creating beasts of war barely controlled by their masters.

to:

* BigEater: Goliath hogs feel an endless hunger that drives them to consume anything in their path, heedless of TheBerserker: Male Raevhan buffalo are extremely territorial and will fearlessly charge intruders with little regard for their own safety.
lives.
* FedToPigs: Razor boar training includes feeding them fresh kills DyingRace: Development of diverse races so they develop a strong taste for the flesh of humans, trollkin, skorne and farrow. The victims' screams of pain and fear ring out from the butchering complex before each feeding, and the beasts learn to associate them with an impending meal.
-->'''Alten Ashley:''' I like bacon as much as the next man, but I won't touch the meat of a razor boar. There's something wrong about eatin' a creature that has, itself, probably eaten someone you knew.
* FullBoarAction: When loosed upon an enemy, razor boars charge in heedless of
northern Khador has caused their own well-being, intent only on goring habitat to steadily dwindle, forcing Raevhan buffalo into smaller and smaller territories. Their population has declined steadily for centuries, and they are now so rare that many believe they have gone extinct.
* HornAttack: A Raevhan buffalo boasts an enormous rack of antlers ideally suited for battering aside a target.
* MamaBear: Female Raevhan buffalo are ferocious when defending
their prey and feeding on soft flesh.
* SuperBreedingProgram: The farrow have spent generations breeding razor boars with the sole intent of making them larger and more dangerous. Only the biggest, most savage boars are chosen to be mated, creating beasts of war barely controlled by their masters.
young.



[[folder:Saqu]]

to:

[[folder:Saqu]][[folder:Razorbat]]



* GiantFlyer: The saqu is a gigantic raptor that stands up to fifteen feet tall when fully grown and has a wingspan in excess of thirty feet.
* KidnappingBirdOfPrey: The saqu more difficult prey high into the air, tearing away with its beak all the while, before dropping the victim to its death and eating whatever remains.

to:

* GiantFlyer: BatOutOfHell: Any creature unlucky enough to disturb a razorbat roost is quickly set upon by a shrieking cloud of bats and torn to pieces.
* BewareMyStingerTail: Razorbats are easily identified by the pronounced talons on their wings and their wickedly barbed tail.
* SuperScream:
The saqu is combined shrieks of a gigantic raptor that stands up razorbat colony working in tandem are loud enough to fifteen feet tall when fully grown crack lantern glass, shatter eardrums, and has leave a wingspan in excess of thirty feet.
* KidnappingBirdOfPrey: The saqu more difficult prey high into the air, tearing away with its beak all the while, before dropping the victim to its death
target reeling and eating whatever remains.deafened.



[[folder:Satyr]]

to:

[[folder:Satyr]][[folder:Razor Boar]]



* FaunsAndSatyrs: Satyrs have muscular, man-like upper bodies, and the legs and hooves of a goat. They walk upright, towering twice as tall as the average human. They are hostile and aggressive creatures with a limited capacity for reason.
* HornAttack: A satyr employs its massive horns to ram foes.
* LeanAndMean: Shadowhorns possess a slenderer build than other satyrs, but they are even more aggressive and display a particularly savage glee when closing with the enemy.

to:

* FaunsAndSatyrs: Satyrs have muscular, man-like upper bodies, BigEater: Goliath hogs feel an endless hunger that drives them to consume anything in their path, heedless of their own safety.
* FedToPigs: Razor boar training includes feeding them fresh kills of diverse races so they develop a strong taste for the flesh of humans, trollkin, skorne and farrow. The victims' screams of pain and fear ring out from the butchering complex before each feeding,
and the legs and hooves of a goat. They walk upright, towering twice beasts learn to associate them with an impending meal.
-->'''Alten Ashley:''' I like bacon
as tall much as the average human. They are hostile next man, but I won't touch the meat of a razor boar. There's something wrong about eatin' a creature that has, itself, probably eaten someone you knew.
* FullBoarAction: When loosed upon an enemy, razor boars charge in heedless of their own well-being, intent only on goring their prey
and aggressive creatures with a limited capacity for reason.
feeding on soft flesh.
* HornAttack: A satyr employs its massive horns to ram foes.
* LeanAndMean: Shadowhorns possess a slenderer build than other satyrs, but they are even more aggressive and display a particularly savage glee when closing
SuperBreedingProgram: The farrow have spent generations breeding razor boars with the enemy.sole intent of making them larger and more dangerous. Only the biggest, most savage boars are chosen to be mated, creating beasts of war barely controlled by their masters.



[[folder:Skigg]]

to:

[[folder:Skigg]][[folder:Saqu]]



* BizarreTasteInFood: Skiggs are attracted to blasting powder and eagerly devour it.
* ExplosiveBreeder: Because they breed so quickly, a city can be all but overrun with skiggs in a matter of months.
* MadeOfExplodium: A skigg that has consumed a sufficient amount of blasting powder will violently explode if struck or even shaken with sufficient force.

to:

* BizarreTasteInFood: Skiggs are attracted GiantFlyer: The saqu is a gigantic raptor that stands up to blasting powder fifteen feet tall when fully grown and eagerly devour it.
has a wingspan in excess of thirty feet.
* ExplosiveBreeder: Because they breed so quickly, a city can be all but overrun KidnappingBirdOfPrey: The saqu more difficult prey high into the air, tearing away with skiggs in a matter of months.
* MadeOfExplodium: A skigg that has consumed a sufficient amount of blasting powder will violently explode if struck or even shaken with sufficient force.
its beak all the while, before dropping the victim to its death and eating whatever remains.



[[folder:Tatzylwurm]]

to:

[[folder:Tatzylwurm]][[folder:Satyr]]



* AcidAttack: When threatened, a pale tatzylwurm sprays a corrosive acid from special glands in its mouth. This acid is powerful enough to dissolve iron.
* HypnoticEyes: A black tatzylwurm can transfix any living creature that makes eye contact with it. The light plays in strange, hypnotic patterns deep in the tatzylwurm's eyes, fixing its intended target in place.
* InASingleBound: Some tatzylwurm species can leap an impressive distance. By coiling their powerful bodies, they can clear obstacles and reach into a tree's high branches.
* PoisonousPerson: Every tatzylwurm species has a potent and fatal venom. Some are fast-acting and can cause death within moments, while others are slower and more debilitating.
* SpikeShooter: Gray tatzylwurms can produce stout iron barbs and project them a significant distance, simultaneously piercing and poisoning creatures at range.
* TemporaryBlindness: When introduced into the bloodstream, black tatzylwurm venom causes almost immediate blindness. While the venom quickly breaks down, returning sight to the prey, this may be too late for it to survive the tatzylwurm's follow-up attack.
* TrackingSpell: Tatzylwurm viper venom rapidly alters the victim's sweat, causing the prey to emit a scent that is both irresistible and powerfully apparent to any viper tatzylwurm in the vicinity. Even a victim who successfully evades the initial bite will be relentlessly and unerringly tracked down.

to:

* AcidAttack: When threatened, a pale tatzylwurm sprays a corrosive acid from special glands in its mouth. This acid is powerful enough to dissolve iron.
* HypnoticEyes: A black tatzylwurm can transfix any living creature that makes eye contact with it. The light plays in strange, hypnotic patterns deep in the tatzylwurm's eyes, fixing its intended target in place.
* InASingleBound: Some tatzylwurm species can leap an impressive distance. By coiling their powerful
FaunsAndSatyrs: Satyrs have muscular, man-like upper bodies, they can clear obstacles and reach into a tree's high branches.
* PoisonousPerson: Every tatzylwurm species has a potent
the legs and fatal venom. Some hooves of a goat. They walk upright, towering twice as tall as the average human. They are fast-acting hostile and can cause death within moments, while others are slower and more debilitating.
* SpikeShooter: Gray tatzylwurms can produce stout iron barbs and project them a significant distance, simultaneously piercing and poisoning
aggressive creatures at range.
with a limited capacity for reason.
* TemporaryBlindness: When introduced into HornAttack: A satyr employs its massive horns to ram foes.
* LeanAndMean: Shadowhorns possess a slenderer build than other satyrs, but they are even more aggressive and display a particularly savage glee when closing with
the bloodstream, black tatzylwurm venom causes almost immediate blindness. While the venom quickly breaks down, returning sight to the prey, this may be too late for it to survive the tatzylwurm's follow-up attack.
* TrackingSpell: Tatzylwurm viper venom rapidly alters the victim's sweat, causing the prey to emit a scent that is both irresistible and powerfully apparent to any viper tatzylwurm in the vicinity. Even a victim who successfully evades the initial bite will be relentlessly and unerringly tracked down.
enemy.



[[folder:Thornwood Mauler]]

to:

[[folder:Thornwood Mauler]][[folder:Skigg]]



* AbsurdlySharpClaws: The enormous fangs and sturdy claws of a Thornwood mauler can rip through steel and toughened hide.
* KillSteal: A Thornwood mauler will drive away a predator to steal its kill and will viciously shred any beast that attempts to defend a carcass.
* MonstrousCannibalism: If two Thornwood maulers go to battle over a carcass, the result is invariably a deadly combat that ends with the victor consuming the flesh of the loser.
* SuperPersistentPredator: Thornwood maulers relentlessly track prey once they have caught its scent. They will stalk prey for miles and over the course of several days. It is extremely difficult to mask one's scent, as ordinary means will not deter the mauler's sensitive nose.

to:

* AbsurdlySharpClaws: The enormous fangs BizarreTasteInFood: Skiggs are attracted to blasting powder and sturdy claws of eagerly devour it.
* ExplosiveBreeder: Because they breed so quickly,
a Thornwood mauler city can rip through steel and toughened hide.
be all but overrun with skiggs in a matter of months.
* KillSteal: MadeOfExplodium: A Thornwood mauler skigg that has consumed a sufficient amount of blasting powder will drive away a predator to steal its kill and will viciously shred any beast that attempts to defend a carcass.
* MonstrousCannibalism: If two Thornwood maulers go to battle over a carcass, the result is invariably a deadly combat that ends
violently explode if struck or even shaken with the victor consuming the flesh of the loser.
* SuperPersistentPredator: Thornwood maulers relentlessly track prey once they have caught its scent. They will stalk prey for miles and over the course of several days. It is extremely difficult to mask one's scent, as ordinary means will not deter the mauler's sensitive nose.
sufficient force.



[[folder:Widow Bear]]

to:

[[folder:Widow Bear]][[folder:Tatzylwurm]]



* BearsAreBadNews: Widow bears are aggressive and can be extremely quick over short distances. Their size affords them the luxury of trundling over anything that gets in their way when they close in on a threat.

to:

* BearsAreBadNews: Widow bears AcidAttack: When threatened, a pale tatzylwurm sprays a corrosive acid from special glands in its mouth. This acid is powerful enough to dissolve iron.
* HypnoticEyes: A black tatzylwurm can transfix any living creature that makes eye contact with it. The light plays in strange, hypnotic patterns deep in the tatzylwurm's eyes, fixing its intended target in place.
* InASingleBound: Some tatzylwurm species can leap an impressive distance. By coiling their powerful bodies, they can clear obstacles and reach into a tree's high branches.
* PoisonousPerson: Every tatzylwurm species has a potent and fatal venom. Some
are aggressive fast-acting and can be extremely quick over short distances. Their size affords cause death within moments, while others are slower and more debilitating.
* SpikeShooter: Gray tatzylwurms can produce stout iron barbs and project
them a significant distance, simultaneously piercing and poisoning creatures at range.
* TemporaryBlindness: When introduced into
the luxury of trundling over anything bloodstream, black tatzylwurm venom causes almost immediate blindness. While the venom quickly breaks down, returning sight to the prey, this may be too late for it to survive the tatzylwurm's follow-up attack.
* TrackingSpell: Tatzylwurm viper venom rapidly alters the victim's sweat, causing the prey to emit a scent
that gets is both irresistible and powerfully apparent to any viper tatzylwurm in their way when they close in on the vicinity. Even a threat.victim who successfully evades the initial bite will be relentlessly and unerringly tracked down.



!!Celestials
[[folder:Archon]]

to:

!!Celestials
[[folder:Archon]]
[[folder:Thornwood Mauler]]



* AngelicTransformation: Morrowan, Thamarite and Menite archons are the spirits of the greatest practitioners of the faith, given a special purpose in the afterlife.
* HealingFactor: Dhunian and primal archons can swiftly regenerate any parts severed in battle.
* OurAngelsAreDifferent: Classified as celestials under ''TabletopGame/DungeonsAndDragons'' 5th Edition rules, the archons of the Iron Kingdoms are awe-inspiring and terrifying spiritual entities who act as agents of the gods, enacting their will on the mortal world. They are as diverse as the deities they serve: Morrow, Thamar, Menoth, the Devourer Wurm, or Dhunia. Some, like the enigmatic void archons, are aligned to no specific god and represent the unconscious and collective will of all souls in Urcaen, and while they do share a striking resemblance to the empyreans of ''Warcaster Neo-Mechanika'', whether that was intentional remains a mystery.

!!!Dhunian Archon

to:

* AngelicTransformation: Morrowan, Thamarite AbsurdlySharpClaws: The enormous fangs and Menite archons are sturdy claws of a Thornwood mauler can rip through steel and toughened hide.
* KillSteal: A Thornwood mauler will drive away a predator to steal its kill and will viciously shred any beast that attempts to defend a carcass.
* MonstrousCannibalism: If two Thornwood maulers go to battle over a carcass,
the spirits result is invariably a deadly combat that ends with the victor consuming the flesh of the greatest practitioners of the faith, given a special purpose in the afterlife.
loser.
* HealingFactor: Dhunian and primal archons can swiftly regenerate any parts severed in battle.
* OurAngelsAreDifferent: Classified as celestials under ''TabletopGame/DungeonsAndDragons'' 5th Edition rules, the archons of the Iron Kingdoms are awe-inspiring and terrifying spiritual entities who act as agents of the gods, enacting their
SuperPersistentPredator: Thornwood maulers relentlessly track prey once they have caught its scent. They will on stalk prey for miles and over the mortal world. They are course of several days. It is extremely difficult to mask one's scent, as diverse as the deities they serve: Morrow, Thamar, Menoth, the Devourer Wurm, or Dhunia. Some, like the enigmatic void archons, are aligned to no specific god and represent the unconscious and collective ordinary means will of all souls in Urcaen, and while they do share a striking resemblance to not deter the empyreans of ''Warcaster Neo-Mechanika'', whether that was intentional remains a mystery.

!!!Dhunian Archon
mauler's sensitive nose.
[[/folder]]

[[folder:Widow Bear]]



* GoodIsNotSoft: Dhunian archons are viewed as an embodiment of her anger, yet even as these beings mete out Dhunia's fury on those who would harm her children, they grant blessings of life and vigour to her followers.
* LivingWeapon: Dhunian archons bearing the mark of spring wield still-living trees as cudgels.

!!!Menite Archon

to:

* GoodIsNotSoft: Dhunian archons BearsAreBadNews: Widow bears are viewed as an embodiment aggressive and can be extremely quick over short distances. Their size affords them the luxury of her anger, yet even as these beings mete out Dhunia's fury on those who would harm her children, trundling over anything that gets in their way when they grant blessings of life and vigour to her followers.
* LivingWeapon: Dhunian archons bearing the mark of spring wield still-living trees as cudgels.

!!!Menite Archon
close in on a threat.
[[/folder]]

!!Celestials
[[folder:Archon]]



* ElementalWeapon: Menite archons wielding weapons ablaze with holy fire.
* PlayingWithFire: Menoth's archons are limned in the constant light of a cleansing fire.

!!!Morrowan Archon

to:

* ElementalWeapon: AngelicTransformation: Morrowan, Thamarite and Menite archons wielding weapons ablaze with holy fire.
are the spirits of the greatest practitioners of the faith, given a special purpose in the afterlife.
* PlayingWithFire: Menoth's HealingFactor: Dhunian and primal archons can swiftly regenerate any parts severed in battle.
* OurAngelsAreDifferent: Classified as celestials under ''TabletopGame/DungeonsAndDragons'' 5th Edition rules, the archons of the Iron Kingdoms
are limned in awe-inspiring and terrifying spiritual entities who act as agents of the constant light gods, enacting their will on the mortal world. They are as diverse as the deities they serve: Morrow, Thamar, Menoth, the Devourer Wurm, or Dhunia. Some, like the enigmatic void archons, are aligned to no specific god and represent the unconscious and collective will of all souls in Urcaen, and while they do share a cleansing fire.

!!!Morrowan
striking resemblance to the empyreans of ''Warcaster Neo-Mechanika'', whether that was intentional remains a mystery.

!!!Dhunian
Archon



* LightEmUp: Often described as angels of light, Morrowan archons glow like the radiance of the sun in Morrow's holy symbol made manifest.

!!!Primal Archon

to:

* LightEmUp: Often described as angels of light, Morrowan GoodIsNotSoft: Dhunian archons glow like are viewed as an embodiment of her anger, yet even as these beings mete out Dhunia's fury on those who would harm her children, they grant blessings of life and vigour to her followers.
* LivingWeapon: Dhunian archons bearing
the radiance mark of the sun in Morrow's holy symbol made manifest.

!!!Primal
spring wield still-living trees as cudgels.

!!!Menite
Archon



* TheBerserker: Primal archons fight with unpredictable ferocity and an utter lack of hesitation or self-preservation.
* RockMonster: Primal archons are made of granite, obsidian, and chunks of crystal, and are as durable as living stone.

!!!Thamarite Archon

to:

* TheBerserker: Primal ElementalWeapon: Menite archons fight wielding weapons ablaze with unpredictable ferocity and an utter lack of hesitation or self-preservation.
holy fire.
* RockMonster: Primal PlayingWithFire: Menoth's archons are made limned in the constant light of granite, obsidian, and chunks of crystal, and are as durable as living stone.

!!!Thamarite
a cleansing fire.

!!!Morrowan
Archon



* LaserGuidedAmnesia: Those who have witnessed a Thamarite archon rarely retain a clear memory of its shape after it is gone. Thamarite archons have been described in terms one might use when trying to recall the elusive details of a fading dream.
[[/folder]]

!!Constructs
[[folder:Iron Maiden]]

to:

* LaserGuidedAmnesia: Those who have witnessed a Thamarite archon rarely retain a clear memory of its shape after it is gone. Thamarite archons have been LightEmUp: Often described in terms one might use when trying to recall as angels of light, Morrowan archons glow like the elusive details radiance of a fading dream.
[[/folder]]

!!Constructs
[[folder:Iron Maiden]]
the sun in Morrow's holy symbol made manifest.

!!!Primal Archon



* AndIMustScream: An iron maiden has no choice but to obey the whims of those who have dominated it beyond death. From time to time, it experiences a flash of memory from its past life, gradually building a picture of the person it was. For these beings, whose souls and minds are frayed and tattered from centuries of enslavement, the shattered recollection of their previous life is nothing short of torture.
* RoaringRampageOfRevenge: Some iron maidens manage to pull together enough of their old identities to break free of their master's bonds. When this occurs, the maiden becomes devoted to the slaughter of the living, taking out its long centuries of suffering and enslavement on any living thing within reach, although it reserves its most savage ferocity for its master.
* SoulPoweredEngine: Each iron maiden is animated by a trapped, restless spirit.

to:

* AndIMustScream: An iron maiden has no choice but to obey the whims TheBerserker: Primal archons fight with unpredictable ferocity and an utter lack of those hesitation or self-preservation.
* RockMonster: Primal archons are made of granite, obsidian, and chunks of crystal, and are as durable as living stone.

!!!Thamarite Archon
----
* LaserGuidedAmnesia: Those
who have dominated it beyond death. From time to time, it experiences witnessed a flash of Thamarite archon rarely retain a clear memory from of its past life, gradually building a picture of shape after it is gone. Thamarite archons have been described in terms one might use when trying to recall the person it was. For these beings, whose souls and minds are frayed and tattered from centuries elusive details of enslavement, the shattered recollection of their previous life is nothing short of torture.
* RoaringRampageOfRevenge: Some iron maidens manage to pull together enough of their old identities to break free of their master's bonds. When this occurs, the maiden becomes devoted to the slaughter of the living, taking out its long centuries of suffering and enslavement on any living thing within reach, although it reserves its most savage ferocity for its master.
* SoulPoweredEngine: Each iron maiden is animated by
a trapped, restless spirit.fading dream.



[[folder:Junker Hulk]]

to:

[[folder:Junker Hulk]]!!Constructs
[[folder:Iron Maiden]]



* NotQuiteDead: Junker hulks form when a discarded cortex retains enough power to exert magical influence over surrounding objects and enough awareness to desire a familiar form. The cortex gathers nearby materials—often items it is in physical contact with—and shapes them into a rough approximation of a steamjack.

to:

* NotQuiteDead: Junker hulks form when AndIMustScream: An iron maiden has no choice but to obey the whims of those who have dominated it beyond death. From time to time, it experiences a discarded cortex retains flash of memory from its past life, gradually building a picture of the person it was. For these beings, whose souls and minds are frayed and tattered from centuries of enslavement, the shattered recollection of their previous life is nothing short of torture.
* RoaringRampageOfRevenge: Some iron maidens manage to pull together
enough power of their old identities to exert magical influence over surrounding objects break free of their master's bonds. When this occurs, the maiden becomes devoted to the slaughter of the living, taking out its long centuries of suffering and enough awareness to desire a familiar form. The cortex gathers nearby materials—often items enslavement on any living thing within reach, although it reserves its most savage ferocity for its master.
* SoulPoweredEngine: Each iron maiden
is in physical contact with—and shapes them into animated by a rough approximation of a steamjack.trapped, restless spirit.



[[folder:Machine Wraith]]

to:

[[folder:Machine Wraith]][[folder:Junker Hulk]]



* HauntedTechnology: Some scholars speculate that these constructs are the bitter ghosts of arcane mechaniks or fallen priests of Cyriss; others maintain they are fallen warcasters.

to:

* HauntedTechnology: Some scholars speculate that these constructs are the bitter ghosts NotQuiteDead: Junker hulks form when a discarded cortex retains enough power to exert magical influence over surrounding objects and enough awareness to desire a familiar form. The cortex gathers nearby materials—often items it is in physical contact with—and shapes them into a rough approximation of arcane mechaniks or fallen priests of Cyriss; others maintain they are fallen warcasters.a steamjack.



[[folder:Wold]]

to:

[[folder:Wold]][[folder:Machine Wraith]]



* HauntedTechnology: Some scholars speculate that these constructs are the bitter ghosts of arcane mechaniks or fallen priests of Cyriss; others maintain they are fallen warcasters.
[[/folder]]

[[folder:Wold]]
----



!!!Sand Drake

to:

!!!Sand !!!Rock Drake



* BoulderBludgeon: To assist in digestion, the rock drake swallows stones to grind and pulverise meals. When agitated, it can spew out these stones like a scattergun.
* TailSlap: Unlike other drakes' lean, whiplike tails, the rock drake's tail is stout and ends in a large, double-ended bony protrusion the size of an adult human's torso. The drake uses its tail to defend itself and in dominance displays during mating season.

!!!Sand Drake
----



[[folder:Boneswarm]]

to:

[[folder:Boneswarm]][[folder:Bane]]



* DemBones: Boneswarms are masses of skeletal remains, animated by dark spirits that are drawn to the skeletons of those who died in swamps, transforming them into a gestalt entity driven by horrible predatory instincts.
* WalkingOssuary: A boneswarm strips the flesh and viscera from prey or any corpse it comes across, tearing bones from lifeless bodies and incorporating them into its bulk.

to:

* DemBones: Boneswarms AntiRegeneration: Banes are masses of skeletal remains, animated by dark spirits enshrouded in a preternatural aura that is utterly inimical to living flesh.
* BloodKnight: Banes delight in slaughter, seeking any opportunity to sow death.
* WarriorUndead: Banes
are drawn to cunning undead warriors inscribed with runes and sigils of their rebirth. More versatile and deadly than the skeletons of those who died in swamps, transforming them more mindless undead, they march into a gestalt entity driven by horrible predatory instincts.
* WalkingOssuary: A boneswarm strips
battle with the flesh discipline and viscera from prey or any corpse it comes across, tearing bones from lifeless bodies and incorporating them into its bulk.inexorable confidence that only soldiers with no fear of death can possess.



[[folder:Deathbound Revenant]]

to:

[[folder:Deathbound Revenant]][[folder:Black Troll]]



* GhostPirate: Deathbound revenants are undead creatures animated by the continuance of a supernatural contract forged over a thousand years ago between Toruk and his earliest vassal, Captain Rengrave of the Dirgenmast ship ''Atramentous''.
* HauntedFetter: A revenant is anchored to a specific person, place or thing called a locus. The most widely known locus is the ''Atramentous'', although other vessels, officers and even objects within the Ghost Fleet of Cryx serve to bind the many revenants to service. When a revenant is defeated, its incorporeal spirit moves as quickly as it can back to the locus, whereupon it reforms its body within seconds, with all equipment. Destroying its locus or somehow eradicating its incorporeal form is the only way to permanently slay a revenant.

to:

* GhostPirate: Deathbound revenants AntiRegeneration: Any hit with a physical attack made by a black troll against any other species of troll negates their regeneration.
* ForTheEvulz: Black trolls live only for torment. They raid troll and human settlements alike, murdering and pillaging as they go.
* NonHumanUndead: Black trolls
are undead creatures animated by the continuance mockeries of a supernatural contract forged over a thousand years ago between Toruk and his earliest vassal, Captain Rengrave of the Dirgenmast ship ''Atramentous''.
* HauntedFetter: A revenant is anchored to a specific person, place or thing called a locus. The most widely known locus is the ''Atramentous'', although
other vessels, officers and even objects within the Ghost Fleet of Cryx serve to bind the many revenants to service. When a revenant is defeated, its incorporeal spirit moves as quickly as it can back to the locus, whereupon it reforms its body within seconds, with all equipment. Destroying its locus or somehow eradicating its incorporeal form is the only way to permanently slay a revenant.trolls.



[[folder:Deathless]]

to:

[[folder:Deathless]][[folder:Boneswarm]]



* BadBoss: Living beings who encounter a deathless are perceived and treated as slaves. The deathless will imperiously issue commands to others in one of the ancient tongues of western Immoren and will not hesitate to slaughter those incapable of following its edicts.
* EvilOverlord: Deathless are ancient Orgoth lords whose dark powers have sustained them into undeath within their macabre halls, which serve as both tomb and seat of power. Although their bodies have long since turned to dust, not even death has stifled their mad ambition. Despite being completely confined within their tombs, they believe their reach is as vast as their innate power, and in their minds, they remain the rulers of a continent-spanning empire and the governors of countless mortals.

to:

* BadBoss: Living beings who encounter a deathless DemBones: Boneswarms are perceived and treated as slaves. The deathless will imperiously issue commands masses of skeletal remains, animated by dark spirits that are drawn to others in one of the ancient tongues skeletons of western Immoren and will not hesitate to slaughter those incapable of following its edicts.
* EvilOverlord: Deathless are ancient Orgoth lords whose dark powers have sustained
who died in swamps, transforming them into undeath within their macabre halls, which serve as both tomb a gestalt entity driven by horrible predatory instincts.
* WalkingOssuary: A boneswarm strips the flesh
and seat of power. Although their viscera from prey or any corpse it comes across, tearing bones from lifeless bodies have long since turned to dust, not even death has stifled their mad ambition. Despite being completely confined within their tombs, they believe their reach is as vast as their innate power, and in their minds, they remain the rulers of a continent-spanning empire and the governors of countless mortals.incorporating them into its bulk.



[[folder:Dread]]

to:

[[folder:Dread]][[folder:Deathbound Revenant]]



* BladeBelowTheShoulder: A dread's forearms are sawed away and replaced with implements of shining steel.

to:

* BladeBelowTheShoulder: A dread's forearms GhostPirate: Deathbound revenants are sawed away undead creatures animated by the continuance of a supernatural contract forged over a thousand years ago between Toruk and replaced his earliest vassal, Captain Rengrave of the Dirgenmast ship ''Atramentous''.
* HauntedFetter: A revenant is anchored to a specific person, place or thing called a locus. The most widely known locus is the ''Atramentous'', although other vessels, officers and even objects within the Ghost Fleet of Cryx serve to bind the many revenants to service. When a revenant is defeated, its incorporeal spirit moves as quickly as it can back to the locus, whereupon it reforms its body within seconds,
with implements of shining steel.all equipment. Destroying its locus or somehow eradicating its incorporeal form is the only way to permanently slay a revenant.



[[folder:Eldritch]]

to:

[[folder:Eldritch]][[folder:Deathless]]



* HorrorHunger: In death, eldritch are motivated by an unnatural hunger. To maintain its existence, an eldritch must siphon the life essence of an intelligent living creature. The touch of an eldritch drains away the life of its prey, nourishing the eldritch and keeping its predatory instincts at their peak.
* NonHumanUndead: Eldritch are Iosans who surrendered their morality and turned to undeath as the only option for staving off their race's uncertain fate.

to:

* HorrorHunger: In death, eldritch BadBoss: Living beings who encounter a deathless are motivated by an unnatural hunger. To maintain perceived and treated as slaves. The deathless will imperiously issue commands to others in one of the ancient tongues of western Immoren and will not hesitate to slaughter those incapable of following its existence, an eldritch must siphon the life essence of an intelligent living creature. The touch of an eldritch drains away the life of its prey, nourishing the eldritch and keeping its predatory instincts at edicts.
* EvilOverlord: Deathless are ancient Orgoth lords whose dark powers have sustained them into undeath within
their peak.
* NonHumanUndead: Eldritch are Iosans who surrendered
macabre halls, which serve as both tomb and seat of power. Although their morality and bodies have long since turned to undeath as the only option for staving off dust, not even death has stifled their race's uncertain fate.mad ambition. Despite being completely confined within their tombs, they believe their reach is as vast as their innate power, and in their minds, they remain the rulers of a continent-spanning empire and the governors of countless mortals.



[[folder:Entombed]]

to:

[[folder:Entombed]][[folder:Dread]]



* OnlyKnownByTheirNickname: Whatever name the Orgoth originally bestowed upon these monstrosities has been lost to time. Modern adventurers who have survived an encounter with these creatures refer to them as the entombed.
* SoulJar: When an entombed is driven off, it returns to its body to recuperate, emerging again at full strength, ready to fight anew. The only way to permanently destroy an entombed is to find and destroy its soul cage, thereby causing it to pass into Urcaen.
* WarriorUndead: Each entombed was once an Orgoth warrior who volunteered for the privilege of being reborn into eternal servitude to his or her lord. After the warrior was ceremonially drowned, the lingering soul was placed in a soul cage. Clad in the armour it wore in life and wielding the weapons with which it was interred, the entombed is driven by an undying directive to protect its master and all the treasures in his grave.

to:

* OnlyKnownByTheirNickname: Whatever name the Orgoth originally bestowed upon these monstrosities has been lost to time. Modern adventurers who have survived an encounter BladeBelowTheShoulder: A dread's forearms are sawed away and replaced with these creatures refer to them as the entombed.
* SoulJar: When an entombed is driven off, it returns to its body to recuperate, emerging again at full strength, ready to fight anew. The only way to permanently destroy an entombed is to find and destroy its soul cage, thereby causing it to pass into Urcaen.
* WarriorUndead: Each entombed was once an Orgoth warrior who volunteered for the privilege
implements of being reborn into eternal servitude to his or her lord. After the warrior was ceremonially drowned, the lingering soul was placed in a soul cage. Clad in the armour it wore in life and wielding the weapons with which it was interred, the entombed is driven by an undying directive to protect its master and all the treasures in his grave.shining steel.



[[folder:Excruciator]]

to:

[[folder:Excruciator]][[folder:Eldritch]]



* TortureTechnician: Excruciators are the revenant spirits of Orgoth torturers. In life, they used their implements to wring information out of captured rebels, fabricate creatures such as the dread, and bind tortured souls to Orgoth implements such as fellblades. In death, they linger in Orgoth ruins scattered across western Immoren and continue this work upon those unlucky enough to encounter them.

to:

* TortureTechnician: Excruciators are the revenant spirits of Orgoth torturers. In life, they used their implements to wring information out of captured rebels, fabricate creatures such as the dread, and bind tortured souls to Orgoth implements such as fellblades. HorrorHunger: In death, they linger in Orgoth ruins scattered across western Immoren eldritch are motivated by an unnatural hunger. To maintain its existence, an eldritch must siphon the life essence of an intelligent living creature. The touch of an eldritch drains away the life of its prey, nourishing the eldritch and continue this work upon those unlucky enough keeping its predatory instincts at their peak.
* NonHumanUndead: Eldritch are Iosans who surrendered their morality and turned
to encounter them.undeath as the only option for staving off their race's uncertain fate.



[[folder:Fallen Knight]]

to:

[[folder:Fallen Knight]][[folder:Entombed]]



* AnimatedArmor: Within the Fallen Knights' ornate ritual armour, nothing remains but dust.
* TheOathbreaker: The Fane Knights once swore unbreakable oaths to guard with their lives the dwelling places of the gods themselves--and broke it when Scyrah and Nyssor were assassinated. In undeath, their oaths continue to hold, now rendered unbreakable.
* PraetorianGuard: The Fane Knights once guarded the dwellings of the gods with their lives. Now they strike down, without hesitation, any who trespass on the sacred temples they once guarded.
* WarriorUndead: In life, these individuals were Fane Knights, chosen from among the strongest, most skillful and most devout Iosan warriors to guard the homes of the gods themselves. After Scyrah and Nyssor's assassination, they found their ultimate failure too great to accept and became Fallen Knights; even after their bodies vanished, their oaths continue to hold.

to:

* AnimatedArmor: Within OnlyKnownByTheirNickname: Whatever name the Fallen Knights' ornate ritual armour, nothing remains but dust.
* TheOathbreaker: The Fane Knights once swore unbreakable oaths
Orgoth originally bestowed upon these monstrosities has been lost to guard time. Modern adventurers who have survived an encounter with their lives these creatures refer to them as the dwelling places of the gods themselves--and broke entombed.
* SoulJar: When an entombed is driven off,
it when Scyrah returns to its body to recuperate, emerging again at full strength, ready to fight anew. The only way to permanently destroy an entombed is to find and Nyssor were assassinated. In undeath, their oaths continue destroy its soul cage, thereby causing it to hold, now rendered unbreakable.
* PraetorianGuard: The Fane Knights once guarded the dwellings of the gods with their lives. Now they strike down, without hesitation, any who trespass on the sacred temples they once guarded.
pass into Urcaen.
* WarriorUndead: In life, these individuals were Fane Knights, chosen from among Each entombed was once an Orgoth warrior who volunteered for the strongest, most skillful and most devout Iosan warriors privilege of being reborn into eternal servitude to guard the homes of the gods themselves. his or her lord. After Scyrah the warrior was ceremonially drowned, the lingering soul was placed in a soul cage. Clad in the armour it wore in life and Nyssor's assassination, they found their ultimate failure too great wielding the weapons with which it was interred, the entombed is driven by an undying directive to accept protect its master and became Fallen Knights; even after their bodies vanished, their oaths continue to hold.all the treasures in his grave.



[[folder:Feralgeist]]

to:

[[folder:Feralgeist]][[folder:Excruciator]]



* AxCrazy: Lashing out with the claws and fangs of the corpses it inhabits, the feralgeist poses a deadly threat to those unfortunate enough to encounter it.
* PossessingADeadBody: A feralgeist's insubstantial form hungers for a body of flesh. It descends into the carcasses of freshly slain beasts and brings to them a semblance of reanimated life.

to:

* AxCrazy: Lashing TortureTechnician: Excruciators are the revenant spirits of Orgoth torturers. In life, they used their implements to wring information out with of captured rebels, fabricate creatures such as the claws dread, and fangs of the corpses it inhabits, the feralgeist poses a deadly threat bind tortured souls to Orgoth implements such as fellblades. In death, they linger in Orgoth ruins scattered across western Immoren and continue this work upon those unfortunate unlucky enough to encounter it.
* PossessingADeadBody: A feralgeist's insubstantial form hungers for a body of flesh. It descends into the carcasses of freshly slain beasts and brings to them a semblance of reanimated life.
them.



[[folder:Hollowed]]

to:

[[folder:Hollowed]][[folder:Fallen Knight]]



* HorrorHunger: Hollowed are driven by an all-consuming hunger for the organs of intelligent creatures. Unwilling to accept death and unable to sate their terrible hunger, they wander the wilds of western Immoren, but the organs upon which they feast will never be enough to satisfy their hunger. Rather than being digested, the consumed organs fester and rot over time.
* TheVirus: A creature killed by a hollowed will rise as a hollowed itself within a few days if it is not decapitated first.

to:

* HorrorHunger: Hollowed are driven by an all-consuming hunger for AnimatedArmor: Within the organs Fallen Knights' ornate ritual armour, nothing remains but dust.
* TheOathbreaker: The Fane Knights once swore unbreakable oaths to guard with their lives the dwelling places
of intelligent creatures. Unwilling the gods themselves--and broke it when Scyrah and Nyssor were assassinated. In undeath, their oaths continue to hold, now rendered unbreakable.
* PraetorianGuard: The Fane Knights once guarded the dwellings of the gods with their lives. Now they strike down, without hesitation, any who trespass on the sacred temples they once guarded.
* WarriorUndead: In life, these individuals were Fane Knights, chosen from among the strongest, most skillful and most devout Iosan warriors to guard the homes of the gods themselves. After Scyrah and Nyssor's assassination, they found their ultimate failure too great
to accept death and unable to sate became Fallen Knights; even after their terrible hunger, they wander the wilds of western Immoren, but the organs upon which they feast will never be enough to satisfy bodies vanished, their hunger. Rather than being digested, the consumed organs fester and rot over time.
* TheVirus: A creature killed by a hollowed will rise as a hollowed itself within a few days if it is not decapitated first.
oaths continue to hold.



[[folder:Iron Lich]]

to:

[[folder:Iron Lich]][[folder:Feralgeist]]



* {{Cyborg}}: An iron lich's mortal body, with the exception of its skull, is replaced with a complex mechanikal apparatus that sustains its existence.
* OurLichesAreDifferent: An iron lich is an unliving fusion of necromancy and mechanika, who replaced its mortal body with a complex mechanikal apparatus that sustains its existence in an attempt to attain immortality. Its form is not constrained to any particular configuration and need not bear any resemblance to its living form. Iron liches store their spirit essence in a phylactery—a physical receptacle that houses the soul.
* SoulJar: So long as an iron lich's phylactery remains intact, the creature cannot truly be destroyed. Because a phylactery is an iron lich's only true vulnerability, iron liches take great pains to conceal and protect theirs. Most iron liches are paranoid enough to keep the location of their phylactery secret or to share it with only their most trusted retainers.

to:

* {{Cyborg}}: An iron lich's mortal body, AxCrazy: Lashing out with the exception of its skull, is replaced with a complex mechanikal apparatus that sustains its existence.
* OurLichesAreDifferent: An iron lich is an unliving fusion of necromancy
claws and mechanika, who replaced its mortal body with a complex mechanikal apparatus that sustains its existence in an attempt to attain immortality. Its form is not constrained to any particular configuration and need not bear any resemblance to its living form. Iron liches store their spirit essence in a phylactery—a physical receptacle that houses fangs of the soul.
* SoulJar: So long as an iron lich's phylactery remains intact,
corpses it inhabits, the creature cannot truly be destroyed. Because feralgeist poses a phylactery is an iron lich's only true vulnerability, iron liches take great pains deadly threat to conceal and protect theirs. Most iron liches are paranoid those unfortunate enough to keep encounter it.
* PossessingADeadBody: A feralgeist's insubstantial form hungers for a body of flesh. It descends into
the location carcasses of their phylactery secret or freshly slain beasts and brings to share it with only their most trusted retainers.them a semblance of reanimated life.



[[folder:Mechanithrall]]

to:

[[folder:Mechanithrall]][[folder:Hollowed]]



* ArtificialZombie: Mechanithralls are technologically augmented thralls stitched together from battlefield dead.
* CannonFodder: Mechanithralls serve as cannon fodder in Cryxian armies.
* OurZombiesAreDifferent: Thralls are corpses reanimated through the power of complex runes carved into their flesh that form the backbone of the armies of Cryx.
* PowerFist: Mechanithralls and brute thralls are augmented with two heavy gauntlets that greatly enhance their strength.

!!!Bile Thrall

to:

* ArtificialZombie: Mechanithralls HorrorHunger: Hollowed are technologically augmented thralls stitched together from battlefield dead.
* CannonFodder: Mechanithralls serve as cannon fodder in Cryxian armies.
* OurZombiesAreDifferent: Thralls are corpses reanimated through
driven by an all-consuming hunger for the power organs of complex runes carved into intelligent creatures. Unwilling to accept death and unable to sate their flesh that form terrible hunger, they wander the backbone wilds of western Immoren, but the armies of Cryx.
* PowerFist: Mechanithralls and brute thralls are augmented with two heavy gauntlets that greatly enhance
organs upon which they feast will never be enough to satisfy their strength.

!!!Bile Thrall
hunger. Rather than being digested, the consumed organs fester and rot over time.
* TheVirus: A creature killed by a hollowed will rise as a hollowed itself within a few days if it is not decapitated first.
[[/folder]]

[[folder:Iron Lich]]



* AcidAttack: The bile thrall's bile cannon fires volumes of corrosive digestive and decomposition agents.
* DeadWeight: Bile thralls are noted for their bloated and swollen bodies.
* SuicideAttack: With a lurching death spasm, a bile thrall can detonate itself in a grisly shower of dissolving agents, flesh and metal.

!!!Bloat Thrall

to:

* AcidAttack: The bile thrall's bile cannon fires volumes {{Cyborg}}: An iron lich's mortal body, with the exception of corrosive digestive its skull, is replaced with a complex mechanikal apparatus that sustains its existence.
* OurLichesAreDifferent: An iron lich is an unliving fusion of necromancy
and decomposition agents.
* DeadWeight: Bile thralls are noted for
mechanika, who replaced its mortal body with a complex mechanikal apparatus that sustains its existence in an attempt to attain immortality. Its form is not constrained to any particular configuration and need not bear any resemblance to its living form. Iron liches store their bloated and swollen bodies.
* SuicideAttack: With a lurching death spasm, a bile thrall can detonate itself
spirit essence in a grisly shower of dissolving agents, flesh phylactery—a physical receptacle that houses the soul.
* SoulJar: So long as an iron lich's phylactery remains intact, the creature cannot truly be destroyed. Because a phylactery is an iron lich's only true vulnerability, iron liches take great pains to conceal
and metal.

!!!Bloat Thrall
protect theirs. Most iron liches are paranoid enough to keep the location of their phylactery secret or to share it with only their most trusted retainers.
[[/folder]]

[[folder:Mechanithrall]]



* BodyOfBodies: A bloat thrall is crudely assembled from half a dozen corpses with no regard for anatomy, only usefulness.
* DefeatEqualsExplosion: If a bloat thrall is ruptured, it explodes and showers the surrounding area in corrosive fluids.

!!!Brute Thrall

to:

* BodyOfBodies: A bloat thrall is crudely assembled ArtificialZombie: Mechanithralls are technologically augmented thralls stitched together from half a dozen battlefield dead.
* CannonFodder: Mechanithralls serve as cannon fodder in Cryxian armies.
* OurZombiesAreDifferent: Thralls are
corpses reanimated through the power of complex runes carved into their flesh that form the backbone of the armies of Cryx.
* PowerFist: Mechanithralls and brute thralls are augmented
with no regard for anatomy, only usefulness.
* DefeatEqualsExplosion: If a bloat thrall is ruptured, it explodes and showers the surrounding area in corrosive fluids.

!!!Brute
two heavy gauntlets that greatly enhance their strength.

!!!Bile
Thrall



* DumbMuscle: The brute thrall lacks both subtlety and cognitive capacity, but does its job well--crushing any obstacle in its way.

!!!Soulhunter

to:

* DumbMuscle: AcidAttack: The brute bile thrall's bile cannon fires volumes of corrosive digestive and decomposition agents.
* DeadWeight: Bile thralls are noted for their bloated and swollen bodies.
* SuicideAttack: With a lurching death spasm, a bile
thrall lacks both subtlety can detonate itself in a grisly shower of dissolving agents, flesh and cognitive capacity, but does its job well--crushing any obstacle in its way.

!!!Soulhunter
metal.

!!!Bloat Thrall



* BodyOfBodies: A bloat thrall is crudely assembled from half a dozen corpses with no regard for anatomy, only usefulness.
* DefeatEqualsExplosion: If a bloat thrall is ruptured, it explodes and showers the surrounding area in corrosive fluids.

!!!Brute Thrall
----
* DumbMuscle: The brute thrall lacks both subtlety and cognitive capacity, but does its job well--crushing any obstacle in its way.

!!!Soulhunter
----



[[folder:Tormented]]

to:

[[folder:Tormented]][[folder:Shaft Wight]]


Added DiffLines:

* BuriedAlive: Shaft wights were once miners, buried by cave-ins and collapsing tunnels and left to suffocate beneath the earth. Some were consumed by the terror of their inevitable deaths and clung to life so strongly that hours after dying, they transformed into undead and freed themselves with bloody talons.
* TheVirus: Humanoids killed by shaft wights rise as new shaft wights. In Rhul, they are put down at a distance to minimise the risk that others will become shaft wights.
[[/folder]]

[[folder:Tormented]]
----

Added: 9112

Changed: 25254

Removed: 5453

Is there an issue? Send a MessageReason:
None


[[folder:Raevhan Buffalo]]

to:

[[folder:Raevhan Buffalo]][[folder:Iosan Forest Hawk]]



* TheBerserker: Male Raevhan buffalo are extremely territorial and will fearlessly charge intruders with little regard for their own lives.
* DyingRace: Development of northern Khador has caused their habitat to steadily dwindle, forcing Raevhan buffalo into smaller and smaller territories. Their population has declined steadily for centuries, and they are now so rare that many believe they have gone extinct.
* HornAttack: A Raevhan buffalo boasts an enormous rack of antlers ideally suited for battering aside a target.
* MamaBear: Female Raevhan buffalo are ferocious when defending their young.

to:

* TheBerserker: MoreDeadlyThanTheMale: Male Raevhan buffalo Iosan forest hawks rear the young since the more compact females are extremely territorial and will fearlessly charge intruders with little regard for their own lives.
* DyingRace: Development of northern Khador has caused their habitat to steadily dwindle, forcing Raevhan buffalo into smaller and smaller territories. Their population has declined steadily for centuries, and they are now so rare that many believe they have gone extinct.
* HornAttack: A Raevhan buffalo boasts an enormous rack of antlers ideally suited for battering aside a target.
* MamaBear: Female Raevhan buffalo are ferocious when defending their young.
the better hunters.



[[folder:Razorbat]]

to:

[[folder:Razorbat]][[folder:Karkinos]]



* BatOutOfHell: Any creature unlucky enough to disturb a razorbat roost is quickly set upon by a shrieking cloud of bats and torn to pieces.
* BewareMyStingerTail: Razorbats are easily identified by the pronounced talons on their wings and their wickedly barbed tail.
* MakeMeWannaShout: The combined shrieks of a razorbat colony working in tandem are loud enough to crack lantern glass, shatter eardrums, and leave a target reeling and deafened.

to:

* BatOutOfHell: Any creature unlucky enough to disturb a razorbat roost is quickly set upon by a shrieking cloud of bats and torn to pieces.
* BewareMyStingerTail: Razorbats
GiantEnemyCrab: Karkinoi are easily identified by the pronounced talons on their wings and their wickedly barbed tail.
* MakeMeWannaShout: The combined shrieks
an unusual breed of a razorbat colony working giant blue forest crab. Viciously territorial, they lie partially submerged in tandem forest pools when they are loud enough not active, attacking anything that approaches too close, including animals that come to crack lantern glass, shatter eardrums, and leave a target reeling and deafened.drink.



[[folder:Razor Boar]]

to:

[[folder:Razor Boar]][[folder:Myrmid]]



* BigEater: Goliath hogs feel an endless hunger that drives them to consume anything in their path, heedless of their own safety.
* FedToPigs: Razor boar training includes feeding them fresh kills of diverse races so they develop a strong taste for the flesh of humans, trollkin, skorne and farrow. The victims' screams of pain and fear ring out from the butchering complex before each feeding, and the beasts learn to associate them with an impending meal.
-->'''Alten Ashley:''' I like bacon as much as the next man, but I won't touch the meat of a razor boar. There's something wrong about eatin' a creature that has, itself, probably eaten someone you knew.
* FullBoarAction: When loosed upon an enemy, razor boars charge in heedless of their own well-being, intent only on goring their prey and feeding on soft flesh.
* SuperBreedingProgram: The farrow have spent generations breeding razor boars with the sole intent of making them larger and more dangerous. Only the biggest, most savage boars are chosen to be mated, creating beasts of war barely controlled by their masters.

to:

* BigEater: Goliath hogs feel AcidAttack: The myrmid can breathe out an endless hunger that drives them acidic vapour to consume anything in their path, heedless of their own safety.
* FedToPigs: Razor boar training includes feeding them fresh kills of diverse races so they develop a strong taste for the flesh of humans, trollkin, skorne
weaken prey and farrow. The victims' screams of pain and fear ring out from the butchering complex before each feeding, and the beasts learn to associate them rocks.
* DigAttack: Myrmids hunt by burrowing into rock after weakening it
with an impending meal.
-->'''Alten Ashley:''' I like bacon as much as
acid. Once the next man, but I won't touch the meat of surface has been partially dissolved, myrmids dig a razor boar. There's hole large enough to hide in and then hide behind their front limbs. When something wrong about eatin' a creature that has, itself, probably eaten someone you knew.
* FullBoarAction: When loosed upon an enemy, razor boars charge in heedless of their own well-being, intent only on goring their prey and feeding on soft flesh.
* SuperBreedingProgram: The farrow have spent generations breeding razor boars with
large enough passes too close, the sole intent of making them larger and more dangerous. Only the biggest, most savage boars are chosen to be mated, creating beasts of war barely controlled by their masters.myrmid strikes.



[[folder:Saqu]]

to:

[[folder:Saqu]][[folder:Raevhan Buffalo]]



* GiantFlyer: The saqu is a gigantic raptor that stands up to fifteen feet tall when fully grown and has a wingspan in excess of thirty feet.
* KidnappingBirdOfPrey: The saqu more difficult prey high into the air, tearing away with its beak all the while, before dropping the victim to its death and eating whatever remains.

to:

* GiantFlyer: The saqu is a gigantic raptor TheBerserker: Male Raevhan buffalo are extremely territorial and will fearlessly charge intruders with little regard for their own lives.
* DyingRace: Development of northern Khador has caused their habitat to steadily dwindle, forcing Raevhan buffalo into smaller and smaller territories. Their population has declined steadily for centuries, and they are now so rare
that stands up to fifteen feet tall many believe they have gone extinct.
* HornAttack: A Raevhan buffalo boasts an enormous rack of antlers ideally suited for battering aside a target.
* MamaBear: Female Raevhan buffalo are ferocious
when fully grown and has a wingspan in excess of thirty feet.
* KidnappingBirdOfPrey: The saqu more difficult prey high into the air, tearing away with its beak all the while, before dropping the victim to its death and eating whatever remains.
defending their young.



[[folder:Satyr]]

to:

[[folder:Satyr]][[folder:Razorbat]]



* FaunsAndSatyrs: Satyrs have muscular, man-like upper bodies, and the legs and hooves of a goat. They walk upright, towering twice as tall as the average human. They are hostile and aggressive creatures with a limited capacity for reason.
* HornAttack: A satyr employs its massive horns to ram foes.
* LeanAndMean: Shadowhorns possess a slenderer build than other satyrs, but they are even more aggressive and display a particularly savage glee when closing with the enemy.

to:

* FaunsAndSatyrs: Satyrs have muscular, man-like upper bodies, BatOutOfHell: Any creature unlucky enough to disturb a razorbat roost is quickly set upon by a shrieking cloud of bats and torn to pieces.
* BewareMyStingerTail: Razorbats are easily identified by
the legs pronounced talons on their wings and hooves their wickedly barbed tail.
* MakeMeWannaShout: The combined shrieks
of a goat. They walk upright, towering twice as tall as the average human. They razorbat colony working in tandem are hostile loud enough to crack lantern glass, shatter eardrums, and aggressive creatures with leave a limited capacity for reason.
* HornAttack: A satyr employs its massive horns to ram foes.
* LeanAndMean: Shadowhorns possess a slenderer build than other satyrs, but they are even more aggressive
target reeling and display a particularly savage glee when closing with the enemy.deafened.



[[folder:Skigg]]

to:

[[folder:Skigg]][[folder:Razor Boar]]



* BizarreTasteInFood: Skiggs are attracted to blasting powder and eagerly devour it.
* ExplosiveBreeder: Because they breed so quickly, a city can be all but overrun with skiggs in a matter of months.
* MadeOfExplodium: A skigg that has consumed a sufficient amount of blasting powder will violently explode if struck or even shaken with sufficient force.

to:

* BizarreTasteInFood: Skiggs are attracted BigEater: Goliath hogs feel an endless hunger that drives them to blasting powder and eagerly devour it.
consume anything in their path, heedless of their own safety.
* ExplosiveBreeder: Because FedToPigs: Razor boar training includes feeding them fresh kills of diverse races so they breed so quickly, develop a city can be all but overrun strong taste for the flesh of humans, trollkin, skorne and farrow. The victims' screams of pain and fear ring out from the butchering complex before each feeding, and the beasts learn to associate them with skiggs in a matter an impending meal.
-->'''Alten Ashley:''' I like bacon as much as the next man, but I won't touch the meat
of months.
* MadeOfExplodium: A skigg
a razor boar. There's something wrong about eatin' a creature that has consumed a sufficient amount has, itself, probably eaten someone you knew.
* FullBoarAction: When loosed upon an enemy, razor boars charge in heedless
of blasting powder will violently explode if struck or even shaken their own well-being, intent only on goring their prey and feeding on soft flesh.
* SuperBreedingProgram: The farrow have spent generations breeding razor boars
with sufficient force.the sole intent of making them larger and more dangerous. Only the biggest, most savage boars are chosen to be mated, creating beasts of war barely controlled by their masters.



[[folder:Tatzylwurm]]

to:

[[folder:Tatzylwurm]][[folder:Saqu]]



* AcidAttack: When threatened, a pale tatzylwurm sprays a corrosive acid from special glands in its mouth. This acid is powerful enough to dissolve iron.
* HypnoticEyes: A black tatzylwurm can transfix any living creature that makes eye contact with it. The light plays in strange, hypnotic patterns deep in the tatzylwurm's eyes, fixing its intended target in place.
* InASingleBound: Some tatzylwurm species can leap an impressive distance. By coiling their powerful bodies, they can clear obstacles and reach into a tree's high branches.
* PoisonousPerson: Every tatzylwurm species has a potent and fatal venom. Some are fast-acting and can cause death within moments, while others are slower and more debilitating.
* SpikeShooter: Gray tatzylwurms can produce stout iron barbs and project them a significant distance, simultaneously piercing and poisoning creatures at range.
* TemporaryBlindness: When introduced into the bloodstream, black tatzylwurm venom causes almost immediate blindness. While the venom quickly breaks down, returning sight to the prey, this may be too late for it to survive the tatzylwurm's follow-up attack.
* TrackingSpell: Tatzylwurm viper venom rapidly alters the victim's sweat, causing the prey to emit a scent that is both irresistible and powerfully apparent to any viper tatzylwurm in the vicinity. Even a victim who successfully evades the initial bite will be relentlessly and unerringly tracked down.

to:

* AcidAttack: When threatened, a pale tatzylwurm sprays a corrosive acid from special glands in its mouth. This acid GiantFlyer: The saqu is powerful enough to dissolve iron.
* HypnoticEyes: A black tatzylwurm can transfix any living creature
a gigantic raptor that makes eye contact with it. The light plays in strange, hypnotic patterns deep in the tatzylwurm's eyes, fixing its intended target in place.
* InASingleBound: Some tatzylwurm species can leap an impressive distance. By coiling their powerful bodies, they can clear obstacles
stands up to fifteen feet tall when fully grown and reach into a tree's high branches.
* PoisonousPerson: Every tatzylwurm species
has a potent and fatal venom. Some are fast-acting and can cause death within moments, while others are slower and wingspan in excess of thirty feet.
* KidnappingBirdOfPrey: The saqu
more debilitating.
* SpikeShooter: Gray tatzylwurms can produce stout iron barbs and project them a significant distance, simultaneously piercing and poisoning creatures at range.
* TemporaryBlindness: When introduced
difficult prey high into the bloodstream, black tatzylwurm venom causes almost immediate blindness. While air, tearing away with its beak all the venom quickly breaks down, returning sight to while, before dropping the prey, this may be too late for it to survive the tatzylwurm's follow-up attack.
* TrackingSpell: Tatzylwurm viper venom rapidly alters the victim's sweat, causing the prey to emit a scent that is both irresistible and powerfully apparent to any viper tatzylwurm in the vicinity. Even a
victim who successfully evades the initial bite will be relentlessly to its death and unerringly tracked down.eating whatever remains.



[[folder:Thornwood Mauler]]

to:

[[folder:Thornwood Mauler]][[folder:Satyr]]



* AbsurdlySharpClaws: The enormous fangs and sturdy claws of a Thornwood mauler can rip through steel and toughened hide.
* KillSteal: A Thornwood mauler will drive away a predator to steal its kill and will viciously shred any beast that attempts to defend a carcass.
* MonstrousCannibalism: If two Thornwood maulers go to battle over a carcass, the result is invariably a deadly combat that ends with the victor consuming the flesh of the loser.
* SuperPersistentPredator: Thornwood maulers relentlessly track prey once they have caught its scent. They will stalk prey for miles and over the course of several days. It is extremely difficult to mask one's scent, as ordinary means will not deter the mauler's sensitive nose.

to:

* AbsurdlySharpClaws: The enormous fangs FaunsAndSatyrs: Satyrs have muscular, man-like upper bodies, and sturdy claws the legs and hooves of a Thornwood mauler can rip through steel goat. They walk upright, towering twice as tall as the average human. They are hostile and toughened hide.
aggressive creatures with a limited capacity for reason.
* KillSteal: HornAttack: A Thornwood mauler will drive away a predator to steal satyr employs its kill massive horns to ram foes.
* LeanAndMean: Shadowhorns possess a slenderer build than other satyrs, but they are even more aggressive
and will viciously shred any beast that attempts to defend display a carcass.
* MonstrousCannibalism: If two Thornwood maulers go to battle over a carcass, the result is invariably a deadly combat that ends
particularly savage glee when closing with the victor consuming the flesh of the loser.
* SuperPersistentPredator: Thornwood maulers relentlessly track prey once they have caught its scent. They will stalk prey for miles and over the course of several days. It is extremely difficult to mask one's scent, as ordinary means will not deter the mauler's sensitive nose.
enemy.



[[folder:Widow Bear]]

to:

[[folder:Widow Bear]][[folder:Skigg]]



* BearsAreBadNews: Widow bears are aggressive and can be extremely quick over short distances. Their size affords them the luxury of trundling over anything that gets in their way when they close in on a threat.

to:

* BearsAreBadNews: Widow bears BizarreTasteInFood: Skiggs are aggressive attracted to blasting powder and eagerly devour it.
* ExplosiveBreeder: Because they breed so quickly, a city
can be extremely quick over short distances. Their size affords them the luxury all but overrun with skiggs in a matter of trundling over anything months.
* MadeOfExplodium: A skigg
that gets in their way when they close in on has consumed a threat.sufficient amount of blasting powder will violently explode if struck or even shaken with sufficient force.



!!Celestials
[[folder:Archon]]

to:

!!Celestials
[[folder:Archon]]
[[folder:Tatzylwurm]]



* AngelicTransformation: Morrowan, Thamarite and Menite archons are the spirits of the greatest practitioners of the faith, given a special purpose in the afterlife.
* HealingFactor: Dhunian and primal archons can swiftly regenerate any parts severed in battle.
* OurAngelsAreDifferent: Classified as celestials under ''TabletopGame/DungeonsAndDragons'' 5th Edition rules, the archons of the Iron Kingdoms are awe-inspiring and terrifying spiritual entities who act as agents of the gods, enacting their will on the mortal world. They are as diverse as the deities they serve: Morrow, Thamar, Menoth, the Devourer Wurm, or Dhunia. Some, like the enigmatic void archons, are aligned to no specific god and represent the unconscious and collective will of all souls in Urcaen, and while they do share a striking resemblance to the empyreans of ''Warcaster Neo-Mechanika'', whether that was intentional remains a mystery.

!!!Dhunian Archon

to:

* AngelicTransformation: Morrowan, Thamarite and Menite archons are the spirits of the greatest practitioners of the faith, given AcidAttack: When threatened, a pale tatzylwurm sprays a corrosive acid from special purpose glands in its mouth. This acid is powerful enough to dissolve iron.
* HypnoticEyes: A black tatzylwurm can transfix any living creature that makes eye contact with it. The light plays in strange, hypnotic patterns deep
in the afterlife.
tatzylwurm's eyes, fixing its intended target in place.
* HealingFactor: Dhunian and primal archons InASingleBound: Some tatzylwurm species can swiftly regenerate any parts severed in battle.
* OurAngelsAreDifferent: Classified as celestials under ''TabletopGame/DungeonsAndDragons'' 5th Edition rules, the archons of the Iron Kingdoms are awe-inspiring and terrifying spiritual entities who act as agents of the gods, enacting
leap an impressive distance. By coiling their will on the mortal world. They are as diverse as the deities powerful bodies, they serve: Morrow, Thamar, Menoth, the Devourer Wurm, or Dhunia. Some, like the enigmatic void archons, can clear obstacles and reach into a tree's high branches.
* PoisonousPerson: Every tatzylwurm species has a potent and fatal venom. Some
are aligned to no specific god fast-acting and represent the unconscious and collective will of all souls in Urcaen, and can cause death within moments, while they do share others are slower and more debilitating.
* SpikeShooter: Gray tatzylwurms can produce stout iron barbs and project them
a striking resemblance significant distance, simultaneously piercing and poisoning creatures at range.
* TemporaryBlindness: When introduced into the bloodstream, black tatzylwurm venom causes almost immediate blindness. While the venom quickly breaks down, returning sight
to the empyreans of ''Warcaster Neo-Mechanika'', whether prey, this may be too late for it to survive the tatzylwurm's follow-up attack.
* TrackingSpell: Tatzylwurm viper venom rapidly alters the victim's sweat, causing the prey to emit a scent
that was intentional remains is both irresistible and powerfully apparent to any viper tatzylwurm in the vicinity. Even a mystery.

!!!Dhunian Archon
victim who successfully evades the initial bite will be relentlessly and unerringly tracked down.
[[/folder]]

[[folder:Thornwood Mauler]]



* GoodIsNotSoft: Dhunian archons are viewed as an embodiment of her anger, yet even as these beings mete out Dhunia's fury on those who would harm her children, they grant blessings of life and vigour to her followers.
* LivingWeapon: Dhunian archons bearing the mark of spring wield still-living trees as cudgels.

!!!Menite Archon

to:

* GoodIsNotSoft: Dhunian archons are viewed as an embodiment AbsurdlySharpClaws: The enormous fangs and sturdy claws of her anger, yet even as these beings mete out Dhunia's fury on those who would harm her children, a Thornwood mauler can rip through steel and toughened hide.
* KillSteal: A Thornwood mauler will drive away a predator to steal its kill and will viciously shred any beast that attempts to defend a carcass.
* MonstrousCannibalism: If two Thornwood maulers go to battle over a carcass, the result is invariably a deadly combat that ends with the victor consuming the flesh of the loser.
* SuperPersistentPredator: Thornwood maulers relentlessly track prey once
they grant blessings of life have caught its scent. They will stalk prey for miles and vigour to her followers.
* LivingWeapon: Dhunian archons bearing
over the mark course of spring wield still-living trees several days. It is extremely difficult to mask one's scent, as cudgels.

!!!Menite Archon
ordinary means will not deter the mauler's sensitive nose.
[[/folder]]

[[folder:Widow Bear]]



* ElementalWeapon: Menite archons wielding weapons ablaze with holy fire.
* PlayingWithFire: Menoth's archons are limned in the constant light of a cleansing fire.

!!!Morrowan Archon

to:

* ElementalWeapon: Menite archons wielding weapons ablaze with holy fire.
* PlayingWithFire: Menoth's archons
BearsAreBadNews: Widow bears are limned in aggressive and can be extremely quick over short distances. Their size affords them the constant light luxury of trundling over anything that gets in their way when they close in on a cleansing fire.

!!!Morrowan Archon
threat.
[[/folder]]

!!Celestials
[[folder:Archon]]



* LightEmUp: Often described as angels of light, Morrowan archons glow like the radiance of the sun in Morrow's holy symbol made manifest.

!!!Primal Archon

to:

* LightEmUp: Often described as angels of light, Morrowan AngelicTransformation: Morrowan, Thamarite and Menite archons glow are the spirits of the greatest practitioners of the faith, given a special purpose in the afterlife.
* HealingFactor: Dhunian and primal archons can swiftly regenerate any parts severed in battle.
* OurAngelsAreDifferent: Classified as celestials under ''TabletopGame/DungeonsAndDragons'' 5th Edition rules, the archons of the Iron Kingdoms are awe-inspiring and terrifying spiritual entities who act as agents of the gods, enacting their will on the mortal world. They are as diverse as the deities they serve: Morrow, Thamar, Menoth, the Devourer Wurm, or Dhunia. Some,
like the radiance of enigmatic void archons, are aligned to no specific god and represent the sun unconscious and collective will of all souls in Morrow's holy symbol made manifest.

!!!Primal
Urcaen, and while they do share a striking resemblance to the empyreans of ''Warcaster Neo-Mechanika'', whether that was intentional remains a mystery.

!!!Dhunian
Archon



* TheBerserker: Primal archons fight with unpredictable ferocity and an utter lack of hesitation or self-preservation.
* RockMonster: Primal archons are made of granite, obsidian, and chunks of crystal, and are as durable as living stone.

!!!Thamarite Archon

to:

* TheBerserker: Primal archons fight with unpredictable ferocity and an utter lack of hesitation or self-preservation.
* RockMonster: Primal
GoodIsNotSoft: Dhunian archons are made viewed as an embodiment of granite, obsidian, her anger, yet even as these beings mete out Dhunia's fury on those who would harm her children, they grant blessings of life and chunks vigour to her followers.
* LivingWeapon: Dhunian archons bearing the mark
of crystal, and are spring wield still-living trees as durable as living stone.

!!!Thamarite
cudgels.

!!!Menite
Archon



* LaserGuidedAmnesia: Those who have witnessed a Thamarite archon rarely retain a clear memory of its shape after it is gone. Thamarite archons have been described in terms one might use when trying to recall the elusive details of a fading dream.
[[/folder]]

!!Constructs
[[folder:Iron Maiden]]

to:

* LaserGuidedAmnesia: Those who have witnessed a Thamarite archon rarely retain a clear memory of its shape after it is gone. Thamarite ElementalWeapon: Menite archons have been described wielding weapons ablaze with holy fire.
* PlayingWithFire: Menoth's archons are limned
in terms one might use when trying to recall the elusive details constant light of a fading dream.
[[/folder]]

!!Constructs
[[folder:Iron Maiden]]
cleansing fire.

!!!Morrowan Archon



* AndIMustScream: An iron maiden has no choice but to obey the whims of those who have dominated it beyond death. From time to time, it experiences a flash of memory from its past life, gradually building a picture of the person it was. For these beings, whose souls and minds are frayed and tattered from centuries of enslavement, the shattered recollection of their previous life is nothing short of torture.
* RoaringRampageOfRevenge: Some iron maidens manage to pull together enough of their old identities to break free of their master's bonds. When this occurs, the maiden becomes devoted to the slaughter of the living, taking out its long centuries of suffering and enslavement on any living thing within reach, although it reserves its most savage ferocity for its master.
* SoulPoweredEngine: Each iron maiden is animated by a trapped, restless spirit.
[[/folder]]

[[folder:Junker Hulk]]

to:

* AndIMustScream: An iron maiden has no choice but to obey LightEmUp: Often described as angels of light, Morrowan archons glow like the whims of those who have dominated it beyond death. From time to time, it experiences a flash of memory from its past life, gradually building a picture radiance of the person it was. For these beings, whose souls and minds are frayed and tattered from centuries of enslavement, the shattered recollection of their previous life is nothing short of torture.
* RoaringRampageOfRevenge: Some iron maidens manage to pull together enough of their old identities to break free of their master's bonds. When this occurs, the maiden becomes devoted to the slaughter of the living, taking out its long centuries of suffering and enslavement on any living thing within reach, although it reserves its most savage ferocity for its master.
* SoulPoweredEngine: Each iron maiden is animated by a trapped, restless spirit.
[[/folder]]

[[folder:Junker Hulk]]
sun in Morrow's holy symbol made manifest.

!!!Primal Archon



* NotQuiteDead: Junker hulks form when a discarded cortex retains enough power to exert magical influence over surrounding objects and enough awareness to desire a familiar form. The cortex gathers nearby materials—often items it is in physical contact with—and shapes them into a rough approximation of a steamjack.

to:

* NotQuiteDead: Junker hulks form when a discarded cortex retains enough power to exert magical influence over surrounding objects TheBerserker: Primal archons fight with unpredictable ferocity and enough awareness to desire an utter lack of hesitation or self-preservation.
* RockMonster: Primal archons are made of granite, obsidian, and chunks of crystal, and are as durable as living stone.

!!!Thamarite Archon
----
* LaserGuidedAmnesia: Those who have witnessed
a familiar form. The cortex gathers nearby materials—often items Thamarite archon rarely retain a clear memory of its shape after it is gone. Thamarite archons have been described in physical contact with—and shapes them into a rough approximation terms one might use when trying to recall the elusive details of a steamjack.fading dream.



[[folder:Machine Wraith]]

to:

[[folder:Machine Wraith]]!!Constructs
[[folder:Iron Maiden]]



* HauntedTechnology: Some scholars speculate that these constructs are the bitter ghosts of arcane mechaniks or fallen priests of Cyriss; others maintain they are fallen warcasters.

to:

* HauntedTechnology: Some scholars speculate that AndIMustScream: An iron maiden has no choice but to obey the whims of those who have dominated it beyond death. From time to time, it experiences a flash of memory from its past life, gradually building a picture of the person it was. For these constructs beings, whose souls and minds are frayed and tattered from centuries of enslavement, the bitter ghosts shattered recollection of arcane mechaniks or fallen priests their previous life is nothing short of Cyriss; others maintain they are fallen warcasters.torture.
* RoaringRampageOfRevenge: Some iron maidens manage to pull together enough of their old identities to break free of their master's bonds. When this occurs, the maiden becomes devoted to the slaughter of the living, taking out its long centuries of suffering and enslavement on any living thing within reach, although it reserves its most savage ferocity for its master.
* SoulPoweredEngine: Each iron maiden is animated by a trapped, restless spirit.



[[folder:Wold]]

to:

[[folder:Wold]][[folder:Junker Hulk]]



* NotQuiteDead: Junker hulks form when a discarded cortex retains enough power to exert magical influence over surrounding objects and enough awareness to desire a familiar form. The cortex gathers nearby materials—often items it is in physical contact with—and shapes them into a rough approximation of a steamjack.
[[/folder]]

[[folder:Machine Wraith]]
----
* HauntedTechnology: Some scholars speculate that these constructs are the bitter ghosts of arcane mechaniks or fallen priests of Cyriss; others maintain they are fallen warcasters.
[[/folder]]

[[folder:Wold]]
----



[[folder:Spine Ripper]]

to:

[[folder:Spine Ripper]][[folder:Sphinx]]



* AbsurdlySharpClaws: Each claw is like an arcing blade with a razor-sharp interior edge, and a spine ripper's slash can easily disembowel a creature the size of a gorax.
* PoisonousPerson: The dewclaws of a spine ripper house a venom gland whose toxin causes immediate damage to muscle and tendon alike.

to:

* AbsurdlySharpClaws: Each claw is like an arcing blade with CombatClairvoyance: Sphinxes exhibit a razor-sharp interior edge, limited form of telepathy, allowing them to communicate silently across short distances, and a spine ripper's slash can easily disembowel a creature possibly even read the size surface thoughts of their prey, to know when to dodge and where to move in for a gorax.
killing blow.
* PoisonousPerson: OurSphinxesAreDifferent: The dewclaws sphinx is a species of a spine ripper house a venom gland whose toxin causes immediate damage to muscle pony-sized cat that exhibits limited telepathy, and tendon alike.are described in ancient stories by terms normally reserved for spirits and fiends.



[[folder:Storm Raptor]]

to:

[[folder:Storm Raptor]][[folder:Spine Ripper]]



* GiantFlyer: Storm raptors are giant birds of prey native to the Stormlands.
* ShockAndAwe: Storm raptors are rife with electrical energies, to be unleashed in blinding arcs when they dive upon prey.
* StealthyColossus: This massive bird of prey spends much of its time circling amid the storms in its native Stormlands, using their frequent electrical discharges to cloak its approach to prey.

to:

* GiantFlyer: Storm raptors are giant birds of prey native to the Stormlands.
* ShockAndAwe: Storm raptors are rife
AbsurdlySharpClaws: Each claw is like an arcing blade with electrical energies, to be unleashed in blinding arcs when they dive upon prey.
* StealthyColossus: This massive bird of prey spends much of its time circling amid
a razor-sharp interior edge, and a spine ripper's slash can easily disembowel a creature the storms in its native Stormlands, using their frequent electrical discharges size of a gorax.
* PoisonousPerson: The dewclaws of a spine ripper house a venom gland whose toxin causes immediate damage
to cloak its approach to prey.muscle and tendon alike.



!!Oozes
[[folder:Oasis Ooze]]

to:

!!Oozes
[[folder:Oasis Ooze]]
[[folder:Storm Raptor]]



* ChestMonster: Even a trained eye can hardly see an oasis ooze lurking just below the water's surface. It usually waits until prey has taken a sip before surging from the water to envelop, drag down, strangle and digest it.

to:

* ChestMonster: Even a trained eye can hardly see an oasis ooze lurking just below the water's surface. It usually waits until GiantFlyer: Storm raptors are giant birds of prey has taken a sip before surging from native to the water Stormlands.
* ShockAndAwe: Storm raptors are rife with electrical energies,
to envelop, drag down, strangle and digest it.be unleashed in blinding arcs when they dive upon prey.
* StealthyColossus: This massive bird of prey spends much of its time circling amid the storms in its native Stormlands, using their frequent electrical discharges to cloak its approach to prey.



!!Plants
[[folder:Bloodstone Manticora]]

to:

!!Plants
[[folder:Bloodstone Manticora]]
!!Oozes
[[folder:Oasis Ooze]]



* ManEatingPlant: The manticora is a predatory cactus that can sense creatures with water that come nearby, then lashes out with lengthy black spines to kill or paralyse prey and soak their roots in moist flesh.
* SpikeShooter: Bloodstone manticore can paralyse prey by flinging a hail of stiletto-sharp thorns.

to:

* ManEatingPlant: The manticora is ChestMonster: Even a predatory cactus that trained eye can sense creatures with hardly see an oasis ooze lurking just below the water's surface. It usually waits until prey has taken a sip before surging from the water that come nearby, then lashes out with lengthy black spines to kill or paralyse prey envelop, drag down, strangle and soak their roots in moist flesh.
* SpikeShooter: Bloodstone manticore can paralyse prey by flinging a hail of stiletto-sharp thorns.
digest it.



!!Undead
[[folder:Boneswarm]]

to:

!!Undead
[[folder:Boneswarm]]
!!Plants
[[folder:Bloodstone Manticora]]



* DemBones: Boneswarms are masses of skeletal remains, animated by dark spirits that are drawn to the skeletons of those who died in swamps, transforming them into a gestalt entity driven by horrible predatory instincts.
* WalkingOssuary: A boneswarm strips the flesh and viscera from prey or any corpse it comes across, tearing bones from lifeless bodies and incorporating them into its bulk.

to:

* DemBones: Boneswarms are masses of skeletal remains, animated by dark spirits that are drawn to the skeletons of those who died in swamps, transforming them into ManEatingPlant: The manticora is a gestalt entity driven by horrible predatory instincts.
* WalkingOssuary: A boneswarm strips the flesh and viscera from
cactus that can sense creatures with water that come nearby, then lashes out with lengthy black spines to kill or paralyse prey or any corpse it comes across, tearing bones from lifeless bodies and incorporating them into its bulk.soak their roots in moist flesh.
* SpikeShooter: Bloodstone manticore can paralyse prey by flinging a hail of stiletto-sharp thorns.



[[folder:Deathbound Revenant]]

to:

[[folder:Deathbound Revenant]][[folder:Echolichen]]



* GhostPirate: Deathbound revenants are undead creatures animated by the continuance of a supernatural contract forged over a thousand years ago between Toruk and his earliest vassal, Captain Rengrave of the Dirgenmast ship ''Atramentous''.
* HauntedFetter: A revenant is anchored to a specific person, place or thing called a locus. The most widely known locus is the ''Atramentous'', although other vessels, officers and even objects within the Ghost Fleet of Cryx serve to bind the many revenants to service. When a revenant is defeated, its incorporeal spirit moves as quickly as it can back to the locus, whereupon it reforms its body within seconds, with all equipment. Destroying its locus or somehow eradicating its incorporeal form is the only way to permanently slay a revenant.

to:

* GhostPirate: Deathbound revenants are undead creatures animated by the continuance of a supernatural contract forged over a thousand years ago between Toruk and his earliest vassal, Captain Rengrave of the Dirgenmast ship ''Atramentous''.
* HauntedFetter: A revenant is anchored to a specific person, place or thing called a locus.
AbstractEater: The most widely known locus is the ''Atramentous'', although other vessels, officers and even objects within the Ghost Fleet of Cryx serve to bind the many revenants to service. When a revenant is defeated, its incorporeal spirit moves as quickly as echolichen feeds off violence, which it can back to detect over vast distances. Once in motion, the locus, whereupon it reforms echolichen attacks the source of any anger or violence in its body within seconds, with all equipment. Destroying environs and continues to psychically feed off the violence of its locus or somehow eradicating its incorporeal form is the only way own actions, making it surprisingly difficult to permanently slay a revenant.put down.



[[folder:Deathless]]

to:

[[folder:Deathless]][[folder:Hollowthorn]]



* BadBoss: Living beings who encounter a deathless are perceived and treated as slaves. The deathless will imperiously issue commands to others in one of the ancient tongues of western Immoren and will not hesitate to slaughter those incapable of following its edicts.
* EvilOverlord: Deathless are ancient Orgoth lords whose dark powers have sustained them into undeath within their macabre halls, which serve as both tomb and seat of power. Although their bodies have long since turned to dust, not even death has stifled their mad ambition. Despite being completely confined within their tombs, they believe their reach is as vast as their innate power, and in their minds, they remain the rulers of a continent-spanning empire and the governors of countless mortals.

to:

* BadBoss: Living beings who encounter ManEatingPlant: The hollowthorn secretes a deathless are perceived soporific toxin that induces a sensation of well-being followed by growing drowsiness and treated as slaves. The deathless will imperiously issue commands to others in one of eventually sleep. Once the ancient tongues of western Immoren prey succumbs, the vines wrap around it and will not hesitate start to slaughter those incapable of following drink its edicts.
blood.
* EvilOverlord: Deathless are ancient Orgoth lords whose dark powers have sustained them into undeath within their macabre halls, which serve as both tomb and seat of power. Although their bodies have long since turned to dust, not even death TrackingSpell: Once a creature has stifled their mad ambition. Despite being completely confined within their tombs, they believe their reach is as vast as their innate power, and hollowthorn venom in their minds, they remain its blood, the rulers of a continent-spanning empire and the governors of countless mortals.plant can track it unerringly.



[[folder:Dread]]

to:

[[folder:Dread]][[folder:Walking Fungus]]



* BladeBelowTheShoulder: A dread's forearms are sawed away and replaced with implements of shining steel.

to:

* BladeBelowTheShoulder: A dread's forearms MagicEater: The walking fungus feeds on arcane energy, attacking individuals who cast spells or carry mechanika or magical items. If a walking fungus is able to get hold of a magic or mechanika item, it attempts to feed on the arcane energy within, sending hyphae into arcane accumulators or the cortexes of 'jacks that are sawed away and replaced with implements of shining steel.no longer fighting back.



[[folder:Eldritch]]

to:

[[folder:Eldritch]]!!Undead
[[folder:Boneswarm]]



* HorrorHunger: In death, eldritch are motivated by an unnatural hunger. To maintain its existence, an eldritch must siphon the life essence of an intelligent living creature. The touch of an eldritch drains away the life of its prey, nourishing the eldritch and keeping its predatory instincts at their peak.
* NonHumanUndead: Eldritch are Iosans who surrendered their morality and turned to undeath as the only option for staving off their race's uncertain fate.

to:

* HorrorHunger: In death, eldritch DemBones: Boneswarms are motivated masses of skeletal remains, animated by an unnatural hunger. To maintain its existence, an eldritch must siphon dark spirits that are drawn to the life essence skeletons of an intelligent living creature. The touch of an eldritch drains away the life of its prey, nourishing the eldritch and keeping its those who died in swamps, transforming them into a gestalt entity driven by horrible predatory instincts at their peak.
instincts.
* NonHumanUndead: Eldritch are Iosans who surrendered their morality WalkingOssuary: A boneswarm strips the flesh and turned to undeath as the only option for staving off their race's uncertain fate.viscera from prey or any corpse it comes across, tearing bones from lifeless bodies and incorporating them into its bulk.



[[folder:Entombed]]

to:

[[folder:Entombed]][[folder:Deathbound Revenant]]



* OnlyKnownByTheirNickname: Whatever name the Orgoth originally bestowed upon these monstrosities has been lost to time. Modern adventurers who have survived an encounter with these creatures refer to them as the entombed.
* SoulJar: When an entombed is driven off, it returns to its body to recuperate, emerging again at full strength, ready to fight anew. The only way to permanently destroy an entombed is to find and destroy its soul cage, thereby causing it to pass into Urcaen.
* WarriorUndead: Each entombed was once an Orgoth warrior who volunteered for the privilege of being reborn into eternal servitude to his or her lord. After the warrior was ceremonially drowned, the lingering soul was placed in a soul cage. Clad in the armour it wore in life and wielding the weapons with which it was interred, the entombed is driven by an undying directive to protect its master and all the treasures in his grave.

to:

* OnlyKnownByTheirNickname: Whatever name the Orgoth originally bestowed upon these monstrosities has been lost to time. Modern adventurers who have survived an encounter with these GhostPirate: Deathbound revenants are undead creatures refer to them as animated by the entombed.
continuance of a supernatural contract forged over a thousand years ago between Toruk and his earliest vassal, Captain Rengrave of the Dirgenmast ship ''Atramentous''.
* SoulJar: HauntedFetter: A revenant is anchored to a specific person, place or thing called a locus. The most widely known locus is the ''Atramentous'', although other vessels, officers and even objects within the Ghost Fleet of Cryx serve to bind the many revenants to service. When an entombed a revenant is driven off, defeated, its incorporeal spirit moves as quickly as it returns can back to the locus, whereupon it reforms its body to recuperate, emerging again at full strength, ready to fight anew. The within seconds, with all equipment. Destroying its locus or somehow eradicating its incorporeal form is the only way to permanently destroy an entombed is to find and destroy its soul cage, thereby causing it to pass into Urcaen.
* WarriorUndead: Each entombed was once an Orgoth warrior who volunteered for the privilege of being reborn into eternal servitude to his or her lord. After the warrior was ceremonially drowned, the lingering soul was placed in
slay a soul cage. Clad in the armour it wore in life and wielding the weapons with which it was interred, the entombed is driven by an undying directive to protect its master and all the treasures in his grave.revenant.



[[folder:Excruciator]]

to:

[[folder:Excruciator]][[folder:Deathless]]



* TortureTechnician: Excruciators are the revenant spirits of Orgoth torturers. In life, they used their implements to wring information out of captured rebels, fabricate creatures such as the dread, and bind tortured souls to Orgoth implements such as fellblades. In death, they linger in Orgoth ruins scattered across western Immoren and continue this work upon those unlucky enough to encounter them.

to:

* TortureTechnician: Excruciators BadBoss: Living beings who encounter a deathless are perceived and treated as slaves. The deathless will imperiously issue commands to others in one of the revenant spirits ancient tongues of Orgoth torturers. In life, they used their implements to wring information out of captured rebels, fabricate creatures such as the dread, and bind tortured souls to Orgoth implements such as fellblades. In death, they linger in Orgoth ruins scattered across western Immoren and continue this work upon will not hesitate to slaughter those unlucky enough incapable of following its edicts.
* EvilOverlord: Deathless are ancient Orgoth lords whose dark powers have sustained them into undeath within their macabre halls, which serve as both tomb and seat of power. Although their bodies have long since turned
to encounter them.dust, not even death has stifled their mad ambition. Despite being completely confined within their tombs, they believe their reach is as vast as their innate power, and in their minds, they remain the rulers of a continent-spanning empire and the governors of countless mortals.



[[folder:Feralgeist]]

to:

[[folder:Feralgeist]][[folder:Dread]]



* AxCrazy: Lashing out with the claws and fangs of the corpses it inhabits, the feralgeist poses a deadly threat to those unfortunate enough to encounter it.
* PossessingADeadBody: A feralgeist's insubstantial form hungers for a body of flesh. It descends into the carcasses of freshly slain beasts and brings to them a semblance of reanimated life.

to:

* AxCrazy: Lashing out BladeBelowTheShoulder: A dread's forearms are sawed away and replaced with the claws and fangs implements of the corpses it inhabits, the feralgeist poses a deadly threat to those unfortunate enough to encounter it.
* PossessingADeadBody: A feralgeist's insubstantial form hungers for a body of flesh. It descends into the carcasses of freshly slain beasts and brings to them a semblance of reanimated life.
shining steel.



[[folder:Hollowed]]

to:

[[folder:Hollowed]][[folder:Eldritch]]



* HorrorHunger: Hollowed are driven by an all-consuming hunger for the organs of intelligent creatures. Unwilling to accept death and unable to sate their terrible hunger, they wander the wilds of western Immoren, but the organs upon which they feast will never be enough to satisfy their hunger. Rather than being digested, the consumed organs fester and rot over time.
* TheVirus: A creature killed by a hollowed will rise as a hollowed itself within a few days if it is not decapitated first.

to:

* HorrorHunger: Hollowed In death, eldritch are driven motivated by an all-consuming hunger for unnatural hunger. To maintain its existence, an eldritch must siphon the organs life essence of an intelligent creatures. Unwilling to accept death living creature. The touch of an eldritch drains away the life of its prey, nourishing the eldritch and unable to sate keeping its predatory instincts at their terrible hunger, they wander the wilds of western Immoren, but the organs upon which they feast will never be enough to satisfy peak.
* NonHumanUndead: Eldritch are Iosans who surrendered
their hunger. Rather than being digested, morality and turned to undeath as the consumed organs fester and rot over time.
* TheVirus: A creature killed by a hollowed will rise as a hollowed itself within a few days if it is not decapitated first.
only option for staving off their race's uncertain fate.



[[folder:Iron Lich]]

to:

[[folder:Iron Lich]][[folder:Entombed]]



* {{Cyborg}}: An iron lich's mortal body, with the exception of its skull, is replaced with a complex mechanikal apparatus that sustains its existence.
* OurLichesAreDifferent: An iron lich is an unliving fusion of necromancy and mechanika, who replaced its mortal body with a complex mechanikal apparatus that sustains its existence in an attempt to attain immortality. Its form is not constrained to any particular configuration and need not bear any resemblance to its living form. Iron liches store their spirit essence in a phylactery—a physical receptacle that houses the soul.
* SoulJar: So long as an iron lich's phylactery remains intact, the creature cannot truly be destroyed. Because a phylactery is an iron lich's only true vulnerability, iron liches take great pains to conceal and protect theirs. Most iron liches are paranoid enough to keep the location of their phylactery secret or to share it with only their most trusted retainers.

to:

* {{Cyborg}}: An iron lich's mortal body, OnlyKnownByTheirNickname: Whatever name the Orgoth originally bestowed upon these monstrosities has been lost to time. Modern adventurers who have survived an encounter with these creatures refer to them as the exception of its skull, is replaced with a complex mechanikal apparatus that sustains its existence.
* OurLichesAreDifferent: An iron lich is an unliving fusion of necromancy and mechanika, who replaced its mortal body with a complex mechanikal apparatus that sustains its existence in an attempt to attain immortality. Its form is not constrained to any particular configuration and need not bear any resemblance to its living form. Iron liches store their spirit essence in a phylactery—a physical receptacle that houses the soul.
entombed.
* SoulJar: So long as When an iron lich's phylactery remains intact, the creature cannot truly be destroyed. Because a phylactery entombed is an iron lich's driven off, it returns to its body to recuperate, emerging again at full strength, ready to fight anew. The only true vulnerability, iron liches take great pains way to conceal permanently destroy an entombed is to find and destroy its soul cage, thereby causing it to pass into Urcaen.
* WarriorUndead: Each entombed was once an Orgoth warrior who volunteered for the privilege of being reborn into eternal servitude to his or her lord. After the warrior was ceremonially drowned, the lingering soul was placed in a soul cage. Clad in the armour it wore in life and wielding the weapons with which it was interred, the entombed is driven by an undying directive to
protect theirs. Most iron liches are paranoid enough to keep its master and all the location of their phylactery secret or to share it with only their most trusted retainers.treasures in his grave.



[[folder:Mechanithrall]]

to:

[[folder:Mechanithrall]][[folder:Excruciator]]



* ArtificialZombie: Mechanithralls are technologically augmented thralls stitched together from battlefield dead.
* CannonFodder: Mechanithralls serve as cannon fodder in Cryxian armies.
* OurZombiesAreDifferent: Thralls are corpses reanimated through the power of complex runes carved into their flesh that form the backbone of the armies of Cryx.
* PowerFist: Mechanithralls and brute thralls are augmented with two heavy gauntlets that greatly enhance their strength.

!!!Bile Thrall

to:

* ArtificialZombie: Mechanithralls TortureTechnician: Excruciators are technologically augmented thralls stitched together from battlefield dead.
* CannonFodder: Mechanithralls serve as cannon fodder in Cryxian armies.
* OurZombiesAreDifferent: Thralls are corpses reanimated through
the power revenant spirits of complex runes carved into Orgoth torturers. In life, they used their flesh that form implements to wring information out of captured rebels, fabricate creatures such as the backbone of the armies of Cryx.
* PowerFist: Mechanithralls
dread, and brute thralls are augmented with two heavy gauntlets that greatly enhance their strength.

!!!Bile Thrall
bind tortured souls to Orgoth implements such as fellblades. In death, they linger in Orgoth ruins scattered across western Immoren and continue this work upon those unlucky enough to encounter them.
[[/folder]]

[[folder:Fallen Knight]]



* AcidAttack: The bile thrall's bile cannon fires volumes of corrosive digestive and decomposition agents.
* DeadWeight: Bile thralls are noted for their bloated and swollen bodies.
* SuicideAttack: With a lurching death spasm, a bile thrall can detonate itself in a grisly shower of dissolving agents, flesh and metal.

!!!Bloat Thrall

to:

* AcidAttack: AnimatedArmor: Within the Fallen Knights' ornate ritual armour, nothing remains but dust.
* TheOathbreaker:
The bile thrall's bile cannon fires volumes of corrosive digestive and decomposition agents.
* DeadWeight: Bile thralls are noted for
Fane Knights once swore unbreakable oaths to guard with their bloated lives the dwelling places of the gods themselves--and broke it when Scyrah and swollen bodies.
Nyssor were assassinated. In undeath, their oaths continue to hold, now rendered unbreakable.
* SuicideAttack: With a lurching death spasm, a bile thrall can detonate itself in a grisly shower PraetorianGuard: The Fane Knights once guarded the dwellings of dissolving agents, flesh the gods with their lives. Now they strike down, without hesitation, any who trespass on the sacred temples they once guarded.
* WarriorUndead: In life, these individuals were Fane Knights, chosen from among the strongest, most skillful
and metal.

!!!Bloat Thrall
most devout Iosan warriors to guard the homes of the gods themselves. After Scyrah and Nyssor's assassination, they found their ultimate failure too great to accept and became Fallen Knights; even after their bodies vanished, their oaths continue to hold.
[[/folder]]

[[folder:Feralgeist]]



* BodyOfBodies: A bloat thrall is crudely assembled from half a dozen corpses with no regard for anatomy, only usefulness.
* DefeatEqualsExplosion: If a bloat thrall is ruptured, it explodes and showers the surrounding area in corrosive fluids.

!!!Brute Thrall

to:

* BodyOfBodies: A bloat thrall is crudely assembled from half a dozen AxCrazy: Lashing out with the claws and fangs of the corpses with no regard it inhabits, the feralgeist poses a deadly threat to those unfortunate enough to encounter it.
* PossessingADeadBody: A feralgeist's insubstantial form hungers
for anatomy, only usefulness.
* DefeatEqualsExplosion: If
a bloat thrall is ruptured, it explodes body of flesh. It descends into the carcasses of freshly slain beasts and showers the surrounding area in corrosive fluids.

!!!Brute Thrall
brings to them a semblance of reanimated life.
[[/folder]]

[[folder:Hollowed]]



* DumbMuscle: The brute thrall lacks both subtlety and cognitive capacity, but does its job well--crushing any obstacle in its way.

!!!Soulhunter
----
* OurCentaursAreDifferent: The soulhunter is a thrall whose torso is fused with the body of a Scharde stallion. In the wargame, it's classified as a cavalry unit.
* RaisingTheSteaks: Soulhunters are thralls fused with the corpse of a Scharde charger.

to:

* DumbMuscle: The brute thrall lacks both subtlety HorrorHunger: Hollowed are driven by an all-consuming hunger for the organs of intelligent creatures. Unwilling to accept death and cognitive capacity, unable to sate their terrible hunger, they wander the wilds of western Immoren, but does its job well--crushing any obstacle in its way.

!!!Soulhunter
----
* OurCentaursAreDifferent: The soulhunter is a thrall whose torso is fused with
the body of a Scharde stallion. In organs upon which they feast will never be enough to satisfy their hunger. Rather than being digested, the wargame, it's classified consumed organs fester and rot over time.
* TheVirus: A creature killed by a hollowed will rise
as a cavalry unit.
* RaisingTheSteaks: Soulhunters are thralls fused with the corpse of
hollowed itself within a Scharde charger.few days if it is not decapitated first.



[[folder:Pistol Wraith]]

to:

[[folder:Pistol Wraith]][[folder:Iron Lich]]



* BottomlessMagazines: A pistol wraith's wraithlock pistols never run out of ammunition.
* GunsAkimbo: Each pistol wraith is armed with a pair of wraithlock pistols.
* TheGunslinger: Pistol wraiths are restless spirits of duellists that retain their skill in life and walk the earth searching for fresh victims.
* MageMarksman: Gun mages who become pistol wraiths boast capabilities beyond those of other pistol wraiths. Retaining at least some spellcasting abilities from life, a pistol wraith spellslinger can channel magic through its wraithlock without rune bullets like living gun mages need to.
* RoaringRampageOfRevenge: Pistol wraiths are consumed by an all-consuming need for vengeance or an overwhelming hatred of all life.
* SoreLoser: A pistol wraith's rejection of its own mortal end is intensified by its refusal to accept its own failure. The pistol wraith cannot acknowledge that it lost its final duel in life--combined with its ego, it gains a preternatural foothold in the physical realm. Through their singular dedication to prove themselves by besting other skilled gunfighters, they have denied their own passage to the afterlife.

to:

* BottomlessMagazines: A pistol wraith's wraithlock pistols never run out {{Cyborg}}: An iron lich's mortal body, with the exception of ammunition.
* GunsAkimbo: Each pistol wraith
its skull, is armed replaced with a pair of wraithlock pistols.
* TheGunslinger: Pistol wraiths are restless spirits of duellists
complex mechanikal apparatus that retain their skill in life sustains its existence.
* OurLichesAreDifferent: An iron lich is an unliving fusion of necromancy
and walk the earth searching for fresh victims.
* MageMarksman: Gun mages
mechanika, who become pistol wraiths boast capabilities beyond those of other pistol wraiths. Retaining at least some spellcasting abilities from life, a pistol wraith spellslinger can channel magic through replaced its wraithlock without rune bullets like mortal body with a complex mechanikal apparatus that sustains its existence in an attempt to attain immortality. Its form is not constrained to any particular configuration and need not bear any resemblance to its living gun mages need to.
* RoaringRampageOfRevenge: Pistol wraiths are consumed by an all-consuming need for vengeance or an overwhelming hatred of all life.
* SoreLoser: A pistol wraith's rejection of its own mortal end is intensified by its refusal to accept its own failure. The pistol wraith cannot acknowledge that it lost its final duel
form. Iron liches store their spirit essence in life--combined with its ego, it gains a preternatural foothold in the phylactery—a physical realm. Through receptacle that houses the soul.
* SoulJar: So long as an iron lich's phylactery remains intact, the creature cannot truly be destroyed. Because a phylactery is an iron lich's only true vulnerability, iron liches take great pains to conceal and protect theirs. Most iron liches are paranoid enough to keep the location of
their singular dedication phylactery secret or to prove themselves by besting other skilled gunfighters, they have denied share it with only their own passage to the afterlife.most trusted retainers.



[[folder:Riven]]

to:

[[folder:Riven]][[folder:Mechanithrall]]



* DemonicPossession: Riven can possess the living and believe that if they inhabit a body as it dies, they can tether themselves to the departing soul and thereby pass into Urcaen. They delude themselves with this untenable belief, even though upon death of the host, the riven is ejected in a blast of violent spectral force.
* MustBeInvited: A riven cannot pass through any border or threshold unless it receives permission or an invitation, a river, national borders or a doorway.
* NonHumanUndead: Riven are the crazed spirits of elven priests who suffered and died during the Rivening.
[[/folder]]

[[folder:Sand Dervish]]

to:

* DemonicPossession: Riven can possess the living and believe that if they inhabit a body ArtificialZombie: Mechanithralls are technologically augmented thralls stitched together from battlefield dead.
* CannonFodder: Mechanithralls serve
as it dies, they can tether themselves to the departing soul and thereby pass into Urcaen. They delude themselves with this untenable belief, even though upon death of the host, the riven is ejected cannon fodder in a blast of violent spectral force.
Cryxian armies.
* MustBeInvited: A riven cannot pass OurZombiesAreDifferent: Thralls are corpses reanimated through any border or threshold unless it receives permission or an invitation, a river, national borders or a doorway.
the power of complex runes carved into their flesh that form the backbone of the armies of Cryx.
* NonHumanUndead: Riven PowerFist: Mechanithralls and brute thralls are the crazed spirits of elven priests who suffered and died during the Rivening.
[[/folder]]

[[folder:Sand Dervish]]
augmented with two heavy gauntlets that greatly enhance their strength.

!!!Bile Thrall



* DeathSeeker: Sand dervishes desire death through honourable battle and seek out opponents who can give them such an end.
* GhostlyGoals: The only way to get rid of a sand dervish, who perished before fulfilling a sworn oath or task, is to determine the reason for its existence and set right whatever prevents it from resting. Most find their final rest when challenged and defeated in single combat, while a few might have more obscure requirements. Otherwise, if it dies, the sand dervish regains its form after a few days.
* SentientSands: The spirit of a sand dervish can take on a corporeal form made from the sands of the Bloodstone in which it perished.
[[/folder]]

[[folder:Scylla]]

to:

* DeathSeeker: Sand dervishes desire AcidAttack: The bile thrall's bile cannon fires volumes of corrosive digestive and decomposition agents.
* DeadWeight: Bile thralls are noted for their bloated and swollen bodies.
* SuicideAttack: With a lurching
death through honourable battle spasm, a bile thrall can detonate itself in a grisly shower of dissolving agents, flesh and seek out opponents who can give them such an end.
* GhostlyGoals: The only way to get rid of a sand dervish, who perished before fulfilling a sworn oath or task, is to determine the reason for its existence and set right whatever prevents it from resting. Most find their final rest when challenged and defeated in single combat, while a few might have more obscure requirements. Otherwise, if it dies, the sand dervish regains its form after a few days.
* SentientSands: The spirit of a sand dervish can take on a corporeal form made from the sands of the Bloodstone in which it perished.
[[/folder]]

[[folder:Scylla]]
metal.

!!!Bloat Thrall



* CirclingVultures: Like vultures, scylla are scavengers that wheel over battles, diving down en masse to fall upon those left behind. They have been known to roost near rocky shores where shipwrecks are common, hoping to feast on drowned sailors floating on the tide.
* RaisingTheSteaks: Scylla flocks consist of undead birds corrupted by the blight of Toruk the Dragonfather.
* TalkingAnimal: Upon consuming a corpse, a scylla flock attains an echo of the deceased's memories and can speak with its voice. Compelled to return to familiar taverns and ships by these memories, they mockingly call out to pirates and sailors in the voices of their dead comrades.
[[/folder]]

[[folder:Sepulchral Lurker]]

to:

* CirclingVultures: Like vultures, scylla are scavengers that wheel over battles, diving down en masse to fall upon those left behind. They have been known to roost near rocky shores where shipwrecks are common, hoping to feast on drowned sailors floating on the tide.
* RaisingTheSteaks: Scylla flocks consist of undead birds corrupted by the blight of Toruk the Dragonfather.
* TalkingAnimal: Upon consuming
BodyOfBodies: A bloat thrall is crudely assembled from half a corpse, a scylla flock attains an echo of the deceased's memories and can speak dozen corpses with its voice. Compelled to return to familiar taverns no regard for anatomy, only usefulness.
* DefeatEqualsExplosion: If a bloat thrall is ruptured, it explodes
and ships by these memories, they mockingly call out to pirates and sailors in showers the voices of their dead comrades.
[[/folder]]

[[folder:Sepulchral Lurker]]
surrounding area in corrosive fluids.

!!!Brute Thrall



* TheSpeechless: A sepulchral lurker is no longer capable of speech and cannot utter more than a dusty hiss.

to:

* TheSpeechless: A sepulchral lurker is no longer capable of speech DumbMuscle: The brute thrall lacks both subtlety and cannot utter more than cognitive capacity, but does its job well--crushing any obstacle in its way.

!!!Soulhunter
----
* OurCentaursAreDifferent: The soulhunter is
a dusty hiss.thrall whose torso is fused with the body of a Scharde stallion. In the wargame, it's classified as a cavalry unit.
* RaisingTheSteaks: Soulhunters are thralls fused with the corpse of a Scharde charger.


Added DiffLines:

[[folder:Pistol Wraith]]
----
* BottomlessMagazines: A pistol wraith's wraithlock pistols never run out of ammunition.
* GunsAkimbo: Each pistol wraith is armed with a pair of wraithlock pistols.
* TheGunslinger: Pistol wraiths are restless spirits of duellists that retain their skill in life and walk the earth searching for fresh victims.
* MageMarksman: Gun mages who become pistol wraiths boast capabilities beyond those of other pistol wraiths. Retaining at least some spellcasting abilities from life, a pistol wraith spellslinger can channel magic through its wraithlock without rune bullets like living gun mages need to.
* RoaringRampageOfRevenge: Pistol wraiths are consumed by an all-consuming need for vengeance or an overwhelming hatred of all life.
* SoreLoser: A pistol wraith's rejection of its own mortal end is intensified by its refusal to accept its own failure. The pistol wraith cannot acknowledge that it lost its final duel in life--combined with its ego, it gains a preternatural foothold in the physical realm. Through their singular dedication to prove themselves by besting other skilled gunfighters, they have denied their own passage to the afterlife.
[[/folder]]

[[folder:Reliquary]]
----
* OmnicidalManiac: Reliquaries vent their hatred with shocking violence on anything that crosses their path.
* ThePowerOfHate: Reliquaries are fuelled by a seething hatred of any creature displaying even a semblance of life, especially the eldritch.
* TestedOnHumans: In the secret underground laboratories of House Vyre, grisly experiments were conducted on elves born without souls. After the laboratories were abandoned, they were simply sealed off, with the grisly remnants of past horrors left inside, until they were awakened as undead reliquaries.
* UndeadHate: Reliquaries are infants who had been vivisected and entombed in arcanikal vessels, awakened into undeath by the deaths of the gods.
[[/folder]]

[[folder:Riven]]
----
* DemonicPossession: Riven can possess the living and believe that if they inhabit a body as it dies, they can tether themselves to the departing soul and thereby pass into Urcaen. They delude themselves with this untenable belief, even though upon death of the host, the riven is ejected in a blast of violent spectral force.
* MustBeInvited: A riven cannot pass through any border or threshold unless it receives permission or an invitation, a river, national borders or a doorway.
* NonHumanUndead: Riven are the crazed spirits of elven priests who suffered and died during the Rivening.
[[/folder]]

[[folder:Sand Dervish]]
----
* DeathSeeker: Sand dervishes desire death through honourable battle and seek out opponents who can give them such an end.
* GhostlyGoals: The only way to get rid of a sand dervish, who perished before fulfilling a sworn oath or task, is to determine the reason for its existence and set right whatever prevents it from resting. Most find their final rest when challenged and defeated in single combat, while a few might have more obscure requirements. Otherwise, if it dies, the sand dervish regains its form after a few days.
* SentientSands: The spirit of a sand dervish can take on a corporeal form made from the sands of the Bloodstone in which it perished.
[[/folder]]

[[folder:Scylla]]
----
* CirclingVultures: Like vultures, scylla are scavengers that wheel over battles, diving down en masse to fall upon those left behind. They have been known to roost near rocky shores where shipwrecks are common, hoping to feast on drowned sailors floating on the tide.
* RaisingTheSteaks: Scylla flocks consist of undead birds corrupted by the blight of Toruk the Dragonfather.
* TalkingAnimal: Upon consuming a corpse, a scylla flock attains an echo of the deceased's memories and can speak with its voice. Compelled to return to familiar taverns and ships by these memories, they mockingly call out to pirates and sailors in the voices of their dead comrades.
[[/folder]]

[[folder:Sepulchral Lurker]]
----
* TheSpeechless: A sepulchral lurker is no longer capable of speech and cannot utter more than a dusty hiss.
[[/folder]]

[[folder:Tormented]]
----
* AxCrazy: Driven to a state of nearly mindless frenzy by their constant agony, the tormented hold a special hatred for sentient beings, especially anyone who reminds them of their elven foes or their former skorne masters. The pain visited on them in life by their handlers is now amplified in death until it is all they know, and their only outlet is to inflict that pain on others.
* FusionDance: The tormented are composite creatures, made up of the suffering of innumerable beasts and the eddying remnants of skorne mortitheurgy.
* PerpetuallyProtean: The tormented are ever shifting, with the features of warbeasts forming and receding at random. At any given moment, a tormented might manifest the tusked head of a titan, the club tail of a rhinodon, or the piercing claw of an aradus—or all of the above.
* RaisingTheSteaks: The tormented are undead ghosts of former skorne warbeasts.
[[/folder]]

Added: 5547

Changed: 18177

Removed: 1811

Is there an issue? Send a MessageReason:
None


[[folder:Gorax]]

to:

[[folder:Gorax]][[folder:Glowweb Spider]]



* BeastMan: Great, hulking brutes that inhabit the deepest wilds of western Immoren, gorax are primitive creatures that blur the line between man and beast.
* KillerGorilla: Gorax are hulking primitives with broad, muscular torsos, long arms and oversized claws.
* ToServeMan: Gorax that taste the blood of mankind seek it out, which has caused some of the beasts to move from their wilderness domains closer to the fringes of civilisation.

to:

* BeastMan: Great, hulking brutes that inhabit the deepest wilds of western Immoren, gorax are primitive creatures that blur the line between man and beast.
* KillerGorilla: Gorax are hulking primitives
EatenAlive: A glowweb spider's nest is filled with broad, muscular torsos, long arms and oversized claws.
* ToServeMan: Gorax that taste the blood of mankind seek it out,
numerous paralysed prey bound in web, on which it feeds over the course of several days. This habit prolongs the death of a victim and can be sometimes helpful in rescuing someone the spider has caused some of taken captive.
* GiantSpider: The glowweb spider is an enormous spider whose web is strong enough to restrain a fully-grown trollkin.
* TheParalyzer: The glowweb spider's bite carries a paralysing venom, which allows it to drag
the beasts prey back to move from their wilderness domains closer to the fringes of civilisation.its lair.



[[folder:Griffon]]

to:

[[folder:Griffon]][[folder:Gorax]]



* KidnappingBirdOfPrey: Scarsfell griffons lift prey aloft to be eaten high in their nests, leaving little sign on the ground.
* OurGryphonsAreDifferent: Griffons are predators that combine big cats with birds of prey. Druids have long tended griffon fledglings and picked out those best suited to their needs.
* SuperScream: Rotterhorn griffons can unleash a scream to leave its prey stunned and bloodied.

to:

* KidnappingBirdOfPrey: Scarsfell griffons lift prey aloft BeastMan: Great, hulking brutes that inhabit the deepest wilds of western Immoren, gorax are primitive creatures that blur the line between man and beast.
* KillerGorilla: Gorax are hulking primitives with broad, muscular torsos, long arms and oversized claws.
* ToServeMan: Gorax that taste the blood of mankind seek it out, which has caused some of the beasts
to be eaten high in move from their nests, leaving little sign on wilderness domains closer to the ground.
* OurGryphonsAreDifferent: Griffons are predators that combine big cats with birds
fringes of prey. Druids have long tended griffon fledglings and picked out those best suited to their needs.
* SuperScream: Rotterhorn griffons can unleash a scream to leave its prey stunned and bloodied.
civilisation.



[[folder:Hornbeak Trask]]

to:

[[folder:Hornbeak Trask]][[folder:Griffon]]



* BigEater: Hornbeak trasks are ravenous predators and content to consume any ready source of meat they can find: rats, stray dogs, gobbers, and even larger prey on occasion. Virtually anything that moves is considered as a food source.

to:

* BigEater: Hornbeak trasks KidnappingBirdOfPrey: Scarsfell griffons lift prey aloft to be eaten high in their nests, leaving little sign on the ground.
* OurGryphonsAreDifferent: Griffons
are ravenous predators that combine big cats with birds of prey. Druids have long tended griffon fledglings and content picked out those best suited to consume any ready source of meat they their needs.
* SuperScream: Rotterhorn griffons
can find: rats, stray dogs, gobbers, and even larger unleash a scream to leave its prey on occasion. Virtually anything that moves is considered as a food source.stunned and bloodied.



[[folder:Hull Grinder]]

to:

[[folder:Hull Grinder]][[folder:Hornbeak Trask]]



* FiendishFish: Hull grinders are massive predatory fish that usually grow to a length of fifteen feet, with remarkable specimens reaching over thirty feet long. A hull grinder is prone to attack any vessel it has mistaken for its prey. The collection of barbs on its back can damage the hulls of almost any ship.
* ImprovisedWeapon: Hull grinder barbs are sharp and durable enough that some coastal and riverside communities use them as weapons.

to:

* FiendishFish: Hull grinders BigEater: Hornbeak trasks are massive predatory fish ravenous predators and content to consume any ready source of meat they can find: rats, stray dogs, gobbers, and even larger prey on occasion. Virtually anything that usually grow to a length of fifteen feet, with remarkable specimens reaching over thirty feet long. A hull grinder moves is prone to attack any vessel it has mistaken for its prey. The collection of barbs on its back can damage the hulls of almost any ship.
* ImprovisedWeapon: Hull grinder barbs are sharp and durable enough that some coastal and riverside communities use them
considered as weapons.a food source.



[[folder:Raevhan Buffalo]]

to:

[[folder:Raevhan Buffalo]][[folder:Hull Grinder]]



* FiendishFish: Hull grinders are massive predatory fish that usually grow to a length of fifteen feet, with remarkable specimens reaching over thirty feet long. A hull grinder is prone to attack any vessel it has mistaken for its prey. The collection of barbs on its back can damage the hulls of almost any ship.
* ImprovisedWeapon: Hull grinder barbs are sharp and durable enough that some coastal and riverside communities use them as weapons.
[[/folder]]

[[folder:Raevhan Buffalo]]
----




!!!Timber Drake
----
* HealingFactor: A timber drake's peculiar physiology causes it to rapidly heal injuries. This regeneration does not fully re-form injured tissues, but rather causes them to grow over with thicker, denser muscle and scale.
* PoisonousPerson: A timber drake can expel a cloud of toxic gas, a natural byproduct of its digestion that brews constantly within one of its many stomachs from a combination of natural poisons, decaying flesh and rampant bacteria.



[[folder:Gorgandur]]

to:

[[folder:Gorgandur]][[folder:Aspis]]



* BigEater: When hungry, a gorfandur surfaces and scoops up a mile-long swath of anything that is unable to escape its maw.
* RentAZilla: Ancient gorgandur grow to truly enormous sizes and can swallow whole villages, leaving behind blank trenches. When they awaken, their movements are often mistaken for small earthquakes.
* SandWorm: A tunnelling creature of unfathomable size, the gorgandur chews through the solid rocks beneath the Bloodstone Marches. Even young gorgandur are gigantic, and they keep growing throughout their phenomenally long lives.

to:

* BigEater: When hungry, AmphibianAtLarge: While it resembles a gorfandur surfaces and scoops up great snake, the aspis is actually a mile-long swath large species of anything caecilian.
* {{Cyclops}}: The aspis appears to have only one smooth black eye
that is unable to escape dominates the centre of its maw.
* RentAZilla: Ancient gorgandur grow to truly enormous sizes
head, and can swallow whole villages, leaving behind blank trenches. When they awaken, their movements are often mistaken for small earthquakes.
there is some debate as to whether it is an eye at all.
* SandWorm: A tunnelling creature of unfathomable size, the gorgandur chews through the solid rocks beneath the Bloodstone Marches. Even young gorgandur are gigantic, MindOverMatter: The aspis, which lacks teeth and they keep growing throughout their phenomenally long lives.fangs, subdues prey and defends itself from predators by emitting a wave of force from its eye.



[[folder:Spine Ripper]]

to:

[[folder:Spine Ripper]][[folder:Banshee]]



* AbsurdlySharpClaws: Each claw is like an arcing blade with a razor-sharp interior edge, and a spine ripper's slash can easily disembowel a creature the size of a gorax.
* PoisonousPerson: The dewclaws of a spine ripper house a venom gland whose toxin causes immediate damage to muscle and tendon alike.

to:

* AbsurdlySharpClaws: Each claw OurBansheesAreLouder: Banshees appear as stocky birds of prey large enough to carry off a warrior. Its most distinctive feature is like an arcing blade with a razor-sharp interior edge, and a spine ripper's slash can easily disembowel a dissonant keening that builds as the creature the size approaches, until it swoops down upon its prey with a deafening shriek capable of a gorax.
incapacitating those who hear it, especially intelligent creatures.
* PoisonousPerson: ToothyBird: The dewclaws banshee resembles a bird that sports a mouth full of a spine ripper house a venom gland whose toxin causes immediate damage to muscle and tendon alike.sharp teeth.



[[folder:Storm Raptor]]

to:

[[folder:Storm Raptor]][[folder:Gorgandur]]



* GiantFlyer: Storm raptors are giant birds of prey native to the Stormlands.
* ShockAndAwe: Storm raptors are rife with electrical energies, to be unleashed in blinding arcs when they dive upon prey.
* StealthyColossus: This massive bird of prey spends much of its time circling amid the storms in its native Stormlands, using their frequent electrical discharges to cloak its approach to prey.

to:

* GiantFlyer: Storm raptors are giant birds BigEater: When hungry, a gorfandur surfaces and scoops up a mile-long swath of prey native anything that is unable to the Stormlands.
escape its maw.
* ShockAndAwe: Storm raptors are rife with electrical energies, RentAZilla: Ancient gorgandur grow to be unleashed in blinding arcs when truly enormous sizes and can swallow whole villages, leaving behind blank trenches. When they dive upon prey.
* StealthyColossus: This massive bird of prey spends much of its time circling amid the storms in its native Stormlands, using
awaken, their frequent electrical discharges to cloak its approach to prey.movements are often mistaken for small earthquakes.
* SandWorm: A tunnelling creature of unfathomable size, the gorgandur chews through the solid rocks beneath the Bloodstone Marches. Even young gorgandur are gigantic, and they keep growing throughout their phenomenally long lives.



!!Oozes
[[folder:Oasis Ooze]]

to:

!!Oozes
[[folder:Oasis Ooze]]
[[folder:Gorgon]]



* ChestMonster: Even a trained eye can hardly see an oasis ooze lurking just below the water's surface. It usually waits until prey has taken a sip before surging from the water to envelop, drag down, strangle and digest it.

to:

* ChestMonster: Even a trained eye can hardly see an oasis ooze lurking just below the water's surface. It usually waits until CombatTentacles: A gorgon attacks prey has taken with serrated tendrils surrounding its rasping mouth.
* EatenAlive: After calcifying its prey's blood and muscle,
a sip before surging from gorgon feeds on these rocky projections, without waiting for the water prey to envelop, drag down, strangle die.
* TakenForGranite: Gorgon venom causes the prey's muscle
and digest it.blood to calcify within seconds, forming painful rocky extrusions.



!!Plants
[[folder:Bloodstone Manticora]]

to:

!!Plants
[[folder:Bloodstone Manticora]]
[[folder:Manticore]]



* ManEatingPlant: The manticora is a predatory cactus that can sense creatures with water that come nearby, then lashes out with lengthy black spines to kill or paralyse prey and soak their roots in moist flesh.
* SpikeShooter: Bloodstone manticore can paralyse prey by flinging a hail of stiletto-sharp thorns.

to:

* ManEatingPlant: EatDirtCheap: The manticora is a predatory cactus manticore's typical diet consists of dirt and small rocks, which facilitate the growth of its unusual defensive spines.
* ForTheEvulz: Unlike other beasts of elven myth
that can sense creatures with water that come nearby, then lashes out with lengthy black spines attack only to hunt or defend themselves, manticores appear to kill or paralyse for its own sake, often leaving prey and soak their roots in moist flesh.
savaged yet uneaten.
* SpikeShooter: Bloodstone OurManticoresAreSpinier: A manticore can paralyse prey by flinging broadly resembles a hail big cat from afar, but instead of stiletto-sharp thorns.fur, it is covered in jagged, glassy chitinous spines that sweep backward from its beak and end in a morningstar-like tail.



!!Undead
[[folder:Boneswarm]]

to:

!!Undead
[[folder:Boneswarm]]
[[folder:Spine Ripper]]



* DemBones: Boneswarms are masses of skeletal remains, animated by dark spirits that are drawn to the skeletons of those who died in swamps, transforming them into a gestalt entity driven by horrible predatory instincts.
* WalkingOssuary: A boneswarm strips the flesh and viscera from prey or any corpse it comes across, tearing bones from lifeless bodies and incorporating them into its bulk.

to:

* DemBones: Boneswarms are masses of skeletal remains, animated by dark spirits that are drawn to AbsurdlySharpClaws: Each claw is like an arcing blade with a razor-sharp interior edge, and a spine ripper's slash can easily disembowel a creature the skeletons size of those who died in swamps, transforming them into a gestalt entity driven by horrible predatory instincts.
gorax.
* WalkingOssuary: A boneswarm strips the flesh PoisonousPerson: The dewclaws of a spine ripper house a venom gland whose toxin causes immediate damage to muscle and viscera from prey or any corpse it comes across, tearing bones from lifeless bodies and incorporating them into its bulk.tendon alike.



[[folder:Deathbound Revenant]]

to:

[[folder:Deathbound Revenant]][[folder:Storm Raptor]]



* GhostPirate: Deathbound revenants are undead creatures animated by the continuance of a supernatural contract forged over a thousand years ago between Toruk and his earliest vassal, Captain Rengrave of the Dirgenmast ship ''Atramentous''.
* HauntedFetter: A revenant is anchored to a specific person, place or thing called a locus. The most widely known locus is the ''Atramentous'', although other vessels, officers and even objects within the Ghost Fleet of Cryx serve to bind the many revenants to service. When a revenant is defeated, its incorporeal spirit moves as quickly as it can back to the locus, whereupon it reforms its body within seconds, with all equipment. Destroying its locus or somehow eradicating its incorporeal form is the only way to permanently slay a revenant.

to:

* GhostPirate: Deathbound revenants GiantFlyer: Storm raptors are undead creatures animated by the continuance giant birds of a supernatural contract forged over a thousand years ago between Toruk and his earliest vassal, Captain Rengrave of the Dirgenmast ship ''Atramentous''.
* HauntedFetter: A revenant is anchored to a specific person, place or thing called a locus. The most widely known locus is the ''Atramentous'', although other vessels, officers and even objects within the Ghost Fleet of Cryx serve to bind the many revenants to service. When a revenant is defeated, its incorporeal spirit moves as quickly as it can back
prey native to the locus, whereupon it reforms its body within seconds, Stormlands.
* ShockAndAwe: Storm raptors are rife
with all equipment. Destroying electrical energies, to be unleashed in blinding arcs when they dive upon prey.
* StealthyColossus: This massive bird of prey spends much of
its locus or somehow eradicating time circling amid the storms in its incorporeal form is the only way native Stormlands, using their frequent electrical discharges to permanently slay a revenant.cloak its approach to prey.



[[folder:Deathless]]

to:

[[folder:Deathless]]!!Oozes
[[folder:Oasis Ooze]]



* BadBoss: Living beings who encounter a deathless are perceived and treated as slaves. The deathless will imperiously issue commands to others in one of the ancient tongues of western Immoren and will not hesitate to slaughter those incapable of following its edicts.
* EvilOverlord: Deathless are ancient Orgoth lords whose dark powers have sustained them into undeath within their macabre halls, which serve as both tomb and seat of power. Although their bodies have long since turned to dust, not even death has stifled their mad ambition. Despite being completely confined within their tombs, they believe their reach is as vast as their innate power, and in their minds, they remain the rulers of a continent-spanning empire and the governors of countless mortals.

to:

* BadBoss: Living beings who encounter ChestMonster: Even a deathless are perceived trained eye can hardly see an oasis ooze lurking just below the water's surface. It usually waits until prey has taken a sip before surging from the water to envelop, drag down, strangle and treated as slaves. The deathless will imperiously issue commands to others in one of the ancient tongues of western Immoren and will not hesitate to slaughter those incapable of following its edicts.
* EvilOverlord: Deathless are ancient Orgoth lords whose dark powers have sustained them into undeath within their macabre halls, which serve as both tomb and seat of power. Although their bodies have long since turned to dust, not even death has stifled their mad ambition. Despite being completely confined within their tombs, they believe their reach is as vast as their innate power, and in their minds, they remain the rulers of a continent-spanning empire and the governors of countless mortals.
digest it.



[[folder:Dread]]

to:

[[folder:Dread]]!!Plants
[[folder:Bloodstone Manticora]]



* BladeBelowTheShoulder: A dread's forearms are sawed away and replaced with implements of shining steel.

to:

* BladeBelowTheShoulder: A dread's forearms are sawed away and replaced ManEatingPlant: The manticora is a predatory cactus that can sense creatures with implements water that come nearby, then lashes out with lengthy black spines to kill or paralyse prey and soak their roots in moist flesh.
* SpikeShooter: Bloodstone manticore can paralyse prey by flinging a hail
of shining steel.stiletto-sharp thorns.



[[folder:Eldritch]]

to:

[[folder:Eldritch]]!!Undead
[[folder:Boneswarm]]



* HorrorHunger: In death, eldritch are motivated by an unnatural hunger. To maintain its existence, an eldritch must siphon the life essence of an intelligent living creature. The touch of an eldritch drains away the life of its prey, nourishing the eldritch and keeping its predatory instincts at their peak.
* NonHumanUndead: Eldritch are Iosans who surrendered their morality and turned to undeath as the only option for staving off their race's uncertain fate.

to:

* HorrorHunger: In death, eldritch DemBones: Boneswarms are motivated masses of skeletal remains, animated by an unnatural hunger. To maintain its existence, an eldritch must siphon dark spirits that are drawn to the life essence skeletons of an intelligent living creature. The touch of an eldritch drains away the life of its prey, nourishing the eldritch and keeping its those who died in swamps, transforming them into a gestalt entity driven by horrible predatory instincts at their peak.
instincts.
* NonHumanUndead: Eldritch are Iosans who surrendered their morality WalkingOssuary: A boneswarm strips the flesh and turned to undeath as the only option for staving off their race's uncertain fate.viscera from prey or any corpse it comes across, tearing bones from lifeless bodies and incorporating them into its bulk.



[[folder:Entombed]]

to:

[[folder:Entombed]][[folder:Deathbound Revenant]]



* OnlyKnownByTheirNickname: Whatever name the Orgoth originally bestowed upon these monstrosities has been lost to time. Modern adventurers who have survived an encounter with these creatures refer to them as the entombed.
* SoulJar: When an entombed is driven off, it returns to its body to recuperate, emerging again at full strength, ready to fight anew. The only way to permanently destroy an entombed is to find and destroy its soul cage, thereby causing it to pass into Urcaen.
* WarriorUndead: Each entombed was once an Orgoth warrior who volunteered for the privilege of being reborn into eternal servitude to his or her lord. After the warrior was ceremonially drowned, the lingering soul was placed in a soul cage. Clad in the armour it wore in life and wielding the weapons with which it was interred, the entombed is driven by an undying directive to protect its master and all the treasures in his grave.

to:

* OnlyKnownByTheirNickname: Whatever name the Orgoth originally bestowed upon these monstrosities has been lost to time. Modern adventurers who have survived an encounter with these GhostPirate: Deathbound revenants are undead creatures refer to them as animated by the entombed.
continuance of a supernatural contract forged over a thousand years ago between Toruk and his earliest vassal, Captain Rengrave of the Dirgenmast ship ''Atramentous''.
* SoulJar: HauntedFetter: A revenant is anchored to a specific person, place or thing called a locus. The most widely known locus is the ''Atramentous'', although other vessels, officers and even objects within the Ghost Fleet of Cryx serve to bind the many revenants to service. When an entombed a revenant is driven off, defeated, its incorporeal spirit moves as quickly as it returns can back to the locus, whereupon it reforms its body to recuperate, emerging again at full strength, ready to fight anew. The within seconds, with all equipment. Destroying its locus or somehow eradicating its incorporeal form is the only way to permanently destroy an entombed is to find and destroy its soul cage, thereby causing it to pass into Urcaen.
* WarriorUndead: Each entombed was once an Orgoth warrior who volunteered for the privilege of being reborn into eternal servitude to his or her lord. After the warrior was ceremonially drowned, the lingering soul was placed in
slay a soul cage. Clad in the armour it wore in life and wielding the weapons with which it was interred, the entombed is driven by an undying directive to protect its master and all the treasures in his grave.revenant.



[[folder:Excruciator]]

to:

[[folder:Excruciator]][[folder:Deathless]]



* TortureTechnician: Excruciators are the revenant spirits of Orgoth torturers. In life, they used their implements to wring information out of captured rebels, fabricate creatures such as the dread, and bind tortured souls to Orgoth implements such as fellblades. In death, they linger in Orgoth ruins scattered across western Immoren and continue this work upon those unlucky enough to encounter them.

to:

* TortureTechnician: Excruciators BadBoss: Living beings who encounter a deathless are perceived and treated as slaves. The deathless will imperiously issue commands to others in one of the revenant spirits ancient tongues of Orgoth torturers. In life, they used their implements to wring information out of captured rebels, fabricate creatures such as the dread, and bind tortured souls to Orgoth implements such as fellblades. In death, they linger in Orgoth ruins scattered across western Immoren and continue this work upon will not hesitate to slaughter those unlucky enough incapable of following its edicts.
* EvilOverlord: Deathless are ancient Orgoth lords whose dark powers have sustained them into undeath within their macabre halls, which serve as both tomb and seat of power. Although their bodies have long since turned
to encounter them.dust, not even death has stifled their mad ambition. Despite being completely confined within their tombs, they believe their reach is as vast as their innate power, and in their minds, they remain the rulers of a continent-spanning empire and the governors of countless mortals.



[[folder:Feralgeist]]

to:

[[folder:Feralgeist]][[folder:Dread]]



* AxCrazy: Lashing out with the claws and fangs of the corpses it inhabits, the feralgeist poses a deadly threat to those unfortunate enough to encounter it.
* PossessingADeadBody: A feralgeist's insubstantial form hungers for a body of flesh. It descends into the carcasses of freshly slain beasts and brings to them a semblance of reanimated life.

to:

* AxCrazy: Lashing out BladeBelowTheShoulder: A dread's forearms are sawed away and replaced with the claws and fangs implements of the corpses it inhabits, the feralgeist poses a deadly threat to those unfortunate enough to encounter it.
* PossessingADeadBody: A feralgeist's insubstantial form hungers for a body of flesh. It descends into the carcasses of freshly slain beasts and brings to them a semblance of reanimated life.
shining steel.



[[folder:Hollowed]]

to:

[[folder:Hollowed]][[folder:Eldritch]]



* HorrorHunger: Hollowed are driven by an all-consuming hunger for the organs of intelligent creatures. Unwilling to accept death and unable to sate their terrible hunger, they wander the wilds of western Immoren, but the organs upon which they feast will never be enough to satisfy their hunger. Rather than being digested, the consumed organs fester and rot over time.
* TheVirus: A creature killed by a hollowed will rise as a hollowed itself within a few days if it is not decapitated first.

to:

* HorrorHunger: Hollowed In death, eldritch are driven motivated by an all-consuming hunger for unnatural hunger. To maintain its existence, an eldritch must siphon the organs life essence of an intelligent creatures. Unwilling to accept death living creature. The touch of an eldritch drains away the life of its prey, nourishing the eldritch and unable to sate keeping its predatory instincts at their terrible hunger, they wander the wilds of western Immoren, but the organs upon which they feast will never be enough to satisfy peak.
* NonHumanUndead: Eldritch are Iosans who surrendered
their hunger. Rather than being digested, morality and turned to undeath as the consumed organs fester and rot over time.
* TheVirus: A creature killed by a hollowed will rise as a hollowed itself within a few days if it is not decapitated first.
only option for staving off their race's uncertain fate.



[[folder:Iron Lich]]

to:

[[folder:Iron Lich]][[folder:Entombed]]



* {{Cyborg}}: An iron lich's mortal body, with the exception of its skull, is replaced with a complex mechanikal apparatus that sustains its existence.
* OurLichesAreDifferent: An iron lich is an unliving fusion of necromancy and mechanika, who replaced its mortal body with a complex mechanikal apparatus that sustains its existence in an attempt to attain immortality. Its form is not constrained to any particular configuration and need not bear any resemblance to its living form. Iron liches store their spirit essence in a phylactery—a physical receptacle that houses the soul.
* SoulJar: So long as an iron lich's phylactery remains intact, the creature cannot truly be destroyed. Because a phylactery is an iron lich's only true vulnerability, iron liches take great pains to conceal and protect theirs. Most iron liches are paranoid enough to keep the location of their phylactery secret or to share it with only their most trusted retainers.

to:

* {{Cyborg}}: An iron lich's mortal body, OnlyKnownByTheirNickname: Whatever name the Orgoth originally bestowed upon these monstrosities has been lost to time. Modern adventurers who have survived an encounter with these creatures refer to them as the exception of its skull, is replaced with a complex mechanikal apparatus that sustains its existence.
* OurLichesAreDifferent: An iron lich is an unliving fusion of necromancy and mechanika, who replaced its mortal body with a complex mechanikal apparatus that sustains its existence in an attempt to attain immortality. Its form is not constrained to any particular configuration and need not bear any resemblance to its living form. Iron liches store their spirit essence in a phylactery—a physical receptacle that houses the soul.
entombed.
* SoulJar: So long as When an iron lich's phylactery remains intact, the creature cannot truly be destroyed. Because a phylactery entombed is an iron lich's driven off, it returns to its body to recuperate, emerging again at full strength, ready to fight anew. The only true vulnerability, iron liches take great pains way to conceal permanently destroy an entombed is to find and destroy its soul cage, thereby causing it to pass into Urcaen.
* WarriorUndead: Each entombed was once an Orgoth warrior who volunteered for the privilege of being reborn into eternal servitude to his or her lord. After the warrior was ceremonially drowned, the lingering soul was placed in a soul cage. Clad in the armour it wore in life and wielding the weapons with which it was interred, the entombed is driven by an undying directive to
protect theirs. Most iron liches are paranoid enough to keep its master and all the location of their phylactery secret or to share it with only their most trusted retainers.treasures in his grave.



[[folder:Mechanithrall]]

to:

[[folder:Mechanithrall]][[folder:Excruciator]]



* ArtificialZombie: Mechanithralls are technologically augmented thralls stitched together from battlefield dead.
* CannonFodder: Mechanithralls serve as cannon fodder in Cryxian armies.
* OurZombiesAreDifferent: Thralls are corpses reanimated through the power of complex runes carved into their flesh that form the backbone of the armies of Cryx.
* PowerFist: Mechanithralls and brute thralls are augmented with two heavy gauntlets that greatly enhance their strength.

!!!Bile Thrall

to:

* ArtificialZombie: Mechanithralls TortureTechnician: Excruciators are technologically augmented thralls stitched together from battlefield dead.
* CannonFodder: Mechanithralls serve as cannon fodder in Cryxian armies.
* OurZombiesAreDifferent: Thralls are corpses reanimated through
the power revenant spirits of complex runes carved into Orgoth torturers. In life, they used their flesh that form implements to wring information out of captured rebels, fabricate creatures such as the backbone of the armies of Cryx.
* PowerFist: Mechanithralls
dread, and brute thralls are augmented with two heavy gauntlets that greatly enhance their strength.

!!!Bile Thrall
bind tortured souls to Orgoth implements such as fellblades. In death, they linger in Orgoth ruins scattered across western Immoren and continue this work upon those unlucky enough to encounter them.
[[/folder]]

[[folder:Feralgeist]]



* AcidAttack: The bile thrall's bile cannon fires volumes of corrosive digestive and decomposition agents.
* DeadWeight: Bile thralls are noted for their bloated and swollen bodies.
* SuicideAttack: With a lurching death spasm, a bile thrall can detonate itself in a grisly shower of dissolving agents, flesh and metal.

!!!Bloat Thrall

to:

* AcidAttack: The bile thrall's bile cannon fires volumes of corrosive digestive AxCrazy: Lashing out with the claws and decomposition agents.
fangs of the corpses it inhabits, the feralgeist poses a deadly threat to those unfortunate enough to encounter it.
* DeadWeight: Bile thralls are noted PossessingADeadBody: A feralgeist's insubstantial form hungers for their bloated a body of flesh. It descends into the carcasses of freshly slain beasts and swollen bodies.
* SuicideAttack: With
brings to them a lurching death spasm, a bile thrall can detonate itself in a grisly shower semblance of dissolving agents, flesh and metal.

!!!Bloat Thrall
reanimated life.
[[/folder]]

[[folder:Hollowed]]



* BodyOfBodies: A bloat thrall is crudely assembled from half a dozen corpses with no regard for anatomy, only usefulness.
* DefeatEqualsExplosion: If a bloat thrall is ruptured, it explodes and showers the surrounding area in corrosive fluids.

!!!Brute Thrall

to:

* BodyOfBodies: A bloat thrall is crudely assembled from half a dozen corpses with no regard HorrorHunger: Hollowed are driven by an all-consuming hunger for anatomy, only usefulness.
* DefeatEqualsExplosion: If a bloat thrall is ruptured, it explodes
the organs of intelligent creatures. Unwilling to accept death and showers unable to sate their terrible hunger, they wander the surrounding area in corrosive fluids.

!!!Brute Thrall
wilds of western Immoren, but the organs upon which they feast will never be enough to satisfy their hunger. Rather than being digested, the consumed organs fester and rot over time.
* TheVirus: A creature killed by a hollowed will rise as a hollowed itself within a few days if it is not decapitated first.
[[/folder]]

[[folder:Iron Lich]]



* DumbMuscle: The brute thrall lacks both subtlety and cognitive capacity, but does its job well--crushing any obstacle in its way.

!!!Soulhunter

to:

* DumbMuscle: The brute thrall lacks both subtlety {{Cyborg}}: An iron lich's mortal body, with the exception of its skull, is replaced with a complex mechanikal apparatus that sustains its existence.
* OurLichesAreDifferent: An iron lich is an unliving fusion of necromancy
and cognitive capacity, but does mechanika, who replaced its job well--crushing mortal body with a complex mechanikal apparatus that sustains its existence in an attempt to attain immortality. Its form is not constrained to any obstacle in particular configuration and need not bear any resemblance to its way.

!!!Soulhunter
living form. Iron liches store their spirit essence in a phylactery—a physical receptacle that houses the soul.
* SoulJar: So long as an iron lich's phylactery remains intact, the creature cannot truly be destroyed. Because a phylactery is an iron lich's only true vulnerability, iron liches take great pains to conceal and protect theirs. Most iron liches are paranoid enough to keep the location of their phylactery secret or to share it with only their most trusted retainers.
[[/folder]]

[[folder:Mechanithrall]]



* OurCentaursAreDifferent: The soulhunter is a thrall whose torso is fused with the body of a Scharde stallion. In the wargame, it's classified as a cavalry unit.
* RaisingTheSteaks: Soulhunters are thralls fused with the corpse of a Scharde charger.
[[/folder]]

[[folder:Pistol Wraith]]

to:

* OurCentaursAreDifferent: The soulhunter is a thrall whose torso is fused with the body of a Scharde stallion. In the wargame, it's classified as a cavalry unit.
* RaisingTheSteaks: Soulhunters
ArtificialZombie: Mechanithralls are technologically augmented thralls fused stitched together from battlefield dead.
* CannonFodder: Mechanithralls serve as cannon fodder in Cryxian armies.
* OurZombiesAreDifferent: Thralls are corpses reanimated through the power of complex runes carved into their flesh that form the backbone of the armies of Cryx.
* PowerFist: Mechanithralls and brute thralls are augmented
with the corpse of a Scharde charger.
[[/folder]]

[[folder:Pistol Wraith]]
two heavy gauntlets that greatly enhance their strength.

!!!Bile Thrall



* BottomlessMagazines: A pistol wraith's wraithlock pistols never run out of ammunition.
* GunsAkimbo: Each pistol wraith is armed with a pair of wraithlock pistols.
* TheGunslinger: Pistol wraiths are restless spirits of duellists that retain their skill in life and walk the earth searching for fresh victims.
* MageMarksman: Gun mages who become pistol wraiths boast capabilities beyond those of other pistol wraiths. Retaining at least some spellcasting abilities from life, a pistol wraith spellslinger can channel magic through its wraithlock without rune bullets like living gun mages need to.
* RoaringRampageOfRevenge: Pistol wraiths are consumed by an all-consuming need for vengeance or an overwhelming hatred of all life.
* SoreLoser: A pistol wraith's rejection of its own mortal end is intensified by its refusal to accept its own failure. The pistol wraith cannot acknowledge that it lost its final duel in life--combined with its ego, it gains a preternatural foothold in the physical realm. Through their singular dedication to prove themselves by besting other skilled gunfighters, they have denied their own passage to the afterlife.
[[/folder]]

[[folder:Riven]]

to:

* BottomlessMagazines: A pistol wraith's wraithlock pistols never run out AcidAttack: The bile thrall's bile cannon fires volumes of ammunition.
corrosive digestive and decomposition agents.
* GunsAkimbo: Each pistol wraith is armed with a pair of wraithlock pistols.
* TheGunslinger: Pistol wraiths
DeadWeight: Bile thralls are restless spirits of duellists that retain noted for their skill in life bloated and walk the earth searching for fresh victims.
swollen bodies.
* MageMarksman: Gun mages who become pistol wraiths boast capabilities beyond those of other pistol wraiths. Retaining at least some spellcasting abilities from life, SuicideAttack: With a pistol wraith spellslinger lurching death spasm, a bile thrall can channel magic through its wraithlock without rune bullets like living gun mages need to.
* RoaringRampageOfRevenge: Pistol wraiths are consumed by an all-consuming need for vengeance or an overwhelming hatred
detonate itself in a grisly shower of all life.
* SoreLoser: A pistol wraith's rejection of its own mortal end is intensified by its refusal to accept its own failure. The pistol wraith cannot acknowledge that it lost its final duel in life--combined with its ego, it gains a preternatural foothold in the physical realm. Through their singular dedication to prove themselves by besting other skilled gunfighters, they have denied their own passage to the afterlife.
[[/folder]]

[[folder:Riven]]
dissolving agents, flesh and metal.

!!!Bloat Thrall



* DemonicPossession: Riven can possess the living and believe that if they inhabit a body as it dies, they can tether themselves to the departing soul and thereby pass into Urcaen. They delude themselves with this untenable belief, even though upon death of the host, the riven is ejected in a blast of violent spectral force.
* MustBeInvited: A riven cannot pass through any border or threshold unless it receives permission or an invitation, a river, national borders or a doorway.
* NonHumanUndead: Riven are the crazed spirits of elven priests who suffered and died during the Rivening.
[[/folder]]

[[folder:Sand Dervish]]

to:

* DemonicPossession: Riven can possess the living and believe that if they inhabit BodyOfBodies: A bloat thrall is crudely assembled from half a body as it dies, they can tether themselves to the departing soul and thereby pass into Urcaen. They delude themselves dozen corpses with this untenable belief, even though upon death of no regard for anatomy, only usefulness.
* DefeatEqualsExplosion: If a bloat thrall is ruptured, it explodes and showers
the host, the riven is ejected surrounding area in a blast of violent spectral force.
* MustBeInvited: A riven cannot pass through any border or threshold unless it receives permission or an invitation, a river, national borders or a doorway.
* NonHumanUndead: Riven are the crazed spirits of elven priests who suffered and died during the Rivening.
[[/folder]]

[[folder:Sand Dervish]]
corrosive fluids.

!!!Brute Thrall



* DeathSeeker: Sand dervishes desire death through honourable battle and seek out opponents who can give them such an end.
* GhostlyGoals: The only way to get rid of a sand dervish, who perished before fulfilling a sworn oath or task, is to determine the reason for its existence and set right whatever prevents it from resting. Most find their final rest when challenged and defeated in single combat, while a few might have more obscure requirements. Otherwise, if it dies, the sand dervish regains its form after a few days.
* SentientSands: The spirit of a sand dervish can take on a corporeal form made from the sands of the Bloodstone in which it perished.

to:

* DeathSeeker: Sand dervishes desire death through honourable battle DumbMuscle: The brute thrall lacks both subtlety and seek out opponents who can give them such an end.
cognitive capacity, but does its job well--crushing any obstacle in its way.

!!!Soulhunter
----
* GhostlyGoals: OurCentaursAreDifferent: The only way to get rid soulhunter is a thrall whose torso is fused with the body of a sand dervish, who perished before fulfilling a sworn oath or task, is to determine Scharde stallion. In the reason for its existence and set right whatever prevents it from resting. Most find their final rest when challenged and defeated in single combat, while wargame, it's classified as a few might have more obscure requirements. Otherwise, if it dies, cavalry unit.
* RaisingTheSteaks: Soulhunters are thralls fused with
the sand dervish regains its form after a few days.
* SentientSands: The spirit
corpse of a sand dervish can take on a corporeal form made from the sands of the Bloodstone in which it perished.Scharde charger.



[[folder:Scylla]]

to:

[[folder:Scylla]][[folder:Pistol Wraith]]



* CirclingVultures: Like vultures, scylla are scavengers that wheel over battles, diving down en masse to fall upon those left behind. They have been known to roost near rocky shores where shipwrecks are common, hoping to feast on drowned sailors floating on the tide.
* RaisingTheSteaks: Scylla flocks consist of undead birds corrupted by the blight of Toruk the Dragonfather.
* TalkingAnimal: Upon consuming a corpse, a scylla flock attains an echo of the deceased's memories and can speak with its voice. Compelled to return to familiar taverns and ships by these memories, they mockingly call out to pirates and sailors in the voices of their dead comrades.

to:

* CirclingVultures: Like vultures, scylla BottomlessMagazines: A pistol wraith's wraithlock pistols never run out of ammunition.
* GunsAkimbo: Each pistol wraith is armed with a pair of wraithlock pistols.
* TheGunslinger: Pistol wraiths
are scavengers restless spirits of duellists that wheel over battles, diving down en masse to fall upon retain their skill in life and walk the earth searching for fresh victims.
* MageMarksman: Gun mages who become pistol wraiths boast capabilities beyond
those left behind. They have been known to roost near rocky shores where shipwrecks of other pistol wraiths. Retaining at least some spellcasting abilities from life, a pistol wraith spellslinger can channel magic through its wraithlock without rune bullets like living gun mages need to.
* RoaringRampageOfRevenge: Pistol wraiths
are common, hoping consumed by an all-consuming need for vengeance or an overwhelming hatred of all life.
* SoreLoser: A pistol wraith's rejection of its own mortal end is intensified by its refusal
to feast on drowned sailors floating on the tide.
* RaisingTheSteaks: Scylla flocks consist of undead birds corrupted by the blight of Toruk the Dragonfather.
* TalkingAnimal: Upon consuming a corpse, a scylla flock attains an echo of the deceased's memories and can speak
accept its own failure. The pistol wraith cannot acknowledge that it lost its final duel in life--combined with its voice. Compelled to return to familiar taverns and ships by these memories, they mockingly call out to pirates and sailors ego, it gains a preternatural foothold in the voices of physical realm. Through their dead comrades.singular dedication to prove themselves by besting other skilled gunfighters, they have denied their own passage to the afterlife.



[[folder:Sepulchral Lurker]]

to:

[[folder:Sepulchral Lurker]][[folder:Riven]]



* TheSpeechless: A sepulchral lurker is no longer capable of speech and cannot utter more than a dusty hiss.

to:

* TheSpeechless: A sepulchral lurker is no longer capable of speech DemonicPossession: Riven can possess the living and believe that if they inhabit a body as it dies, they can tether themselves to the departing soul and thereby pass into Urcaen. They delude themselves with this untenable belief, even though upon death of the host, the riven is ejected in a blast of violent spectral force.
* MustBeInvited: A riven
cannot utter more than pass through any border or threshold unless it receives permission or an invitation, a dusty hiss.river, national borders or a doorway.
* NonHumanUndead: Riven are the crazed spirits of elven priests who suffered and died during the Rivening.


Added DiffLines:

[[folder:Sand Dervish]]
----
* DeathSeeker: Sand dervishes desire death through honourable battle and seek out opponents who can give them such an end.
* GhostlyGoals: The only way to get rid of a sand dervish, who perished before fulfilling a sworn oath or task, is to determine the reason for its existence and set right whatever prevents it from resting. Most find their final rest when challenged and defeated in single combat, while a few might have more obscure requirements. Otherwise, if it dies, the sand dervish regains its form after a few days.
* SentientSands: The spirit of a sand dervish can take on a corporeal form made from the sands of the Bloodstone in which it perished.
[[/folder]]

[[folder:Scylla]]
----
* CirclingVultures: Like vultures, scylla are scavengers that wheel over battles, diving down en masse to fall upon those left behind. They have been known to roost near rocky shores where shipwrecks are common, hoping to feast on drowned sailors floating on the tide.
* RaisingTheSteaks: Scylla flocks consist of undead birds corrupted by the blight of Toruk the Dragonfather.
* TalkingAnimal: Upon consuming a corpse, a scylla flock attains an echo of the deceased's memories and can speak with its voice. Compelled to return to familiar taverns and ships by these memories, they mockingly call out to pirates and sailors in the voices of their dead comrades.
[[/folder]]

[[folder:Sepulchral Lurker]]
----
* TheSpeechless: A sepulchral lurker is no longer capable of speech and cannot utter more than a dusty hiss.
[[/folder]]

Added: 14990

Changed: 38039

Removed: 9271

Is there an issue? Send a MessageReason:
None


* MakeMeWannaShout: A common argus' twin heads can combine their barks to produce an unsettling blast that addles the mind and stills the flesh.



* SuperScream: A common argus' twin heads can combine their barks to produce an unsettling blast that addles the mind and stills the flesh.



[[folder:Burrow-mawg]]

to:

[[folder:Burrow-mawg]][[folder:Assassin Fly]]



* AsskickingLeadsToLeadership: Each burrow-mawg cluster is led by an alpha—the largest, strongest, and fiercest burrow-mawg in the group. An alpha that no longer meets these criteria is soon replaced by a worthier specimen.
* BigEater: Burrow-mawgs have a ceaseless hunger for flesh.

to:

* AsskickingLeadsToLeadership: Each burrow-mawg cluster is led BewareMyStingerTail: Assassin flies sport wicked stingers used by an alpha—the largest, strongest, the males to deliver potent blood and fiercest burrow-mawg nerve toxins, and by the females to lay eggs.
* ChestBurster: Female assassin flies lay eggs inside larger creatures with their stingers. In the 24-hour period before the larvae mature, the host starts to feel unwell. At birth, the young assassin flies chew their way out of the host's flesh.
* KillItWithWater: Assassin flies react poorly to rainfall and humidity, and have difficulty flying when there's more moisture than they are accustomed to, so they do not venture west of their native Bloodstone Marches.
-->'''Alten Ashley:''' I always keep an extra canteen with me when I'm hunting
in the group. An alpha Bloodstone. More water always helps, but I keep this one around to douse any assassin fly nests that no longer meets these criteria is soon replaced by a worthier specimen.
* BigEater: Burrow-mawgs have a ceaseless hunger for flesh.
I encounter. I'll not be playing nursery to the offspring of some damned bugs.



[[folder:Buzzard Beetle]]

to:

[[folder:Buzzard Beetle]][[folder:Bloodstone Constrictor]]



* BigCreepyCrawlies: Buzzard beetles are insectoid scavengers the size of a bloated bilge rat.
* StrippedToTheBone: Swarms of buzzard beetles burrow into cadavers and consume them from the inside out, using their acidic secretions to soften the bodies. A sufficiently large swarm can strip a whole battlefield of corpses to bare skeletons overnight. They pose a danger to any corpse pickers or battlefield scavengers and deny raw materials to necromancers.

to:

* BigCreepyCrawlies: Buzzard beetles are insectoid scavengers TheParalyzer: Despite its name, the size bloodstone constrictor is actually a species of a bloated bilge rat.
* StrippedToTheBone: Swarms of buzzard beetles burrow into cadavers
viper and consume them from the inside out, using their acidic secretions to soften the bodies. A sufficiently large swarm can strip inject a whole battlefield of corpses to bare skeletons overnight. They pose a danger to any corpse pickers or battlefield scavengers and deny raw materials to necromancers.potent neurotoxin that induces paralysis, though it primarily kills by constriction.



[[folder:Cataphract Beetle]]

to:

[[folder:Cataphract Beetle]][[folder:Burrow-mawg]]



* AcidAttack: Cataphract beetles can spray streams of caustic digestive juices at their foes.
* AntlionMonster: Closer to their burrows, cataphract beetle soldiers burrow ever-widening circles in loose earth or sand, creating an unstable pit that collapses inward when anything but another cataphract beetle enters the area. The shifting earth in these pits makes them exceedingly difficult to climb away from the cataphract beetle solder waiting in the centre.
* BigCreepyCrawlies: These insects are about three feet long and stand two to three feet above the ground.

to:

* AcidAttack: Cataphract beetles can spray streams of caustic digestive juices at their foes.
* AntlionMonster: Closer to their burrows, cataphract beetle soldiers burrow ever-widening circles in loose earth or sand, creating
AsskickingLeadsToLeadership: Each burrow-mawg cluster is led by an unstable pit that collapses inward when anything but another cataphract beetle enters the area. The shifting earth in these pits makes them exceedingly difficult to climb away from the cataphract beetle solder waiting alpha—the largest, strongest, and fiercest burrow-mawg in the centre.
group. An alpha that no longer meets these criteria is soon replaced by a worthier specimen.
* BigCreepyCrawlies: These insects are about three feet long and stand two to three feet above the ground.BigEater: Burrow-mawgs have a ceaseless hunger for flesh.



[[folder:Crypt Spider]]

to:

[[folder:Crypt Spider]][[folder:Buzzard Beetle]]



* AcidAttack:
* GiantSpider: Adult crypt spiders are roughly as long as a man is tall and stand nearly half that height.
* WallCrawl: Crypt spiders' eight legs are tipped with serrated barbs that allow them to easily cling to stone walls.

to:

* AcidAttack:
* GiantSpider: Adult crypt spiders
BigCreepyCrawlies: Buzzard beetles are roughly as long as insectoid scavengers the size of a man is tall bloated bilge rat.
* StrippedToTheBone: Swarms of buzzard beetles burrow into cadavers
and stand nearly half that height.
* WallCrawl: Crypt spiders' eight legs are tipped with serrated barbs that allow
consume them from the inside out, using their acidic secretions to easily cling soften the bodies. A sufficiently large swarm can strip a whole battlefield of corpses to stone walls.bare skeletons overnight. They pose a danger to any corpse pickers or battlefield scavengers and deny raw materials to necromancers.



[[folder:Devil Rat]]

to:

[[folder:Devil Rat]][[folder:Cataphract Beetle]]



* ExplosiveBreeder: Devil rats are prolific breeders, and swarms can number in the thousands.
* MonstrousCannibalism: Devil rats feed on each other if no other food source if available.
* YouDirtyRat: Far more intelligent than common vermin, a devil rat possesses a clever mind, a malevolent nature, and a seemingly endless appetite.

to:

* ExplosiveBreeder: Devil rats are prolific breeders, and swarms AcidAttack: Cataphract beetles can number spray streams of caustic digestive juices at their foes.
* AntlionMonster: Closer to their burrows, cataphract beetle soldiers burrow ever-widening circles in loose earth or sand, creating an unstable pit that collapses inward when anything but another cataphract beetle enters the area. The shifting earth in these pits makes them exceedingly difficult to climb away from the cataphract beetle solder waiting
in the thousands.
centre.
* MonstrousCannibalism: Devil rats feed on each other if no other food source if available.
* YouDirtyRat: Far more intelligent than common vermin, a devil rat possesses a clever mind, a malevolent nature,
BigCreepyCrawlies: These insects are about three feet long and a seemingly endless appetite.stand two to three feet above the ground.



[[folder:Dracodile]]

to:

[[folder:Dracodile]][[folder:Crag Lion]]



* HairTriggerTemper: Dracodiles are quick to anger and slow to calm.
* PoisonousPerson: A dracodile can exhale a cone of toxic gas.
* SuperPersistentPredator: Attacking a dracodile often results in the relentless pursuit of the attacker, even beyond the boundaries of the dracodile' territory.

to:

* HairTriggerTemper: Dracodiles are quick InASingleBound: Creeping up on a potential meal, a pride of crag lions relies on natural camouflage to anger and slow avoid notice before leaping forward to calm.
* PoisonousPerson: A dracodile can exhale a cone of toxic gas.
* SuperPersistentPredator: Attacking a dracodile often results in
bring prey to the relentless pursuit of the attacker, even beyond the boundaries of the dracodile' territory.ground.



[[folder:Dune Prowler]]

to:

[[folder:Dune Prowler]][[folder:Crypt Spider]]



* SuperSenses: The long, coarse bristles protruding from the dune prowler's skin allows it to feel subtle vibrations in the sand that betray a potential meal's movements, no matter how stealthy.

to:

* SuperSenses: The long, coarse bristles protruding from the dune prowler's skin allows it to feel subtle vibrations in the sand AcidAttack: Crypt spiders can deliver acid with its bite or spit, which can be useful when fighting skeletal undead.
* GiantSpider: Adult crypt spiders are roughly as long as a man is tall and stand nearly half
that betray a potential meal's movements, no matter how stealthy.height.
* WallCrawl: Crypt spiders' eight legs are tipped with serrated barbs that allow them to easily cling to stone walls.



[[folder:Duskwolf]]

to:

[[folder:Duskwolf]][[folder:Devil Rat]]



* SavageWolves: Enormous wolves with intelligence and ferocity far outstripping that of mere beasts, duskwolves are dangerous predators that dwell within dark, primeval forests. They have been known to stalk and kill lone humans wandering the wilderness, and creatures as large and powerful as trolls have fallen to hungry duskwolf packs.

to:

* SavageWolves: Enormous wolves with intelligence ExplosiveBreeder: Devil rats are prolific breeders, and ferocity far outstripping that of mere beasts, duskwolves are dangerous predators that dwell within dark, primeval forests. They have been known to stalk swarms can number in the thousands.
* MonstrousCannibalism: Devil rats feed on each other if no other food source if available.
* YouDirtyRat: Far more intelligent than common vermin, a devil rat possesses a clever mind, a malevolent nature,
and kill lone humans wandering the wilderness, and creatures as large and powerful as trolls have fallen to hungry duskwolf packs.a seemingly endless appetite.



[[folder:Gorax]]

to:

[[folder:Gorax]][[folder:Dust Hog]]



* BeastMan: Great, hulking brutes that inhabit the deepest wilds of western Immoren, gorax are primitive creatures that blur the line between man and beast.
* KillerGorilla: Gorax are hulking primitives with broad, muscular torsos, long arms and oversized claws.
* ToServeMan: Gorax that taste the blood of mankind seek it out, which has caused some of the beasts to move from their wilderness domains closer to the fringes of civilisation.

to:

* BeastMan: Great, hulking brutes FullBoarAction: Dust hogs are not clever and mass in great swarms of thirty to fifty, charging blindly at anything that inhabit the deepest wilds of western Immoren, gorax are primitive creatures that blur the line between man and beast.
* KillerGorilla: Gorax are hulking primitives with broad, muscular torsos, long arms and oversized claws.
* ToServeMan: Gorax that taste the blood of mankind seek it out, which has caused some of the beasts
dares to move from step into their wilderness domains closer to the fringes territory, battering them under their hooves and ripping apart with a flurry of civilisation.slashing tusks.



[[folder:Griffon]]

to:

[[folder:Griffon]][[folder:Dracodile]]



* KidnappingBirdOfPrey: Scarsfell griffons lift prey aloft to be eaten high in their nests, leaving little sign on the ground.
* MakeMeWannaShout: Rotterhorn griffons can unleash a scream to leave its prey stunned and bloodied. Wild argus can use their sonic bark to disorient and daze their enemies.
* OurGryphonsAreDifferent: Griffons are predators that combine big cats with birds of prey. Druids have long tended griffon fledglings and picked out those best suited to their needs.

to:

* KidnappingBirdOfPrey: Scarsfell griffons lift prey aloft HairTriggerTemper: Dracodiles are quick to be eaten high anger and slow to calm.
* PoisonousPerson: A dracodile can exhale a cone of toxic gas.
* SuperPersistentPredator: Attacking a dracodile often results
in their nests, leaving little sign on the ground.
* MakeMeWannaShout: Rotterhorn griffons can unleash a scream to leave its prey stunned and bloodied. Wild argus can use their sonic bark to disorient and daze their enemies.
* OurGryphonsAreDifferent: Griffons are predators that combine big cats with birds
relentless pursuit of prey. Druids have long tended griffon fledglings and picked out those best suited to their needs.the attacker, even beyond the boundaries of the dracodile' territory.



[[folder:Hornbeak Trask]]

to:

[[folder:Hornbeak Trask]][[folder:Dune Prowler]]



* BigEater: Hornbeak trasks are ravenous predators and content to consume any ready source of meat they can find: rats, stray dogs, gobbers, and even larger prey on occasion. Virtually anything that moves is considered as a food source.

to:

* BigEater: Hornbeak trasks are ravenous predators and content SuperSenses: The long, coarse bristles protruding from the dune prowler's skin allows it to consume any ready source of meat they can find: rats, stray dogs, gobbers, and even larger prey on occasion. Virtually anything feel subtle vibrations in the sand that moves is considered as betray a food source.potential meal's movements, no matter how stealthy.



[[folder:Hull Grinder]]

to:

[[folder:Hull Grinder]][[folder:Duskwolf]]



* FiendishFish: Hull grinders are massive predatory fish that usually grow to a length of fifteen feet, with remarkable specimens reaching over thirty feet long. A hull grinder is prone to attack any vessel it has mistaken for its prey. The collection of barbs on its back can damage the hulls of almost any ship.
* ImprovisedWeapon: Hull grinder barbs are sharp and durable enough that some coastal and riverside communities use them as weapons.

to:

* FiendishFish: Hull grinders are massive predatory fish SavageWolves: Enormous wolves with intelligence and ferocity far outstripping that usually grow to a length of fifteen feet, with remarkable specimens reaching over thirty feet long. A hull grinder is prone to attack any vessel it has mistaken for its prey. The collection of barbs on its back can damage the hulls of almost any ship.
* ImprovisedWeapon: Hull grinder barbs
mere beasts, duskwolves are sharp and durable enough dangerous predators that some coastal dwell within dark, primeval forests. They have been known to stalk and riverside communities use them kill lone humans wandering the wilderness, and creatures as weapons.large and powerful as trolls have fallen to hungry duskwolf packs.



[[folder:Raevhan Buffalo]]

to:

[[folder:Raevhan Buffalo]][[folder:Gorax]]



* TheBerserker: Male Raevhan buffalo are extremely territorial and will fearlessly charge intruders with little regard for their own lives.
* DyingRace: Development of northern Khador has caused their habitat to steadily dwindle, forcing Raevhan buffalo into smaller and smaller territories. Their population has declined steadily for centuries, and they are now so rare that many believe they have gone extinct.
* HornAttack: A Raevhan buffalo boasts an enormous rack of antlers ideally suited for battering aside a target.
* MamaBear: Female Raevhan buffalo are ferocious when defending their young.

to:

* TheBerserker: Male Raevhan buffalo BeastMan: Great, hulking brutes that inhabit the deepest wilds of western Immoren, gorax are extremely territorial primitive creatures that blur the line between man and will fearlessly charge intruders beast.
* KillerGorilla: Gorax are hulking primitives
with little regard for their own lives.
broad, muscular torsos, long arms and oversized claws.
* DyingRace: Development ToServeMan: Gorax that taste the blood of northern Khador mankind seek it out, which has caused some of the beasts to move from their habitat wilderness domains closer to steadily dwindle, forcing Raevhan buffalo into smaller and smaller territories. Their population has declined steadily for centuries, and they are now so rare that many believe they have gone extinct.
* HornAttack: A Raevhan buffalo boasts an enormous rack
the fringes of antlers ideally suited for battering aside a target.
* MamaBear: Female Raevhan buffalo are ferocious when defending their young.
civilisation.



[[folder:Razorbat]]

to:

[[folder:Razorbat]][[folder:Griffon]]



* BatOutOfHell: Any creature unlucky enough to disturb a razorbat roost is quickly set upon by a shrieking cloud of bats and torn to pieces.
* BewareMyStingerTail: Razorbats are easily identified by the pronounced talons on their wings and their wickedly barbed tail.
* MakeMeWannaShout: The combined shrieks of a razorbat colony working in tandem are loud enough to crack lantern glass, shatter eardrums, and leave a target reeling and deafened.

to:

* BatOutOfHell: Any creature unlucky enough KidnappingBirdOfPrey: Scarsfell griffons lift prey aloft to disturb a razorbat roost is quickly set upon by a shrieking cloud of bats and torn to pieces.
* BewareMyStingerTail: Razorbats are easily identified by the pronounced talons on
be eaten high in their wings nests, leaving little sign on the ground.
* OurGryphonsAreDifferent: Griffons are predators that combine big cats with birds of prey. Druids have long tended griffon fledglings
and picked out those best suited to their wickedly barbed tail.
needs.
* MakeMeWannaShout: The combined shrieks of SuperScream: Rotterhorn griffons can unleash a razorbat colony working in tandem are loud enough scream to crack lantern glass, shatter eardrums, and leave a target reeling its prey stunned and deafened.bloodied.



[[folder:Saqu]]

to:

[[folder:Saqu]][[folder:Hornbeak Trask]]



* GiantFlyer: The saqu is a gigantic raptor that stands up to fifteen feet tall when fully grown and has a wingspan in excess of thirty feet.
* KidnappingBirdOfPrey: The saqu more difficult prey high into the air, tearing away with its beak all the while, before dropping the victim to its death and eating whatever remains.

to:

* GiantFlyer: The saqu is a gigantic raptor BigEater: Hornbeak trasks are ravenous predators and content to consume any ready source of meat they can find: rats, stray dogs, gobbers, and even larger prey on occasion. Virtually anything that stands up to fifteen feet tall when fully grown and has moves is considered as a wingspan in excess of thirty feet.
* KidnappingBirdOfPrey: The saqu more difficult prey high into the air, tearing away with its beak all the while, before dropping the victim to its death and eating whatever remains.
food source.



[[folder:Satyr]]

to:

[[folder:Satyr]][[folder:Hull Grinder]]



* FaunsAndSatyrs: Satyrs have muscular, man-like upper bodies, and the legs and hooves of a goat. They walk upright, towering twice as tall as the average human. They are hostile and aggressive creatures with a limited capacity for reason.
* HornAttack: A satyr employs its massive horns to ram foes.
* LeanAndMean: Shadowhorns possess a slenderer build than other satyrs, but they are even more aggressive and display a particularly savage glee when closing with the enemy.

to:

* FaunsAndSatyrs: Satyrs have muscular, man-like upper bodies, and the legs and hooves of a goat. They walk upright, towering twice as tall as the average human. They FiendishFish: Hull grinders are hostile and aggressive creatures with a limited capacity for reason.
* HornAttack: A satyr employs its
massive horns predatory fish that usually grow to ram foes.
* LeanAndMean: Shadowhorns possess
a slenderer build than other satyrs, but they are even more aggressive and display a particularly savage glee when closing length of fifteen feet, with remarkable specimens reaching over thirty feet long. A hull grinder is prone to attack any vessel it has mistaken for its prey. The collection of barbs on its back can damage the enemy.hulls of almost any ship.
* ImprovisedWeapon: Hull grinder barbs are sharp and durable enough that some coastal and riverside communities use them as weapons.



[[folder:Skigg]]

to:

[[folder:Skigg]][[folder:Raevhan Buffalo]]



* BizarreTasteInFood: Skiggs are attracted to blasting powder and eagerly devour it.
* ExplosiveBreeder: Because they breed so quickly, a city can be all but overrun with skiggs in a matter of months.
* MadeOfExplodium: A skigg that has consumed a sufficient amount of blasting powder will violently explode if struck or even shaken with sufficient force.

to:

* BizarreTasteInFood: Skiggs TheBerserker: Male Raevhan buffalo are attracted to blasting powder extremely territorial and eagerly devour it.
will fearlessly charge intruders with little regard for their own lives.
* ExplosiveBreeder: Because DyingRace: Development of northern Khador has caused their habitat to steadily dwindle, forcing Raevhan buffalo into smaller and smaller territories. Their population has declined steadily for centuries, and they breed are now so quickly, a city can be all but overrun with skiggs in a matter of months.
* MadeOfExplodium: A skigg
rare that has consumed a sufficient amount many believe they have gone extinct.
* HornAttack: A Raevhan buffalo boasts an enormous rack
of blasting powder will violently explode if struck or even shaken with sufficient force.antlers ideally suited for battering aside a target.
* MamaBear: Female Raevhan buffalo are ferocious when defending their young.



[[folder:Tatzylwurm]]

to:

[[folder:Tatzylwurm]][[folder:Razorbat]]



* AcidAttack: When threatened, a pale tatzylwurm sprays a corrosive acid from special glands in its mouth. This acid is powerful enough to dissolve iron.
* HypnoticEyes: A black tatzylwurm can transfix any living creature that makes eye contact with it. The light plays in strange, hypnotic patterns deep in the tatzylwurm's eyes, fixing its intended target in place.
* InASingleBound: Some tatzylwurm species can leap an impressive distance. By coiling their powerful bodies, they can clear obstacles and reach into a tree's high branches.
* PoisonousPerson: Every tatzylwurm species has a potent and fatal venom. Some are fast-acting and can cause death within moments, while others are slower and more debilitating.
* TemporaryBlindness: When introduced into the bloodstream, black tatzylwurm venom causes almost immediate blindness. While the venom quickly breaks down, returning sight to the prey, this may be too late for it to survive the tatzylwurm's follow-up attack.
* TrackingSpell: Tatzylwurm viper venom rapidly alters the victim's sweat, causing the prey to emit a scent that is both irresistible and powerfully apparent to any viper tatzylwurm in the vicinity. Even a victim who successfully evades the initial bite will be relentlessly and unerringly tracked down.

to:

* AcidAttack: When threatened, a pale tatzylwurm sprays a corrosive acid from special glands in its mouth. This acid is powerful BatOutOfHell: Any creature unlucky enough to dissolve iron.
* HypnoticEyes: A black tatzylwurm can transfix any living creature that makes eye contact with it. The light plays in strange, hypnotic patterns deep in the tatzylwurm's eyes, fixing its intended target in place.
* InASingleBound: Some tatzylwurm species can leap an impressive distance. By coiling their powerful bodies, they can clear obstacles and reach into
disturb a tree's high branches.
* PoisonousPerson: Every tatzylwurm species has a potent and fatal venom. Some are fast-acting and can cause death within moments, while others are slower and more debilitating.
* TemporaryBlindness: When introduced into the bloodstream, black tatzylwurm venom causes almost immediate blindness. While the venom
razorbat roost is quickly breaks down, returning sight set upon by a shrieking cloud of bats and torn to pieces.
* BewareMyStingerTail: Razorbats are easily identified by
the prey, this may be too late for it to survive the tatzylwurm's follow-up attack.
* TrackingSpell: Tatzylwurm viper venom rapidly alters the victim's sweat, causing the prey to emit a scent that is both irresistible
pronounced talons on their wings and powerfully apparent their wickedly barbed tail.
* MakeMeWannaShout: The combined shrieks of a razorbat colony working in tandem are loud enough
to any viper tatzylwurm in the vicinity. Even a victim who successfully evades the initial bite will be relentlessly crack lantern glass, shatter eardrums, and unerringly tracked down.leave a target reeling and deafened.



[[folder:Thornwood Mauler]]

to:

[[folder:Thornwood Mauler]][[folder:Razor Boar]]



* AbsurdlySharpClaws: The enormous fangs and sturdy claws of a Thornwood mauler can rip through steel and toughened hide.
* KillSteal: A Thornwood mauler will drive away a predator to steal its kill and will viciously shred any beast that attempts to defend a carcass.
* MonstrousCannibalism: If two Thornwood maulers go to battle over a carcass, the result is invariably a deadly combat that ends with the victor consuming the flesh of the loser.
* SuperPersistentPredator: Thornwood maulers relentlessly track prey once they have caught its scent. They will stalk prey for miles and over the course of several days. It is extremely difficult to mask one's scent, as ordinary means will not deter the mauler's sensitive nose.

to:

* AbsurdlySharpClaws: The enormous fangs and sturdy claws of a Thornwood mauler can rip through steel and toughened hide.
* KillSteal: A Thornwood mauler will drive away a predator to steal its kill and will viciously shred any beast
BigEater: Goliath hogs feel an endless hunger that attempts drives them to defend consume anything in their path, heedless of their own safety.
* FedToPigs: Razor boar training includes feeding them fresh kills of diverse races so they develop
a carcass.
* MonstrousCannibalism: If two Thornwood maulers go to battle over a carcass, the result is invariably a deadly combat that ends with the victor consuming
strong taste for the flesh of humans, trollkin, skorne and farrow. The victims' screams of pain and fear ring out from the loser.
butchering complex before each feeding, and the beasts learn to associate them with an impending meal.
-->'''Alten Ashley:''' I like bacon as much as the next man, but I won't touch the meat of a razor boar. There's something wrong about eatin' a creature that has, itself, probably eaten someone you knew.
* SuperPersistentPredator: Thornwood maulers relentlessly track FullBoarAction: When loosed upon an enemy, razor boars charge in heedless of their own well-being, intent only on goring their prey once they and feeding on soft flesh.
* SuperBreedingProgram: The farrow
have caught its scent. They will stalk prey for miles spent generations breeding razor boars with the sole intent of making them larger and over more dangerous. Only the course biggest, most savage boars are chosen to be mated, creating beasts of several days. It is extremely difficult to mask one's scent, as ordinary means will not deter the mauler's sensitive nose.war barely controlled by their masters.



[[folder:Widow Bear]]

to:

[[folder:Widow Bear]][[folder:Saqu]]



* BearsAreBadNews: Widow bears are aggressive and can be extremely quick over short distances. Their size affords them the luxury of trundling over anything that gets in their way when they close in on a threat.

to:

* BearsAreBadNews: Widow bears are aggressive and can be extremely quick over short distances. Their size affords them the luxury of trundling over anything GiantFlyer: The saqu is a gigantic raptor that gets in their way stands up to fifteen feet tall when they close fully grown and has a wingspan in on a threat.excess of thirty feet.
* KidnappingBirdOfPrey: The saqu more difficult prey high into the air, tearing away with its beak all the while, before dropping the victim to its death and eating whatever remains.



!!Celestials
[[folder:Archon]]

to:

!!Celestials
[[folder:Archon]]
[[folder:Satyr]]



* AngelicTransformation: Morrowan, Thamarite and Menite archons are the spirits of the greatest practitioners of the faith, given a special purpose in the afterlife.
* HealingFactor: Dhunian and primal archons can swiftly regenerate any parts severed in battle.
* OurAngelsAreDifferent: Classified as celestials under ''TabletopGame/DungeonsAndDragons'' 5th Edition rules, the archons of the Iron Kingdoms are awe-inspiring and terrifying spiritual entities who act as agents of the gods, enacting their will on the mortal world. They are as diverse as the deities they serve: Morrow, Thamar, Menoth, the Devourer Wurm, or Dhunia. Some, like the enigmatic void archons, are aligned to no specific god and represent the unconscious and collective will of all souls in Urcaen, and while they do share a striking resemblance to the empyreans of ''Warcaster Neo-Mechanika'', whether that was intentional remains a mystery.

!!!Dhunian Archon

to:

* AngelicTransformation: Morrowan, Thamarite FaunsAndSatyrs: Satyrs have muscular, man-like upper bodies, and Menite archons are the spirits legs and hooves of a goat. They walk upright, towering twice as tall as the greatest practitioners of the faith, given a special purpose in the afterlife.
* HealingFactor: Dhunian and primal archons can swiftly regenerate any parts severed in battle.
* OurAngelsAreDifferent: Classified as celestials under ''TabletopGame/DungeonsAndDragons'' 5th Edition rules, the archons of the Iron Kingdoms are awe-inspiring and terrifying spiritual entities who act as agents of the gods, enacting their will on the mortal world.
average human. They are as diverse as the deities hostile and aggressive creatures with a limited capacity for reason.
* HornAttack: A satyr employs its massive horns to ram foes.
* LeanAndMean: Shadowhorns possess a slenderer build than other satyrs, but
they serve: Morrow, Thamar, Menoth, are even more aggressive and display a particularly savage glee when closing with the Devourer Wurm, or Dhunia. Some, like the enigmatic void archons, are aligned to no specific god and represent the unconscious and collective will of all souls in Urcaen, and while they do share a striking resemblance to the empyreans of ''Warcaster Neo-Mechanika'', whether that was intentional remains a mystery.

!!!Dhunian Archon
enemy.
[[/folder]]

[[folder:Skigg]]



* GoodIsNotSoft: Dhunian archons are viewed as an embodiment of her anger, yet even as these beings mete out Dhunia's fury on those who would harm her children, they grant blessings of life and vigour to her followers.
* LivingWeapon: Dhunian archons bearing the mark of spring wield still-living trees as cudgels.

!!!Menite Archon

to:

* GoodIsNotSoft: Dhunian archons BizarreTasteInFood: Skiggs are viewed as an embodiment attracted to blasting powder and eagerly devour it.
* ExplosiveBreeder: Because they breed so quickly, a city can be all but overrun with skiggs in a matter
of her anger, yet months.
* MadeOfExplodium: A skigg that has consumed a sufficient amount of blasting powder will violently explode if struck or
even as these beings mete out Dhunia's fury on those who would harm her children, they grant blessings of life and vigour to her followers.
* LivingWeapon: Dhunian archons bearing the mark of spring wield still-living trees as cudgels.

!!!Menite Archon
shaken with sufficient force.
[[/folder]]

[[folder:Tatzylwurm]]



* ElementalWeapon: Menite archons wielding weapons ablaze with holy fire.
* PlayingWithFire: Menoth's archons are limned in the constant light of a cleansing fire.

!!!Morrowan Archon

to:

* ElementalWeapon: Menite archons wielding weapons ablaze AcidAttack: When threatened, a pale tatzylwurm sprays a corrosive acid from special glands in its mouth. This acid is powerful enough to dissolve iron.
* HypnoticEyes: A black tatzylwurm can transfix any living creature that makes eye contact
with holy fire.
* PlayingWithFire: Menoth's archons are limned
it. The light plays in strange, hypnotic patterns deep in the constant light of tatzylwurm's eyes, fixing its intended target in place.
* InASingleBound: Some tatzylwurm species can leap an impressive distance. By coiling their powerful bodies, they can clear obstacles and reach into
a cleansing fire.

!!!Morrowan Archon
tree's high branches.
* PoisonousPerson: Every tatzylwurm species has a potent and fatal venom. Some are fast-acting and can cause death within moments, while others are slower and more debilitating.
* SpikeShooter: Gray tatzylwurms can produce stout iron barbs and project them a significant distance, simultaneously piercing and poisoning creatures at range.
* TemporaryBlindness: When introduced into the bloodstream, black tatzylwurm venom causes almost immediate blindness. While the venom quickly breaks down, returning sight to the prey, this may be too late for it to survive the tatzylwurm's follow-up attack.
* TrackingSpell: Tatzylwurm viper venom rapidly alters the victim's sweat, causing the prey to emit a scent that is both irresistible and powerfully apparent to any viper tatzylwurm in the vicinity. Even a victim who successfully evades the initial bite will be relentlessly and unerringly tracked down.
[[/folder]]

[[folder:Thornwood Mauler]]



* LightEmUp: Often described as angels of light, Morrowan archons glow like the radiance of the sun in Morrow's holy symbol made manifest.

!!!Primal Archon

to:

* LightEmUp: Often described as angels AbsurdlySharpClaws: The enormous fangs and sturdy claws of light, Morrowan archons glow like a Thornwood mauler can rip through steel and toughened hide.
* KillSteal: A Thornwood mauler will drive away a predator to steal its kill and will viciously shred any beast that attempts to defend a carcass.
* MonstrousCannibalism: If two Thornwood maulers go to battle over a carcass,
the radiance result is invariably a deadly combat that ends with the victor consuming the flesh of the sun in Morrow's holy symbol made manifest.

!!!Primal Archon
loser.
* SuperPersistentPredator: Thornwood maulers relentlessly track prey once they have caught its scent. They will stalk prey for miles and over the course of several days. It is extremely difficult to mask one's scent, as ordinary means will not deter the mauler's sensitive nose.
[[/folder]]

[[folder:Widow Bear]]



* TheBerserker: Primal archons fight with unpredictable ferocity and an utter lack of hesitation or self-preservation.
* RockMonster: Primal archons are made of granite, obsidian, and chunks of crystal, and are as durable as living stone.

!!!Thamarite Archon
----
* LaserGuidedAmnesia: Those who have witnessed a Thamarite archon rarely retain a clear memory of its shape after it is gone. Thamarite archons have been described in terms one might use when trying to recall the elusive details of a fading dream.

to:

* TheBerserker: Primal archons fight with unpredictable ferocity BearsAreBadNews: Widow bears are aggressive and an utter lack can be extremely quick over short distances. Their size affords them the luxury of hesitation or self-preservation.
* RockMonster: Primal archons are made of granite, obsidian, and chunks of crystal, and are as durable as living stone.

!!!Thamarite Archon
----
* LaserGuidedAmnesia: Those who have witnessed a Thamarite archon rarely retain a clear memory of its shape after it is gone. Thamarite archons have been described
trundling over anything that gets in terms one might use their way when trying to recall the elusive details of they close in on a fading dream.threat.



!!Constructs
[[folder:Iron Maiden]]

to:

!!Constructs
[[folder:Iron Maiden]]
!!Celestials
[[folder:Archon]]



* AndIMustScream: An iron maiden has no choice but to obey the whims of those who have dominated it beyond death. From time to time, it experiences a flash of memory from its past life, gradually building a picture of the person it was. For these beings, whose souls and minds are frayed and tattered from centuries of enslavement, the shattered recollection of their previous life is nothing short of torture.
* RoaringRampageOfRevenge: Some iron maidens manage to pull together enough of their old identities to break free of their master's bonds. When this occurs, the maiden becomes devoted to the slaughter of the living, taking out its long centuries of suffering and enslavement on any living thing within reach, although it reserves its most savage ferocity for its master.
* SoulPoweredEngine: Each iron maiden is animated by a trapped, restless spirit.
[[/folder]]

[[folder:Junker Hulk]]

to:

* AndIMustScream: An iron maiden has no choice but to obey AngelicTransformation: Morrowan, Thamarite and Menite archons are the whims of those who have dominated it beyond death. From time to time, it experiences a flash of memory from its past life, gradually building a picture spirits of the person it was. For these beings, whose greatest practitioners of the faith, given a special purpose in the afterlife.
* HealingFactor: Dhunian and primal archons can swiftly regenerate any parts severed in battle.
* OurAngelsAreDifferent: Classified as celestials under ''TabletopGame/DungeonsAndDragons'' 5th Edition rules, the archons of the Iron Kingdoms are awe-inspiring and terrifying spiritual entities who act as agents of the gods, enacting their will on the mortal world. They are as diverse as the deities they serve: Morrow, Thamar, Menoth, the Devourer Wurm, or Dhunia. Some, like the enigmatic void archons, are aligned to no specific god and represent the unconscious and collective will of all
souls in Urcaen, and minds are frayed and tattered from centuries of enslavement, the shattered recollection of their previous life is nothing short of torture.
* RoaringRampageOfRevenge: Some iron maidens manage to pull together enough of their old identities to break free of their master's bonds. When this occurs, the maiden becomes devoted
while they do share a striking resemblance to the slaughter empyreans of the living, taking out its long centuries of suffering and enslavement on any living thing within reach, although it reserves its most savage ferocity for its master.
* SoulPoweredEngine: Each iron maiden is animated by
''Warcaster Neo-Mechanika'', whether that was intentional remains a trapped, restless spirit.
[[/folder]]

[[folder:Junker Hulk]]
mystery.

!!!Dhunian Archon



* NotQuiteDead: Junker hulks form when a discarded cortex retains enough power to exert magical influence over surrounding objects and enough awareness to desire a familiar form. The cortex gathers nearby materials—often items it is in physical contact with—and shapes them into a rough approximation of a steamjack.
[[/folder]]

[[folder:Machine Wraith]]

to:

* NotQuiteDead: Junker hulks form when a discarded cortex retains enough power to exert magical influence over surrounding objects GoodIsNotSoft: Dhunian archons are viewed as an embodiment of her anger, yet even as these beings mete out Dhunia's fury on those who would harm her children, they grant blessings of life and enough awareness vigour to desire a familiar form. The cortex gathers nearby materials—often items it is in physical contact with—and shapes them into a rough approximation her followers.
* LivingWeapon: Dhunian archons bearing the mark
of a steamjack.
[[/folder]]

[[folder:Machine Wraith]]
spring wield still-living trees as cudgels.

!!!Menite Archon



* HauntedTechnology: Some scholars speculate that these constructs are the bitter ghosts of arcane mechaniks or fallen priests of Cyriss; others maintain they are fallen warcasters.
[[/folder]]

[[folder:Wold]]

to:

* HauntedTechnology: Some scholars speculate that these constructs ElementalWeapon: Menite archons wielding weapons ablaze with holy fire.
* PlayingWithFire: Menoth's archons
are limned in the bitter ghosts constant light of arcane mechaniks or fallen priests of Cyriss; others maintain they are fallen warcasters.
[[/folder]]

[[folder:Wold]]
a cleansing fire.

!!!Morrowan Archon



* AbsurdlyDedicatedWorker: Once a wold receives a command from its master, it will follow that command indefinitely, even waiting centuries to carry it out.
* AmplifierArtifact: Woldwraths can help blackclads tap the energy of ley lines and augment their own magic by leveraging the woldwrath's power.
* {{Golem}}: Wolds are constructs given a semblance of life through druidic magic.
* GreenThumb: Woldwardens' natural power allows them to cause trees and foliage to erupt around them.
* MageHuntingMonster: Woldwyrds are unrelenting hunters and sentinels created specifically to strike down practitioners of magic.
* RayGun: Woldwyrds can fire a deadly beam of emerald fire.
* SuicideAttack: Although a wold wight's blazing lanterns are fearsome weapons, their true purpose is to set the wight ablaze. It then closes with its enemies to consume both in a pyre that only leaves behind the wold wight's stone heart, which can then be salvaged by the blackclads.
* ThatsNoMoon: When inactive, woldwatchers fold inward into a posture reminiscent of a simple pile of rune-covered rocks, making them nearly impossible to distinguish for what they really are. When intruders appear, woldwatchers rise to reveal themselves.
* {{Transflormation}}: The raw energy of Orboros woldwatchers wield is filled with so much generative power that the corpses of their foes erupt into abundant, if temporary, plant life.
[[/folder]]

!!Dragons
[[folder:Dragon]]

to:

* AbsurdlyDedicatedWorker: Once a wold receives a command from its master, it will follow that command indefinitely, even waiting centuries to carry it out.
* AmplifierArtifact: Woldwraths can help blackclads tap
LightEmUp: Often described as angels of light, Morrowan archons glow like the energy radiance of ley lines and augment their own magic by leveraging the woldwrath's power.
* {{Golem}}: Wolds are constructs given a semblance of life through druidic magic.
* GreenThumb: Woldwardens' natural power allows them to cause trees and foliage to erupt around them.
* MageHuntingMonster: Woldwyrds are unrelenting hunters and sentinels created specifically to strike down practitioners of magic.
* RayGun: Woldwyrds can fire a deadly beam of emerald fire.
* SuicideAttack: Although a wold wight's blazing lanterns are fearsome weapons, their true purpose is to set the wight ablaze. It then closes with its enemies to consume both
sun in a pyre that only leaves behind the wold wight's stone heart, which can then be salvaged by the blackclads.
* ThatsNoMoon: When inactive, woldwatchers fold inward into a posture reminiscent of a simple pile of rune-covered rocks, making them nearly impossible to distinguish for what they really are. When intruders appear, woldwatchers rise to reveal themselves.
* {{Transflormation}}: The raw energy of Orboros woldwatchers wield is filled with so much generative power that the corpses of their foes erupt into abundant, if temporary, plant life.
[[/folder]]

!!Dragons
[[folder:Dragon]]
Morrow's holy symbol made manifest.

!!!Primal Archon



* AntagonisticOffspring: Thousands and thousands of years ago, Toruk decided to create servants worthy of him, so he brought forth from his own blood the very first dragon brood. He made these creatures in his image and nurtured them, but once they had grown, their hunger and pride were too great; they sought to break free of Toruk's dominion and rebelled against him. Toruk yearns for the day when he consumes the last athanc of his unruly brood.
* BreathWeapon: Each dragon can produce an exhalation of chemicals with unique properties specific to the dragon.
* DraconicAbomination: Dragons bear no similarity to any other living thing on Caen. They do not need food, water or air, and do not breed as other species do. They vary slightly in size, but all are enormous creatures capable of great destruction. They also radiate a mutagenic effect known as the blight that gradually transforms the landscape and mutates creatures around them into their servants.
* EnemyMine: Toruk's surviving children made a pact that if he ever came among them again, they would drop their quarrels and join against their father.
* GiantFlyer: Despite their enormous size, their large, leathery wings allow dragons to fly at great speed.
* OneManArmy: Each dragon is capable of standing against an entire army of mortals.
* OurDragonsAreDifferent: Immortal creatures that have existed for millennia, dragons stand apart from all other creatures on Caen. They require neither food, water, nor air. Although they vary slightly in size, all known dragons resemble enormous reptiles capable of great destruction. The pure essence of a dragon is a perfect crystal called an athanc; a dragon cannot be destroyed permanently as long as its athanc endures, but destroying one has been so far impossible. Dragons of Caen warp and taint the land and creatures around them. Land blighted by a dragon often appears as a twisted shadow of its natural state.
* SoulJar: A dragon cannot be destroyed permanently as long as its athanc endures. If an athanc is left within the corpse, the dragon will regenerate in just a few days. If the athanc is removed, it will eventually transform into an infant dragon, which grows into an adult dragon after a few years. Destroying an athanc has so far proven impossible.
* WalkingWasteland: Dragons radiate a mutagenic effect known as the blight that gradually transforms the landscape and mutates creatures around them into their servants. The effects of blight include tainted water, stunted vegetation, fouled crops and game, stillborn infants and strange weather patterns.

to:

* AntagonisticOffspring: Thousands TheBerserker: Primal archons fight with unpredictable ferocity and thousands an utter lack of years ago, Toruk decided to create servants worthy of him, so he brought forth from his own blood the very first dragon brood. He hesitation or self-preservation.
* RockMonster: Primal archons are
made these creatures in his image of granite, obsidian, and nurtured them, but once they had grown, their hunger chunks of crystal, and pride were too great; they sought to break free of Toruk's dominion and rebelled against him. Toruk yearns for the day when he consumes the last athanc of his unruly brood.
* BreathWeapon: Each dragon can produce an exhalation of chemicals with unique properties specific to the dragon.
* DraconicAbomination: Dragons bear no similarity to any other
are as durable as living thing on Caen. They do not need food, water or air, and do not breed as other species do. They vary slightly in size, but all are enormous creatures capable of great destruction. They also radiate a mutagenic effect known as the blight that gradually transforms the landscape and mutates creatures around them into their servants.
stone.

!!!Thamarite Archon
----
* EnemyMine: Toruk's surviving children made a pact that if he ever came among them again, they would drop their quarrels and join against their father.
* GiantFlyer: Despite their enormous size, their large, leathery wings allow dragons to fly at great speed.
* OneManArmy: Each dragon is capable of standing against an entire army of mortals.
* OurDragonsAreDifferent: Immortal creatures that
LaserGuidedAmnesia: Those who have existed for millennia, dragons stand apart from all other creatures on Caen. They require neither food, water, nor air. Although they vary slightly in size, all known dragons resemble enormous reptiles capable of great destruction. The pure essence of witnessed a dragon is Thamarite archon rarely retain a perfect crystal called an athanc; a dragon cannot be destroyed permanently as long as its athanc endures, but destroying one has been so far impossible. Dragons of Caen warp and taint the land and creatures around them. Land blighted by a dragon often appears as a twisted shadow clear memory of its natural state.
* SoulJar: A dragon cannot be destroyed permanently as long as its athanc endures. If an athanc is left within the corpse, the dragon will regenerate in just a few days. If the athanc is removed, it will eventually transform into an infant dragon, which grows into an adult dragon
shape after a few years. Destroying an athanc has so far proven impossible.
* WalkingWasteland: Dragons radiate a mutagenic effect known as
it is gone. Thamarite archons have been described in terms one might use when trying to recall the blight that gradually transforms the landscape and mutates creatures around them into their servants. The effects elusive details of blight include tainted water, stunted vegetation, fouled crops and game, stillborn infants and strange weather patterns.a fading dream.



[[folder:Drake]]

to:

[[folder:Drake]]!!Constructs
[[folder:Iron Maiden]]



* BigEater: A single drake requires a massive territory to guarantee enough prey to keep from going hungry.
* BreathWeapon: Every known form of drake has some kind of breath weapon, though so far, none seem to share the fiery breath of dragons.
* MakeMeWannaShout: Drakes can bellow with such significant volume and force that the power of their cry can crack a stone fortress and splinter a stout tree.
* OurDragonsAreDifferent: Drakes (who are classified as dragons under ''TabletopGame/DungeonsAndDragons'' 5th Edition rules) are large reptilian creatures that bear a superficial resemblance to dragons and thrive in environments as diverse as the chasms of the Stormlands and the ice sheets of the Howling Wastes. These large predators inhabit isolated regions seldom explored by humanity. Although not as deadly as true dragons, drakes are nonetheless dangerous and quick to anger.
* SuperSenses: Drakes have uniquely adapted senses that aid them in hunting prey in their preferred environments.
* WingsDoNothing: Some breeds possess vestigial wings, though no known drakes can fly. It is possible that they once had an ancestor with the power of flight, which was gradually lost.

!!!Deep Drake

to:

* BigEater: A single drake requires a massive territory AndIMustScream: An iron maiden has no choice but to guarantee enough prey obey the whims of those who have dominated it beyond death. From time to keep time, it experiences a flash of memory from going hungry.
* BreathWeapon: Every known form of drake has some kind of breath weapon, though so far, none seem to share the fiery breath of dragons.
* MakeMeWannaShout: Drakes can bellow with such significant volume and force that the power of their cry can crack a stone fortress and splinter a stout tree.
* OurDragonsAreDifferent: Drakes (who are classified as dragons under ''TabletopGame/DungeonsAndDragons'' 5th Edition rules) are large reptilian creatures that bear a superficial resemblance to dragons and thrive in environments as diverse as the chasms of the Stormlands and the ice sheets of the Howling Wastes. These large predators inhabit isolated regions seldom explored by humanity. Although not as deadly as true dragons, drakes are nonetheless dangerous and quick to anger.
* SuperSenses: Drakes have uniquely adapted senses that aid them in hunting prey in their preferred environments.
* WingsDoNothing: Some breeds possess vestigial wings, though no known drakes can fly. It is possible that they once had an ancestor with the power of flight, which was
its past life, gradually lost.

!!!Deep Drake
building a picture of the person it was. For these beings, whose souls and minds are frayed and tattered from centuries of enslavement, the shattered recollection of their previous life is nothing short of torture.
* RoaringRampageOfRevenge: Some iron maidens manage to pull together enough of their old identities to break free of their master's bonds. When this occurs, the maiden becomes devoted to the slaughter of the living, taking out its long centuries of suffering and enslavement on any living thing within reach, although it reserves its most savage ferocity for its master.
* SoulPoweredEngine: Each iron maiden is animated by a trapped, restless spirit.
[[/folder]]

[[folder:Junker Hulk]]



* EyelessFace: Perpetual darkness has rendered deep drakes blind. Because their eyes are little more than milky-white spheres, they rely on a combination of other senses.
* ShockAndAwe: The deep drake's breath weapon is a line of electrical static and salty vapour.
* WallCrawl: Deep drakes are known to scuttle up cliff faces and across the ceilings of caverns with remarkable agility for their size.

!!!Fog Drake

to:

* EyelessFace: Perpetual darkness has rendered deep drakes blind. Because their eyes are little more than milky-white spheres, they rely on NotQuiteDead: Junker hulks form when a combination of other senses.
* ShockAndAwe:
discarded cortex retains enough power to exert magical influence over surrounding objects and enough awareness to desire a familiar form. The deep drake's breath weapon cortex gathers nearby materials—often items it is in physical contact with—and shapes them into a line rough approximation of electrical static and salty vapour.
* WallCrawl: Deep drakes are known to scuttle up cliff faces and across the ceilings of caverns with remarkable agility for their size.

!!!Fog Drake
a steamjack.
[[/folder]]

[[folder:Machine Wraith]]



* FogOfDoom: If no natural fog is present, a fog drake will produce a thick, obscuring mist in which to hunt. Massive glands in its throat enable it to produce a rapidly expanding cloud of mist that limits the vision of other creatures while presenting no difficulty to the fog drake.

!!!Frost Drake

to:

* FogOfDoom: If no natural fog is present, a fog drake will produce a thick, obscuring mist in which to hunt. Massive glands in its throat enable it to produce a rapidly expanding cloud of mist HauntedTechnology: Some scholars speculate that limits these constructs are the vision bitter ghosts of other creatures while presenting no difficulty to the fog drake.

!!!Frost Drake
arcane mechaniks or fallen priests of Cyriss; others maintain they are fallen warcasters.
[[/folder]]

[[folder:Wold]]



* StealthyColossus: Frost drakes' pure-white scales allow them to blend in with the endless plains of ice and snow despite their size.

!!!Sea Drake
----
* BlowYouAway: The sea drake's breath weapon manifests as a blast of hurricane-strength wind. A single burst is strong enough to toss sailors overboard, snap rigging, and even flip smaller boats.

to:

* StealthyColossus: Frost drakes' pure-white scales allow AbsurdlyDedicatedWorker: Once a wold receives a command from its master, it will follow that command indefinitely, even waiting centuries to carry it out.
* AmplifierArtifact: Woldwraths can help blackclads tap the energy of ley lines and augment their own magic by leveraging the woldwrath's power.
* {{Golem}}: Wolds are constructs given a semblance of life through druidic magic.
* GreenThumb: Woldwardens' natural power allows
them to blend in with the endless plains of ice cause trees and snow despite foliage to erupt around them.
* MageHuntingMonster: Woldwyrds are unrelenting hunters and sentinels created specifically to strike down practitioners of magic.
* RayGun: Woldwyrds can fire a deadly beam of emerald fire.
* SuicideAttack: Although a wold wight's blazing lanterns are fearsome weapons,
their size.

!!!Sea Drake
----
true purpose is to set the wight ablaze. It then closes with its enemies to consume both in a pyre that only leaves behind the wold wight's stone heart, which can then be salvaged by the blackclads.
* BlowYouAway: ThatsNoMoon: When inactive, woldwatchers fold inward into a posture reminiscent of a simple pile of rune-covered rocks, making them nearly impossible to distinguish for what they really are. When intruders appear, woldwatchers rise to reveal themselves.
* {{Transflormation}}:
The sea drake's breath weapon manifests as a blast raw energy of hurricane-strength wind. A single burst Orboros woldwatchers wield is strong enough to toss sailors overboard, snap rigging, and even flip smaller boats.filled with so much generative power that the corpses of their foes erupt into abundant, if temporary, plant life.



!!Humanoids
[[folder:Cephalyx]]

to:

!!Humanoids
[[folder:Cephalyx]]
!!Dragons
[[folder:Dragon]]



* MachineMonotone: Cephalyx communicate with outsiders with mechanically augmented vocal organs that produce inhuman, harshly artificial speech.
* MindOverMatter: All cephalyx demonstrate potent psychokinetic powers that seem entirely distinct from the magic employed by other races.
* NoBiologicalSex: Cephalyx are born with vestigial aspects of the biological sexes, although this distinction is largely meaningless. Reproduction is handled entirely in laboratories, and all members of a hive contribute genetic material sufficient for ongoing production of new cephalyx.
* PlayingWithSyringes: Cephalyx conduct nocturnal raids to capture prisoners and drag them to their subterranean lairs for medical experimentation and transformation into drudges.

!!!Monstrosity
----
* AxCrazy: The surgery performed on a cephalyx monstrosity's mind causes it to become incredibly aggressive even when outside of a cephalyx's direct control. Only cephalyx exulons are able to impose their will upon a monstrosity.

to:

* MachineMonotone: Cephalyx communicate with outsiders with mechanically augmented vocal organs that AntagonisticOffspring: Thousands and thousands of years ago, Toruk decided to create servants worthy of him, so he brought forth from his own blood the very first dragon brood. He made these creatures in his image and nurtured them, but once they had grown, their hunger and pride were too great; they sought to break free of Toruk's dominion and rebelled against him. Toruk yearns for the day when he consumes the last athanc of his unruly brood.
* BreathWeapon: Each dragon can
produce inhuman, harshly artificial speech.
* MindOverMatter: All cephalyx demonstrate potent psychokinetic powers that seem entirely distinct from
an exhalation of chemicals with unique properties specific to the magic employed by dragon.
* DraconicAbomination: Dragons bear no similarity to any
other races.
* NoBiologicalSex: Cephalyx
living thing on Caen. They do not need food, water or air, and do not breed as other species do. They vary slightly in size, but all are born with vestigial aspects enormous creatures capable of great destruction. They also radiate a mutagenic effect known as the biological sexes, although this distinction is largely meaningless. Reproduction is handled entirely in laboratories, blight that gradually transforms the landscape and all members of a hive contribute genetic material sufficient for ongoing production of new cephalyx.
* PlayingWithSyringes: Cephalyx conduct nocturnal raids to capture prisoners and drag
mutates creatures around them to into their subterranean lairs for medical experimentation and transformation into drudges.

!!!Monstrosity
----
servants.
* AxCrazy: The surgery performed on EnemyMine: Toruk's surviving children made a cephalyx monstrosity's mind causes it to become incredibly aggressive even when outside of a cephalyx's direct control. Only cephalyx exulons are able to impose pact that if he ever came among them again, they would drop their quarrels and join against their father.
* GiantFlyer: Despite their enormous size, their large, leathery wings allow dragons to fly at great speed.
* OneManArmy: Each dragon is capable of standing against an entire army of mortals.
* OurDragonsAreDifferent: Immortal creatures that have existed for millennia, dragons stand apart from all other creatures on Caen. They require neither food, water, nor air. Although they vary slightly in size, all known dragons resemble enormous reptiles capable of great destruction. The pure essence of a dragon is a perfect crystal called an athanc; a dragon cannot be destroyed permanently as long as its athanc endures, but destroying one has been so far impossible. Dragons of Caen warp and taint the land and creatures around them. Land blighted by a dragon often appears as a twisted shadow of its natural state.
* SoulJar: A dragon cannot be destroyed permanently as long as its athanc endures. If an athanc is left within the corpse, the dragon
will upon regenerate in just a monstrosity.few days. If the athanc is removed, it will eventually transform into an infant dragon, which grows into an adult dragon after a few years. Destroying an athanc has so far proven impossible.
* WalkingWasteland: Dragons radiate a mutagenic effect known as the blight that gradually transforms the landscape and mutates creatures around them into their servants. The effects of blight include tainted water, stunted vegetation, fouled crops and game, stillborn infants and strange weather patterns.



[[folder:Dregg]]

to:

[[folder:Dregg]][[folder:Drake]]



* AsskickingLeadsToLeadership: Dregg society has a loose hierarchy based on martial prowess and the number of high-quality weapons an individual possesses. Dregg that survive numerous surface raids are afforded great respect and often act as hive leaders.
* CombatSadomasochist: Dregg revel in pain and take great satisfaction in torture. They also derive pleasure and even strength from their own suffering, and many accounts indicate that they become more ferocious when injured.
* WeakenedByTheLight: Direct exposure to sunlight causes them to rapidly sicken and die, so dregg emerge from their lairs only at night to raid and pillage.
[[/folder]]

[[folder:Totem Hunter]]

to:

* AsskickingLeadsToLeadership: Dregg society BigEater: A single drake requires a massive territory to guarantee enough prey to keep from going hungry.
* BreathWeapon: Every known form of drake
has some kind of breath weapon, though so far, none seem to share the fiery breath of dragons.
* MakeMeWannaShout: Drakes can bellow with such significant volume and force that the power of their cry can crack
a loose hierarchy based on martial prowess stone fortress and splinter a stout tree.
* OurDragonsAreDifferent: Drakes (who are classified as dragons under ''TabletopGame/DungeonsAndDragons'' 5th Edition rules) are large reptilian creatures that bear a superficial resemblance to dragons and thrive in environments as diverse as the chasms of the Stormlands
and the number ice sheets of high-quality weapons an individual possesses. Dregg the Howling Wastes. These large predators inhabit isolated regions seldom explored by humanity. Although not as deadly as true dragons, drakes are nonetheless dangerous and quick to anger.
* SuperSenses: Drakes have uniquely adapted senses
that survive numerous surface raids are afforded great respect and often act as hive leaders.
* CombatSadomasochist: Dregg revel
aid them in pain and take great satisfaction hunting prey in torture. They also derive pleasure and even strength from their own suffering, and many accounts indicate preferred environments.
* WingsDoNothing: Some breeds possess vestigial wings, though no known drakes can fly. It is possible
that they become more ferocious when injured.
* WeakenedByTheLight: Direct exposure to sunlight causes them to rapidly sicken and die, so dregg emerge from their lairs only at night to raid and pillage.
[[/folder]]

[[folder:Totem Hunter]]
once had an ancestor with the power of flight, which was gradually lost.

!!!Deep Drake



* EgomaniacHunter: Totem hunters stalk the wilds of Immoren and slaughter the deadliest prey the land has to offer.
* SuperPersistentPredator: Totem hunters are among the most relentless predators in existence. Once a totem hunter selects a target, the death of either the totem hunter or its quarry is almost certain; the only exception is if a totem hunter determines its quarry is somehow unworthy of the hunt.
[[/folder]]

[[folder:Warpwolf]]

to:

* EgomaniacHunter: Totem hunters stalk EyelessFace: Perpetual darkness has rendered deep drakes blind. Because their eyes are little more than milky-white spheres, they rely on a combination of other senses.
* ShockAndAwe: The deep drake's breath weapon is a line of electrical static and salty vapour.
* WallCrawl: Deep drakes are known to scuttle up cliff faces and across
the wilds ceilings of Immoren and slaughter the deadliest prey the land has to offer.
* SuperPersistentPredator: Totem hunters are among the most relentless predators in existence. Once a totem hunter selects a target, the death of either the totem hunter or its quarry is almost certain; the only exception is if a totem hunter determines its quarry is somehow unworthy of the hunt.
[[/folder]]

[[folder:Warpwolf]]
caverns with remarkable agility for their size.

!!!Fog Drake



* AxCrazy: A transformed warpwolf surrenders control of its conscious mind to the predator within.
* HealingFactor: A warpwolf's wounds heal quickly in response to the regenerative properties bestowed upon it.
* JekyllAndHyde: The minds of warpwolves who have resumed their human form after the transformation are invariably shattered, their eyes reflecting an awareness of the horror they have become.
* OurWerewolvesAreDifferent: Warpwolves are men cursed with an affliction that allows them to unleash their inner predator and transform into a murderous beast whose massive body blends aspects of both wolf and human. More protean than most, they can mutate themselves to be stronger, faster, or tougher from moment to moment. Warpwolves may mate with others to produce purebloods that never take on human form.
* WasOnceAMan: Warpwolves who have lived in this state for long periods accept their condition and abandon their humanity, losing their memory, the ability to speak and entering an entirely feral state.
[[/folder]]

!!Monstrosities
[[folder:Spine Ripper]]

to:

* AxCrazy: A transformed warpwolf surrenders control of FogOfDoom: If no natural fog is present, a fog drake will produce a thick, obscuring mist in which to hunt. Massive glands in its conscious mind to the predator within.
* HealingFactor: A warpwolf's wounds heal quickly in response to the regenerative properties bestowed upon it.
* JekyllAndHyde: The minds of warpwolves who have resumed their human form after the transformation are invariably shattered, their eyes reflecting an awareness of the horror they have become.
* OurWerewolvesAreDifferent: Warpwolves are men cursed with an affliction that allows them to unleash their inner predator and transform into a murderous beast whose massive body blends aspects of both wolf and human. More protean than most, they can mutate themselves to be stronger, faster, or tougher from moment to moment. Warpwolves may mate with others
throat enable it to produce purebloods a rapidly expanding cloud of mist that never take on human form.
* WasOnceAMan: Warpwolves who have lived in this state for long periods accept their condition and abandon their humanity, losing their memory,
limits the ability vision of other creatures while presenting no difficulty to speak and entering an entirely feral state.
[[/folder]]

!!Monstrosities
[[folder:Spine Ripper]]
the fog drake.

!!!Frost Drake



* AbsurdlySharpClaws: Each claw is like an arcing blade with a razor-sharp interior edge, and a spine ripper's slash can easily disembowel a creature the size of a gorax.
* PoisonousPerson: The dewclaws of a spine ripper house a venom gland whose toxin causes immediate damage to muscle and tendon alike.
[[/folder]]

!!Undead
[[folder:Boneswarm]]

to:

* AbsurdlySharpClaws: Each claw is like an arcing blade StealthyColossus: Frost drakes' pure-white scales allow them to blend in with a razor-sharp interior edge, the endless plains of ice and a spine ripper's slash can easily disembowel a creature the size of a gorax.
* PoisonousPerson: The dewclaws of a spine ripper house a venom gland whose toxin causes immediate damage to muscle and tendon alike.
[[/folder]]

!!Undead
[[folder:Boneswarm]]
snow despite their size.

!!!Sand Drake



* DemBones: Boneswarms are masses of skeletal remains, animated by dark spirits that are drawn to the skeletons of those who died in swamps, transforming them into a gestalt entity driven by horrible predatory instincts.
* WalkingOssuary: A boneswarm strips the flesh and viscera from prey or any corpse it comes across, tearing bones from lifeless bodies and incorporating them into its bulk.

to:

* DemBones: Boneswarms are masses PoisonousPerson: The sand drake can spew a cone of skeletal remains, animated by dark spirits that are drawn to the skeletons of those who died in swamps, transforming them into stinging sand mixed with blinding venom.
* StealthyColossus: Burrowing under
a gestalt entity driven by horrible predatory instincts.
* WalkingOssuary: A boneswarm strips the flesh and viscera
soft dune, a sand drake, despite its size, is almost indistinguishable from prey or any corpse the terrain until it comes across, tearing bones from lifeless bodies leaps to attack.

!!!Sea Drake
----
* BlowYouAway: The sea drake's breath weapon manifests as a blast of hurricane-strength wind. A single burst is strong enough to toss sailors overboard, snap rigging,
and incorporating them into its bulk.even flip smaller boats.



[[folder:Deathbound Revenant]]

to:

[[folder:Deathbound Revenant]]!!Humanoids
[[folder:Cephalyx]]



* GhostPirate: Deathbound revenants are undead creatures animated by the continuance of a supernatural contract forged over a thousand years ago between Toruk and his earliest vassal, Captain Rengrave of the Dirgenmast ship ''Atramentous''.
* HauntedFetter: A revenant is anchored to a specific person, place or thing called a locus. The most widely known locus is the ''Atramentous'', although other vessels, officers and even objects within the Ghost Fleet of Cryx serve to bind the many revenants to service. When a revenant is defeated, its incorporeal spirit moves as quickly as it can back to the locus, whereupon it reforms its body within seconds, with all equipment. Destroying its locus or somehow eradicating its incorporeal form is the only way to permanently slay a revenant.

to:

* GhostPirate: Deathbound revenants MachineMonotone: Cephalyx communicate with outsiders with mechanically augmented vocal organs that produce inhuman, harshly artificial speech.
* MindOverMatter: All cephalyx demonstrate potent psychokinetic powers that seem entirely distinct from the magic employed by other races.
* NoBiologicalSex: Cephalyx
are undead creatures animated by the continuance of a supernatural contract forged over a thousand years ago between Toruk and his earliest vassal, Captain Rengrave born with vestigial aspects of the Dirgenmast ship ''Atramentous''.
* HauntedFetter: A revenant is anchored to a specific person, place or thing called a locus. The most widely known locus is the ''Atramentous'',
biological sexes, although other vessels, officers this distinction is largely meaningless. Reproduction is handled entirely in laboratories, and all members of a hive contribute genetic material sufficient for ongoing production of new cephalyx.
* PlayingWithSyringes: Cephalyx conduct nocturnal raids to capture prisoners and drag them to their subterranean lairs for medical experimentation and transformation into drudges.

!!!Monstrosity
----
* AxCrazy: The surgery performed on a cephalyx monstrosity's mind causes it to become incredibly aggressive
even objects within the Ghost Fleet when outside of Cryx serve a cephalyx's direct control. Only cephalyx exulons are able to bind the many revenants to service. When impose their will upon a revenant is defeated, its incorporeal spirit moves as quickly as it can back to the locus, whereupon it reforms its body within seconds, with all equipment. Destroying its locus or somehow eradicating its incorporeal form is the only way to permanently slay a revenant.monstrosity.



[[folder:Deathless]]

to:

[[folder:Deathless]][[folder:Dregg]]



* BadBoss: Living beings who encounter a deathless are perceived and treated as slaves. The deathless will imperiously issue commands to others in one of the ancient tongues of western Immoren and will not hesitate to slaughter those incapable of following its edicts.
* EvilOverlord: Deathless are ancient Orgoth lords whose dark powers have sustained them into undeath within their macabre halls, which serve as both tomb and seat of power. Although their bodies have long since turned to dust, not even death has stifled their mad ambition. Despite being completely confined within their tombs, they believe their reach is as vast as their innate power, and in their minds, they remain the rulers of a continent-spanning empire and the governors of countless mortals.

to:

* BadBoss: Living beings who encounter a deathless are perceived and treated as slaves. The deathless will imperiously issue commands to others in one of the ancient tongues of western Immoren and will not hesitate to slaughter those incapable of following its edicts.
* EvilOverlord: Deathless are ancient Orgoth lords whose dark powers have sustained them into undeath within their macabre halls, which serve as both tomb and seat of power. Although their bodies have long since turned to dust, not even death
AsskickingLeadsToLeadership: Dregg society has stifled their mad ambition. Despite being completely confined within their tombs, they believe their reach is as vast as their innate power, and in their minds, they remain the rulers of a continent-spanning empire loose hierarchy based on martial prowess and the governors number of countless mortals.high-quality weapons an individual possesses. Dregg that survive numerous surface raids are afforded great respect and often act as hive leaders.
* CombatSadomasochist: Dregg revel in pain and take great satisfaction in torture. They also derive pleasure and even strength from their own suffering, and many accounts indicate that they become more ferocious when injured.
* WeakenedByTheLight: Direct exposure to sunlight causes them to rapidly sicken and die, so dregg emerge from their lairs only at night to raid and pillage.



[[folder:Dread]]

to:

[[folder:Dread]][[folder:Farrow Beast]]



* BladeBelowTheShoulder: A dread's forearms are sawed away and replaced with implements of shining steel.

to:

* BladeBelowTheShoulder: A dread's forearms DumbMuscle: Farrow have a tendency to give birth to offspring of exceptional size and limited intelligence. As a rule, these farrow are sawed much more brutish and bestial than average and grow to tremendous size at an accelerated rate. If the tribe has a warlock, this individual will take control of the brutes; if not, they are beaten into submission by other members of the tribe and used as simpleminded labourers or shock troopers.
* MultipleHeadCase: Biboars are rare conjoined twins born among the farrow, whose two heads are in constant conflict. Roaring and squealing, each head does what it can to rip
away a meal from the other. Each struggles for control of the body, and replaced with implements of shining steel.whichever wins out is just as likely to batter the other head as it is to act for their mutual benefit.



[[folder:Eldritch]]

to:

[[folder:Eldritch]][[folder:Totem Hunter]]



* HorrorHunger: In death, eldritch are motivated by an unnatural hunger. To maintain its existence, an eldritch must siphon the life essence of an intelligent living creature. The touch of an eldritch drains away the life of its prey, nourishing the eldritch and keeping its predatory instincts at their peak.
* NonHumanUndead: Eldritch are Iosans who surrendered their morality and turned to undeath as the only option for staving off their race's uncertain fate.

to:

* HorrorHunger: In death, eldritch EgomaniacHunter: Totem hunters stalk the wilds of Immoren and slaughter the deadliest prey the land has to offer.
* SuperPersistentPredator: Totem hunters
are motivated by an unnatural hunger. To maintain among the most relentless predators in existence. Once a totem hunter selects a target, the death of either the totem hunter or its existence, an eldritch must siphon the life essence of an intelligent living creature. The touch of an eldritch drains away the life of its prey, nourishing the eldritch and keeping its predatory instincts at their peak.
* NonHumanUndead: Eldritch are Iosans who surrendered their morality and turned to undeath as
quarry is almost certain; the only option for staving off their race's uncertain fate.exception is if a totem hunter determines its quarry is somehow unworthy of the hunt.



[[folder:Entombed]]

to:

[[folder:Entombed]][[folder:Warpwolf]]



* OnlyKnownByTheirNickname: Whatever name the Orgoth originally bestowed upon these monstrosities has been lost to time. Modern adventurers who have survived an encounter with these creatures refer to them as the entombed.
* SoulJar: When an entombed is driven off, it returns to its body to recuperate, emerging again at full strength, ready to fight anew. The only way to permanently destroy an entombed is to find and destroy its soul cage, thereby causing it to pass into Urcaen.
* WarriorUndead: Each entombed was once an Orgoth warrior who volunteered for the privilege of being reborn into eternal servitude to his or her lord. After the warrior was ceremonially drowned, the lingering soul was placed in a soul cage. Clad in the armour it wore in life and wielding the weapons with which it was interred, the entombed is driven by an undying directive to protect its master and all the treasures in his grave.

to:

* OnlyKnownByTheirNickname: Whatever name AxCrazy: A transformed warpwolf surrenders control of its conscious mind to the Orgoth originally predator within.
* HealingFactor: A warpwolf's wounds heal quickly in response to the regenerative properties
bestowed upon these monstrosities has been lost to time. Modern adventurers it.
* JekyllAndHyde: The minds of warpwolves
who have survived resumed their human form after the transformation are invariably shattered, their eyes reflecting an encounter awareness of the horror they have become.
* OurWerewolvesAreDifferent: Warpwolves are men cursed
with these creatures refer to an affliction that allows them as the entombed.
* SoulJar: When an entombed is driven off, it returns
to its unleash their inner predator and transform into a murderous beast whose massive body to recuperate, emerging again at full strength, ready to fight anew. The only way to permanently destroy an entombed is to find blends aspects of both wolf and destroy its soul cage, thereby causing it human. More protean than most, they can mutate themselves to pass into Urcaen.
* WarriorUndead: Each entombed was once an Orgoth warrior who volunteered for the privilege of being reborn into eternal servitude
be stronger, faster, or tougher from moment to his or her lord. After the warrior was ceremonially drowned, the lingering soul was placed in a soul cage. Clad in the armour it wore in life and wielding the weapons moment. Warpwolves may mate with which it was interred, others to produce purebloods that never take on human form.
* WasOnceAMan: Warpwolves who have lived in this state for long periods accept their condition and abandon their humanity, losing their memory,
the entombed is driven by an undying directive ability to protect its master speak and all the treasures in his grave.entering an entirely feral state.



[[folder:Excruciator]]

to:

[[folder:Excruciator]]!!Monstrosities
[[folder:Archidon]]



* TortureTechnician: Excruciators are the revenant spirits of Orgoth torturers. In life, they used their implements to wring information out of captured rebels, fabricate creatures such as the dread, and bind tortured souls to Orgoth implements such as fellblades. In death, they linger in Orgoth ruins scattered across western Immoren and continue this work upon those unlucky enough to encounter them.

to:

* TortureTechnician: Excruciators TerrorDactyl: Archidons are the revenant spirits of Orgoth torturers. In life, they used enormous flying reptiles that swoop down on their implements to wring information out of captured rebels, fabricate creatures such as the dread, and bind tortured souls to Orgoth implements such as fellblades. In death, they linger in Orgoth ruins scattered across western Immoren and continue this work upon those unlucky enough to encounter them.victims with a speed matched only by their savagery.
* TurnsRed: Archidons conditioned by skorne paingivers deal more damage with their bite when under half hit points.



[[folder:Feralgeist]]

to:

[[folder:Feralgeist]][[folder:Gorgandur]]



* AxCrazy: Lashing out with the claws and fangs of the corpses it inhabits, the feralgeist poses a deadly threat to those unfortunate enough to encounter it.
* PossessingADeadBody: A feralgeist's insubstantial form hungers for a body of flesh. It descends into the carcasses of freshly slain beasts and brings to them a semblance of reanimated life.

to:

* AxCrazy: Lashing out with BigEater: When hungry, a gorfandur surfaces and scoops up a mile-long swath of anything that is unable to escape its maw.
* RentAZilla: Ancient gorgandur grow to truly enormous sizes and can swallow whole villages, leaving behind blank trenches. When they awaken, their movements are often mistaken for small earthquakes.
* SandWorm: A tunnelling creature of unfathomable size,
the claws gorgandur chews through the solid rocks beneath the Bloodstone Marches. Even young gorgandur are gigantic, and fangs of the corpses it inhabits, the feralgeist poses a deadly threat to those unfortunate enough to encounter it.
* PossessingADeadBody: A feralgeist's insubstantial form hungers for a body of flesh. It descends into the carcasses of freshly slain beasts and brings to them a semblance of reanimated life.
they keep growing throughout their phenomenally long lives.



[[folder:Hollowed]]

to:

[[folder:Hollowed]][[folder:Spine Ripper]]



* HorrorHunger: Hollowed are driven by an all-consuming hunger for the organs of intelligent creatures. Unwilling to accept death and unable to sate their terrible hunger, they wander the wilds of western Immoren, but the organs upon which they feast will never be enough to satisfy their hunger. Rather than being digested, the consumed organs fester and rot over time.
* TheVirus: A creature killed by a hollowed will rise as a hollowed itself within a few days if it is not decapitated first.

to:

* HorrorHunger: Hollowed are driven by AbsurdlySharpClaws: Each claw is like an all-consuming hunger for the organs of intelligent creatures. Unwilling to accept death arcing blade with a razor-sharp interior edge, and unable to sate their terrible hunger, they wander the wilds of western Immoren, but the organs upon which they feast will never be enough to satisfy their hunger. Rather than being digested, the consumed organs fester and rot over time.
* TheVirus: A
a spine ripper's slash can easily disembowel a creature killed by the size of a hollowed will rise as gorax.
* PoisonousPerson: The dewclaws of
a hollowed itself within spine ripper house a few days if it is not decapitated first.venom gland whose toxin causes immediate damage to muscle and tendon alike.



[[folder:Iron Lich]]

to:

[[folder:Iron Lich]][[folder:Storm Raptor]]



* {{Cyborg}}: An iron lich's mortal body, with the exception of its skull, is replaced with a complex mechanikal apparatus that sustains its existence.
* OurLichesAreDifferent: An iron lich is an unliving fusion of necromancy and mechanika, who replaced its mortal body with a complex mechanikal apparatus that sustains its existence in an attempt to attain immortality. Its form is not constrained to any particular configuration and need not bear any resemblance to its living form. Iron liches store their spirit essence in a phylactery—a physical receptacle that houses the soul.
* SoulJar: So long as an iron lich's phylactery remains intact, the creature cannot truly be destroyed. Because a phylactery is an iron lich's only true vulnerability, iron liches take great pains to conceal and protect theirs. Most iron liches are paranoid enough to keep the location of their phylactery secret or to share it with only their most trusted retainers.

to:

* {{Cyborg}}: An iron lich's mortal body, GiantFlyer: Storm raptors are giant birds of prey native to the Stormlands.
* ShockAndAwe: Storm raptors are rife
with the exception electrical energies, to be unleashed in blinding arcs when they dive upon prey.
* StealthyColossus: This massive bird of prey spends much
of its skull, is replaced with a complex mechanikal apparatus that sustains time circling amid the storms in its existence.
* OurLichesAreDifferent: An iron lich is an unliving fusion of necromancy and mechanika, who replaced its mortal body with a complex mechanikal apparatus that sustains its existence in an attempt to attain immortality. Its form is not constrained to any particular configuration and need not bear any resemblance to its living form. Iron liches store
native Stormlands, using their spirit essence in a phylactery—a physical receptacle that houses the soul.
* SoulJar: So long as an iron lich's phylactery remains intact, the creature cannot truly be destroyed. Because a phylactery is an iron lich's only true vulnerability, iron liches take great pains
frequent electrical discharges to conceal and protect theirs. Most iron liches are paranoid enough cloak its approach to keep the location of their phylactery secret or to share it with only their most trusted retainers.prey.



[[folder:Mechanithrall]]

to:

[[folder:Mechanithrall]]!!Oozes
[[folder:Oasis Ooze]]



* ArtificialZombie: Mechanithralls are technologically augmented thralls stitched together from battlefield dead.
* CannonFodder: Mechanithralls serve as cannon fodder in Cryxian armies.
* OurZombiesAreDifferent: Thralls are corpses reanimated through the power of complex runes carved into their flesh that form the backbone of the armies of Cryx.
* PowerFist: Mechanithralls and brute thralls are augmented with two heavy gauntlets that greatly enhance their strength.

!!Bile Thrall

to:

* ArtificialZombie: Mechanithralls are technologically augmented thralls stitched together ChestMonster: Even a trained eye can hardly see an oasis ooze lurking just below the water's surface. It usually waits until prey has taken a sip before surging from battlefield dead.
* CannonFodder: Mechanithralls serve as cannon fodder in Cryxian armies.
* OurZombiesAreDifferent: Thralls are corpses reanimated through
the power of complex runes carved into their flesh that form the backbone of the armies of Cryx.
* PowerFist: Mechanithralls
water to envelop, drag down, strangle and brute thralls are augmented with two heavy gauntlets that greatly enhance their strength.

!!Bile Thrall
digest it.
[[/folder]]

!!Plants
[[folder:Bloodstone Manticora]]



* AcidAttack: The bile thrall's bile cannon fires volumes of corrosive digestive and decomposition agents.
* DeadWeight: Bile thralls are noted for their bloated and swollen bodies.
* SuicideAttack: With a lurching death spasm, a bile thrall can detonate itself in a grisly shower of dissolving agents, flesh and metal.

!!Bloat Thrall

to:

* AcidAttack: ManEatingPlant: The bile thrall's bile cannon fires volumes of corrosive digestive manticora is a predatory cactus that can sense creatures with water that come nearby, then lashes out with lengthy black spines to kill or paralyse prey and decomposition agents.
* DeadWeight: Bile thralls are noted for
soak their bloated and swollen bodies.
roots in moist flesh.
* SuicideAttack: With a lurching death spasm, a bile thrall SpikeShooter: Bloodstone manticore can detonate itself in paralyse prey by flinging a grisly shower hail of dissolving agents, flesh and metal.

!!Bloat Thrall
stiletto-sharp thorns.
[[/folder]]

!!Undead
[[folder:Boneswarm]]



* BodyOfBodies: A bloat thrall is crudely assembled from half a dozen corpses with no regard for anatomy, only usefulness.
* DefeatEqualsExplosion: If a bloat thrall is ruptured, it explodes and showers the surrounding area in corrosive fluids.

!!Brute Thrall

to:

* BodyOfBodies: DemBones: Boneswarms are masses of skeletal remains, animated by dark spirits that are drawn to the skeletons of those who died in swamps, transforming them into a gestalt entity driven by horrible predatory instincts.
* WalkingOssuary:
A bloat thrall is crudely assembled boneswarm strips the flesh and viscera from half a dozen corpses with no regard for anatomy, only usefulness.
* DefeatEqualsExplosion: If a bloat thrall is ruptured,
prey or any corpse it explodes comes across, tearing bones from lifeless bodies and showers the surrounding area in corrosive fluids.

!!Brute Thrall
incorporating them into its bulk.
[[/folder]]

[[folder:Deathbound Revenant]]



* DumbMuscle: The brute thrall lacks both subtlety and cognitive capacity, but does its job well--crushing any obstacle in its way.

!!Soulhunter
----
* OurCentaursAreDifferent: The soulhunter is a thrall whose torso is fused with the body of a Scharde stallion. In the wargame, it's classified as a cavalry unit.
* RaisingTheSteaks: Soulhunters are thralls fused with the corpse of a Scharde charger.

to:

* DumbMuscle: GhostPirate: Deathbound revenants are undead creatures animated by the continuance of a supernatural contract forged over a thousand years ago between Toruk and his earliest vassal, Captain Rengrave of the Dirgenmast ship ''Atramentous''.
* HauntedFetter: A revenant is anchored to a specific person, place or thing called a locus.
The brute thrall lacks both subtlety most widely known locus is the ''Atramentous'', although other vessels, officers and cognitive capacity, but does even objects within the Ghost Fleet of Cryx serve to bind the many revenants to service. When a revenant is defeated, its job well--crushing any obstacle in incorporeal spirit moves as quickly as it can back to the locus, whereupon it reforms its way.

!!Soulhunter
----
* OurCentaursAreDifferent: The soulhunter is a thrall whose torso is fused
body within seconds, with all equipment. Destroying its locus or somehow eradicating its incorporeal form is the body of only way to permanently slay a Scharde stallion. In the wargame, it's classified as a cavalry unit.
* RaisingTheSteaks: Soulhunters are thralls fused with the corpse of a Scharde charger.
revenant.



[[folder:Pistol Wraith]]

to:

[[folder:Pistol Wraith]][[folder:Deathless]]



* BottomlessMagazines: A pistol wraith's wraithlock pistols never run out of ammunition.
* GunsAkimbo: Each pistol wraith is armed with a pair of wraithlock pistols.
* TheGunslinger: Pistol wraiths are restless spirits of duellists that retain their skill in life and walk the earth searching for fresh victims.
* MageMarksman: Gun mages who become pistol wraiths boast capabilities beyond those of other pistol wraiths. Retaining at least some spellcasting abilities from life, a pistol wraith spellslinger can channel magic through its wraithlock without rune bullets like living gun mages need to.
* RoaringRampageOfRevenge: Pistol wraiths are consumed by an all-consuming need for vengeance or an overwhelming hatred of all life.
* SoreLoser: A pistol wraith's rejection of its own mortal end is intensified by its refusal to accept its own failure. The pistol wraith cannot acknowledge that it lost its final duel in life--combined with its ego, it gains a preternatural foothold in the physical realm. Through their singular dedication to prove themselves by besting other skilled gunfighters, they have denied their own passage to the afterlife.

to:

* BottomlessMagazines: A pistol wraith's wraithlock pistols never run out of ammunition.
* GunsAkimbo: Each pistol wraith is armed with
BadBoss: Living beings who encounter a pair of wraithlock pistols.
* TheGunslinger: Pistol wraiths
deathless are restless spirits perceived and treated as slaves. The deathless will imperiously issue commands to others in one of duellists that retain the ancient tongues of western Immoren and will not hesitate to slaughter those incapable of following its edicts.
* EvilOverlord: Deathless are ancient Orgoth lords whose dark powers have sustained them into undeath within
their skill in life macabre halls, which serve as both tomb and walk the earth searching for fresh victims.
* MageMarksman: Gun mages who become pistol wraiths boast capabilities beyond those
seat of other pistol wraiths. Retaining at least some spellcasting abilities from life, a pistol wraith spellslinger can channel magic through its wraithlock without rune bullets like living gun mages need to.
* RoaringRampageOfRevenge: Pistol wraiths are consumed by an all-consuming need for vengeance or an overwhelming hatred of all life.
* SoreLoser: A pistol wraith's rejection of its own mortal end is intensified by its refusal to accept its own failure. The pistol wraith cannot acknowledge that it lost its final duel in life--combined with its ego, it gains a preternatural foothold in the physical realm. Through
power. Although their singular dedication to prove themselves by besting other skilled gunfighters, they bodies have denied long since turned to dust, not even death has stifled their own passage to mad ambition. Despite being completely confined within their tombs, they believe their reach is as vast as their innate power, and in their minds, they remain the afterlife.rulers of a continent-spanning empire and the governors of countless mortals.



[[folder:Riven]]

to:

[[folder:Riven]][[folder:Dread]]



* DemonicPossession: Riven can possess the living and believe that if they inhabit a body as it dies, they can tether themselves to the departing soul and thereby pass into Urcaen. They delude themselves with this untenable belief, even though upon death of the host, the riven is ejected in a blast of violent spectral force.
* MustBeInvited: A riven cannot pass through any border or threshold unless it receives permission or an invitation, a river, national borders or a doorway.
* NonHumanUndead: Riven are the crazed spirits of elven priests who suffered and died during the Rivening.

to:

* DemonicPossession: Riven can possess the living BladeBelowTheShoulder: A dread's forearms are sawed away and believe that if they inhabit a body as it dies, they can tether themselves to the departing soul and thereby pass into Urcaen. They delude themselves replaced with this untenable belief, even though upon death implements of the host, the riven is ejected in a blast of violent spectral force.
* MustBeInvited: A riven cannot pass through any border or threshold unless it receives permission or an invitation, a river, national borders or a doorway.
* NonHumanUndead: Riven are the crazed spirits of elven priests who suffered and died during the Rivening.
shining steel.



[[folder:Eldritch]]
----
* HorrorHunger: In death, eldritch are motivated by an unnatural hunger. To maintain its existence, an eldritch must siphon the life essence of an intelligent living creature. The touch of an eldritch drains away the life of its prey, nourishing the eldritch and keeping its predatory instincts at their peak.
* NonHumanUndead: Eldritch are Iosans who surrendered their morality and turned to undeath as the only option for staving off their race's uncertain fate.
[[/folder]]

[[folder:Entombed]]
----
* OnlyKnownByTheirNickname: Whatever name the Orgoth originally bestowed upon these monstrosities has been lost to time. Modern adventurers who have survived an encounter with these creatures refer to them as the entombed.
* SoulJar: When an entombed is driven off, it returns to its body to recuperate, emerging again at full strength, ready to fight anew. The only way to permanently destroy an entombed is to find and destroy its soul cage, thereby causing it to pass into Urcaen.
* WarriorUndead: Each entombed was once an Orgoth warrior who volunteered for the privilege of being reborn into eternal servitude to his or her lord. After the warrior was ceremonially drowned, the lingering soul was placed in a soul cage. Clad in the armour it wore in life and wielding the weapons with which it was interred, the entombed is driven by an undying directive to protect its master and all the treasures in his grave.
[[/folder]]

[[folder:Excruciator]]
----
* TortureTechnician: Excruciators are the revenant spirits of Orgoth torturers. In life, they used their implements to wring information out of captured rebels, fabricate creatures such as the dread, and bind tortured souls to Orgoth implements such as fellblades. In death, they linger in Orgoth ruins scattered across western Immoren and continue this work upon those unlucky enough to encounter them.
[[/folder]]

[[folder:Feralgeist]]
----
* AxCrazy: Lashing out with the claws and fangs of the corpses it inhabits, the feralgeist poses a deadly threat to those unfortunate enough to encounter it.
* PossessingADeadBody: A feralgeist's insubstantial form hungers for a body of flesh. It descends into the carcasses of freshly slain beasts and brings to them a semblance of reanimated life.
[[/folder]]

[[folder:Hollowed]]
----
* HorrorHunger: Hollowed are driven by an all-consuming hunger for the organs of intelligent creatures. Unwilling to accept death and unable to sate their terrible hunger, they wander the wilds of western Immoren, but the organs upon which they feast will never be enough to satisfy their hunger. Rather than being digested, the consumed organs fester and rot over time.
* TheVirus: A creature killed by a hollowed will rise as a hollowed itself within a few days if it is not decapitated first.
[[/folder]]

[[folder:Iron Lich]]
----
* {{Cyborg}}: An iron lich's mortal body, with the exception of its skull, is replaced with a complex mechanikal apparatus that sustains its existence.
* OurLichesAreDifferent: An iron lich is an unliving fusion of necromancy and mechanika, who replaced its mortal body with a complex mechanikal apparatus that sustains its existence in an attempt to attain immortality. Its form is not constrained to any particular configuration and need not bear any resemblance to its living form. Iron liches store their spirit essence in a phylactery—a physical receptacle that houses the soul.
* SoulJar: So long as an iron lich's phylactery remains intact, the creature cannot truly be destroyed. Because a phylactery is an iron lich's only true vulnerability, iron liches take great pains to conceal and protect theirs. Most iron liches are paranoid enough to keep the location of their phylactery secret or to share it with only their most trusted retainers.
[[/folder]]

[[folder:Mechanithrall]]
----
* ArtificialZombie: Mechanithralls are technologically augmented thralls stitched together from battlefield dead.
* CannonFodder: Mechanithralls serve as cannon fodder in Cryxian armies.
* OurZombiesAreDifferent: Thralls are corpses reanimated through the power of complex runes carved into their flesh that form the backbone of the armies of Cryx.
* PowerFist: Mechanithralls and brute thralls are augmented with two heavy gauntlets that greatly enhance their strength.

!!!Bile Thrall
----
* AcidAttack: The bile thrall's bile cannon fires volumes of corrosive digestive and decomposition agents.
* DeadWeight: Bile thralls are noted for their bloated and swollen bodies.
* SuicideAttack: With a lurching death spasm, a bile thrall can detonate itself in a grisly shower of dissolving agents, flesh and metal.

!!!Bloat Thrall
----
* BodyOfBodies: A bloat thrall is crudely assembled from half a dozen corpses with no regard for anatomy, only usefulness.
* DefeatEqualsExplosion: If a bloat thrall is ruptured, it explodes and showers the surrounding area in corrosive fluids.

!!!Brute Thrall
----
* DumbMuscle: The brute thrall lacks both subtlety and cognitive capacity, but does its job well--crushing any obstacle in its way.

!!!Soulhunter
----
* OurCentaursAreDifferent: The soulhunter is a thrall whose torso is fused with the body of a Scharde stallion. In the wargame, it's classified as a cavalry unit.
* RaisingTheSteaks: Soulhunters are thralls fused with the corpse of a Scharde charger.
[[/folder]]

[[folder:Pistol Wraith]]
----
* BottomlessMagazines: A pistol wraith's wraithlock pistols never run out of ammunition.
* GunsAkimbo: Each pistol wraith is armed with a pair of wraithlock pistols.
* TheGunslinger: Pistol wraiths are restless spirits of duellists that retain their skill in life and walk the earth searching for fresh victims.
* MageMarksman: Gun mages who become pistol wraiths boast capabilities beyond those of other pistol wraiths. Retaining at least some spellcasting abilities from life, a pistol wraith spellslinger can channel magic through its wraithlock without rune bullets like living gun mages need to.
* RoaringRampageOfRevenge: Pistol wraiths are consumed by an all-consuming need for vengeance or an overwhelming hatred of all life.
* SoreLoser: A pistol wraith's rejection of its own mortal end is intensified by its refusal to accept its own failure. The pistol wraith cannot acknowledge that it lost its final duel in life--combined with its ego, it gains a preternatural foothold in the physical realm. Through their singular dedication to prove themselves by besting other skilled gunfighters, they have denied their own passage to the afterlife.
[[/folder]]

[[folder:Riven]]
----
* DemonicPossession: Riven can possess the living and believe that if they inhabit a body as it dies, they can tether themselves to the departing soul and thereby pass into Urcaen. They delude themselves with this untenable belief, even though upon death of the host, the riven is ejected in a blast of violent spectral force.
* MustBeInvited: A riven cannot pass through any border or threshold unless it receives permission or an invitation, a river, national borders or a doorway.
* NonHumanUndead: Riven are the crazed spirits of elven priests who suffered and died during the Rivening.
[[/folder]]

[[folder:Sand Dervish]]
----
* DeathSeeker: Sand dervishes desire death through honourable battle and seek out opponents who can give them such an end.
* GhostlyGoals: The only way to get rid of a sand dervish, who perished before fulfilling a sworn oath or task, is to determine the reason for its existence and set right whatever prevents it from resting. Most find their final rest when challenged and defeated in single combat, while a few might have more obscure requirements. Otherwise, if it dies, the sand dervish regains its form after a few days.
* SentientSands: The spirit of a sand dervish can take on a corporeal form made from the sands of the Bloodstone in which it perished.
[[/folder]]

[[folder:Scylla]]
----
* CirclingVultures: Like vultures, scylla are scavengers that wheel over battles, diving down en masse to fall upon those left behind. They have been known to roost near rocky shores where shipwrecks are common, hoping to feast on drowned sailors floating on the tide.
* RaisingTheSteaks: Scylla flocks consist of undead birds corrupted by the blight of Toruk the Dragonfather.
* TalkingAnimal: Upon consuming a corpse, a scylla flock attains an echo of the deceased's memories and can speak with its voice. Compelled to return to familiar taverns and ships by these memories, they mockingly call out to pirates and sailors in the voices of their dead comrades.
[[/folder]]

[[folder:Sepulchral Lurker]]
----
* TheSpeechless: A sepulchral lurker is no longer capable of speech and cannot utter more than a dusty hiss.
[[/folder]]



* RaisingTheSteaks:
** Scylla flocks consist of undead birds corrupted by the blight of Toruk the Dragonfather.
** Brine thralls are the half-consumed corpses of predatory sea creatures retrofitted with necrotite furnaces, having rotted fins replaced with bits of bonejack hull, and outfitted with augmented jaws.

to:

* RaisingTheSteaks:
** Scylla flocks consist of undead birds corrupted by the blight of Toruk the Dragonfather.
**
RaisingTheSteaks: Brine thralls are the half-consumed corpses of predatory sea creatures retrofitted with necrotite furnaces, having rotted fins replaced with bits of bonejack hull, and outfitted with augmented jaws.



* GiantFlyer: Storm raptors are giant birds of prey native to the Stormlands.



* ShockAndAwe: Storm raptors are rife with electrical energies.



* DumbMuscle: Farrow have a tendency to give birth to offspring of exceptional size and limited intelligence. As a rule, these farrow are much more brutish and bestial than average and grow to tremendous size at an accelerated rate. If the tribe has a warlock, this individual will take control of the brutes; if not, they are beaten into submission by other members of the tribe and used as simpleminded labourers or shock troopers.



* FedToPigs: Razor boar training includes feeding them fresh kills of diverse races so they develop a strong taste for the flesh of humans, trollkin, skorne and farrow. The victims' screams of pain and fear ring out from the butchering complex before each feeding, and the beasts learn to associate them with an impending meal.
-->'''Alten Ashley:''' I like bacon as much as the next man, but I won't touch the meat of a razor boar. There's something wrong about eatin' a creature that has, itself, probably eaten someone you knew.



* MultipleHeadCase: Biboars are rare conjoined twins born among the farrow, whose two heads are in constant conflict. Roaring and squealing, each head does what it can to rip away a meal from the other. Each struggles for control of the body, and whichever wins out is just as likely to batter the other head as it is to act for their mutual benefit.

Changed: 18

Removed: 188

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Long Title has been disambiguated


* BigBookOfWar: Carver has gone so far as to publish a book about how he intends to conquer the world: [[LongTitle The Glorious Rise of the Mighty Lord Carver: In His Own Words]].
* LongTitle: Judging by his own name, the name of the book he's published, and the name of his elite regiment ("Lord Carver's First Assault Brigade Company"), he seems to be fond of these.

to:

* BigBookOfWar: Carver has gone so far as to publish a book about how he intends to conquer the world: [[LongTitle The ''The Glorious Rise of the Mighty Lord Carver: In His Own Words]].
* LongTitle: Judging by his own name, the name of the book he's published, and the name of his elite regiment ("Lord Carver's First Assault Brigade Company"), he seems to be fond of these.
Words''.

Added: 3320

Removed: 1460

Is there an issue? Send a MessageReason:
None


[[folder:Mechanithrall]]
----
* ArtificialZombie: Mechanithralls are technologically augmented thralls stitched together from battlefield dead.
* CannonFodder: Mechanithralls serve as cannon fodder in Cryxian armies.
* OurZombiesAreDifferent: Thralls are corpses reanimated through the power of complex runes carved into their flesh that form the backbone of the armies of Cryx.
* PowerFist: Mechanithralls and brute thralls are augmented with two heavy gauntlets that greatly enhance their strength.

!!Bile Thrall
----
* AcidAttack: The bile thrall's bile cannon fires volumes of corrosive digestive and decomposition agents.
* DeadWeight: Bile thralls are noted for their bloated and swollen bodies.
* SuicideAttack: With a lurching death spasm, a bile thrall can detonate itself in a grisly shower of dissolving agents, flesh and metal.

!!Bloat Thrall
----
* BodyOfBodies: A bloat thrall is crudely assembled from half a dozen corpses with no regard for anatomy, only usefulness.
* DefeatEqualsExplosion: If a bloat thrall is ruptured, it explodes and showers the surrounding area in corrosive fluids.

!!Brute Thrall
----
* DumbMuscle: The brute thrall lacks both subtlety and cognitive capacity, but does its job well--crushing any obstacle in its way.

!!Soulhunter
----
* OurCentaursAreDifferent: The soulhunter is a thrall whose torso is fused with the body of a Scharde stallion. In the wargame, it's classified as a cavalry unit.
* RaisingTheSteaks: Soulhunters are thralls fused with the corpse of a Scharde charger.
[[/folder]]

[[folder:Pistol Wraith]]
----
* BottomlessMagazines: A pistol wraith's wraithlock pistols never run out of ammunition.
* GunsAkimbo: Each pistol wraith is armed with a pair of wraithlock pistols.
* TheGunslinger: Pistol wraiths are restless spirits of duellists that retain their skill in life and walk the earth searching for fresh victims.
* MageMarksman: Gun mages who become pistol wraiths boast capabilities beyond those of other pistol wraiths. Retaining at least some spellcasting abilities from life, a pistol wraith spellslinger can channel magic through its wraithlock without rune bullets like living gun mages need to.
* RoaringRampageOfRevenge: Pistol wraiths are consumed by an all-consuming need for vengeance or an overwhelming hatred of all life.
* SoreLoser: A pistol wraith's rejection of its own mortal end is intensified by its refusal to accept its own failure. The pistol wraith cannot acknowledge that it lost its final duel in life--combined with its ego, it gains a preternatural foothold in the physical realm. Through their singular dedication to prove themselves by besting other skilled gunfighters, they have denied their own passage to the afterlife.
[[/folder]]

[[folder:Riven]]
----
* DemonicPossession: Riven can possess the living and believe that if they inhabit a body as it dies, they can tether themselves to the departing soul and thereby pass into Urcaen. They delude themselves with this untenable belief, even though upon death of the host, the riven is ejected in a blast of violent spectral force.
* MustBeInvited: A riven cannot pass through any border or threshold unless it receives permission or an invitation, a river, national borders or a doorway.
* NonHumanUndead: Riven are the crazed spirits of elven priests who suffered and died during the Rivening.
[[/folder]]



* BladeOnAStick: Her weapon of choice is a spear.



* EpicFlail: His weapon as High Exemplar, Spellbreaker. Before he upgraded to...
** BladeOnAStick: Justifier



* DeadWeight: Bile thralls and bloat thralls are noted for their bloated and swollen bodies.
* DefeatEqualsExplosion: If a bloat thrall is ruptured, it explodes and showers the surrounding area in corrosive fluids.
* DemBones: Iron Liches are skeletal liches... which have had [[ExactlyWhatItSaysOnTheTin their bones plated with iron]], meaning that they are no simple SquishyWizard.



* TheGunslinger: Pistol wraiths are restless spirits of duellists that walk the earth searching for fresh victims.



* OurCentaursAreDifferent: Soulhunters are thralls fused with the body of a Scharde charger.



* OurZombiesAreDifferent: Thralls are corpses reanimated through the power of complex runes carved into their flesh that form the backbone of the armies of Cryx.



* PowerFist: Mechanithralls and brute thralls are augmented with two heavy gauntlets that greatly enhance their strength.



* SuicideAttack: A bile thrall can elect to explode, creating a grisly shower of dissolving agents, flesh and metal.



* BladeOnAStick: What he used as a weapon in his first two incarnations.



* BladeOnAStick: In his third incarnation, Madrak wields a spear after having lost Rathrok.



* {{BFS}}: Rhyas' weapon of choice in both her incarnations.
* BladeOnAStick: Saeryn's weapon in her second incarnation.



* BladeOnAStick: Her weapon of choice

Added: 195

Removed: 201

Is there an issue? Send a MessageReason:
trope renamed and redefined per TRS


* AlluringAnglerfish: Night trolls lurk in the mouths of their caves, and their quills glow, catching the eye of prey, which, hypnotised, approaches heedless of instinct or judgement, only to be eaten.


Added DiffLines:

* LuringInPrey: Night trolls lurk in the mouths of their caves, and their quills glow, catching the eye of prey, which, hypnotised, approaches heedless of instinct or judgement, only to be eaten.

Added: 1008

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crosswicking


* WhipOfDominance: Satyxis Raiders wield enchanted [[WhipSword bladed whips]] and are a fierce and sadistic AmazonBrigade unit. They often serve as officers in the Cryx navy, as their whips are an efficient tool to intimidate and discipline the crew.




to:

* WhipOfDominance: Whips play a big part in [[TheEmpire Skorne Empire]], with its warmogenring and enslaving culture.
** The [[TheBeastmaster Paingiver Beast Handlers]] wield whips to [[BadPeopleAbuseAnimals symbolize the cruelty in how they subjugate, enslave, and tame their warbeasts]]. They also wield them in actual battle not only to command and direct the warbeasts but also as their own personal weapon, as the barbed whips can actually pierce heavy armor. One of the Skorne Empire's named characters who fit this archetype is Beast Master Xekaar, who is notable for DualWielding the barded whips.
** The Paingiver Bloodrunner Master Tormentor is the highest ranking of the [[TortureTechnician Paingiver units]] as well as their most sadist and cruel. Their signature weapon is a whip made of serrated blades, which are said to deal extreme agony to those struck by it.
Is there an issue? Send a MessageReason:


* BadAssInCharge: Like above, he is a Commander of the King's army. Also, when he was promoted to Lord Commander his authority rivaled one of a general.



* BadassInCharge[=/=]FourStarBadass: Of a whole frigging country.



* BadassInCharge: Trolls wouldn't stand for anything else.
Is there an issue? Send a MessageReason:
Disambiguated. Removing ZCEs, low context potholes, and general non-examples.


* YourWorstNightmare: The physical bodies and essence of the nightmares are a reflection of the deepest, most secret fears of the Defiers.

to:

* YourWorstNightmare: The physical bodies and essence of the nightmares are a reflection of the deepest, most secret fears of the Defiers.
Is there an issue? Send a MessageReason:
Bare Your Midriff is now a disambig


* BareYourMidriff: Bares her midriff at all times. Even when there's stitching across it.



* BareYourMidriff: All the time, becoming more and more prominent as the story continues.



* BareYourMidriff: Kaya's midriff is consistently exposed in all of her incarnations.



* BareYourMidriff: Her outfit, reminiscent of a forest ranger, doesn't cover her midriff.



* BareYourMidriff: Both of them in their second incarnation, though much more prominent with Saeryn.
Is there an issue? Send a MessageReason:
Asskicking Leads To Leadership is the new name of the trope.


* AsskickingEqualsAuthority: One of the reasons he became Hierarch.

to:

* AsskickingEqualsAuthority: AsskickingLeadsToLeadership: One of the reasons he became Hierarch.



* AsskickingEqualsAuthority: He's better respected than others higher up in his House due to his sheer magic power.

to:

* AsskickingEqualsAuthority: AsskickingLeadsToLeadership: He's better respected than others higher up in his House due to his sheer magic power.



* AsskickingEqualsAuthority

to:

* AsskickingEqualsAuthorityAsskickingLeadsToLeadership



* AsskickingEqualsAuthority: Fought her way to her position. Only Vinter has ever beaten her.

to:

* AsskickingEqualsAuthority: AsskickingLeadsToLeadership: Fought her way to her position. Only Vinter has ever beaten her.

Added: 5989

Changed: 16

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None


* MageKiller: Woldwyrds are unrelenting hunters and sentinels created specifically to strike down practitioners of magic.

to:

* MageKiller: MageHuntingMonster: Woldwyrds are unrelenting hunters and sentinels created specifically to strike down practitioners of magic.



* BlowYouAway: The sea drake's breath weapon manifests as a blast of hurricane-strength wind. single burst is strong enough to toss sailors overboard, snap rigging, and even flip smaller boats.

to:

* BlowYouAway: The sea drake's breath weapon manifests as a blast of hurricane-strength wind. A single burst is strong enough to toss sailors overboard, snap rigging, and even flip smaller boats.



!!Undead
[[folder:Boneswarm]]
----
* DemBones: Boneswarms are masses of skeletal remains, animated by dark spirits that are drawn to the skeletons of those who died in swamps, transforming them into a gestalt entity driven by horrible predatory instincts.
* WalkingOssuary: A boneswarm strips the flesh and viscera from prey or any corpse it comes across, tearing bones from lifeless bodies and incorporating them into its bulk.
[[/folder]]

[[folder:Deathbound Revenant]]
----
* GhostPirate: Deathbound revenants are undead creatures animated by the continuance of a supernatural contract forged over a thousand years ago between Toruk and his earliest vassal, Captain Rengrave of the Dirgenmast ship ''Atramentous''.
* HauntedFetter: A revenant is anchored to a specific person, place or thing called a locus. The most widely known locus is the ''Atramentous'', although other vessels, officers and even objects within the Ghost Fleet of Cryx serve to bind the many revenants to service. When a revenant is defeated, its incorporeal spirit moves as quickly as it can back to the locus, whereupon it reforms its body within seconds, with all equipment. Destroying its locus or somehow eradicating its incorporeal form is the only way to permanently slay a revenant.
[[/folder]]

[[folder:Deathless]]
----
* BadBoss: Living beings who encounter a deathless are perceived and treated as slaves. The deathless will imperiously issue commands to others in one of the ancient tongues of western Immoren and will not hesitate to slaughter those incapable of following its edicts.
* EvilOverlord: Deathless are ancient Orgoth lords whose dark powers have sustained them into undeath within their macabre halls, which serve as both tomb and seat of power. Although their bodies have long since turned to dust, not even death has stifled their mad ambition. Despite being completely confined within their tombs, they believe their reach is as vast as their innate power, and in their minds, they remain the rulers of a continent-spanning empire and the governors of countless mortals.
[[/folder]]

[[folder:Dread]]
----
* BladeBelowTheShoulder: A dread's forearms are sawed away and replaced with implements of shining steel.
[[/folder]]

[[folder:Eldritch]]
----
* HorrorHunger: In death, eldritch are motivated by an unnatural hunger. To maintain its existence, an eldritch must siphon the life essence of an intelligent living creature. The touch of an eldritch drains away the life of its prey, nourishing the eldritch and keeping its predatory instincts at their peak.
* NonHumanUndead: Eldritch are Iosans who surrendered their morality and turned to undeath as the only option for staving off their race's uncertain fate.
[[/folder]]

[[folder:Entombed]]
----
* OnlyKnownByTheirNickname: Whatever name the Orgoth originally bestowed upon these monstrosities has been lost to time. Modern adventurers who have survived an encounter with these creatures refer to them as the entombed.
* SoulJar: When an entombed is driven off, it returns to its body to recuperate, emerging again at full strength, ready to fight anew. The only way to permanently destroy an entombed is to find and destroy its soul cage, thereby causing it to pass into Urcaen.
* WarriorUndead: Each entombed was once an Orgoth warrior who volunteered for the privilege of being reborn into eternal servitude to his or her lord. After the warrior was ceremonially drowned, the lingering soul was placed in a soul cage. Clad in the armour it wore in life and wielding the weapons with which it was interred, the entombed is driven by an undying directive to protect its master and all the treasures in his grave.
[[/folder]]

[[folder:Excruciator]]
----
* TortureTechnician: Excruciators are the revenant spirits of Orgoth torturers. In life, they used their implements to wring information out of captured rebels, fabricate creatures such as the dread, and bind tortured souls to Orgoth implements such as fellblades. In death, they linger in Orgoth ruins scattered across western Immoren and continue this work upon those unlucky enough to encounter them.
[[/folder]]

[[folder:Feralgeist]]
----
* AxCrazy: Lashing out with the claws and fangs of the corpses it inhabits, the feralgeist poses a deadly threat to those unfortunate enough to encounter it.
* PossessingADeadBody: A feralgeist's insubstantial form hungers for a body of flesh. It descends into the carcasses of freshly slain beasts and brings to them a semblance of reanimated life.
[[/folder]]

[[folder:Hollowed]]
----
* HorrorHunger: Hollowed are driven by an all-consuming hunger for the organs of intelligent creatures. Unwilling to accept death and unable to sate their terrible hunger, they wander the wilds of western Immoren, but the organs upon which they feast will never be enough to satisfy their hunger. Rather than being digested, the consumed organs fester and rot over time.
* TheVirus: A creature killed by a hollowed will rise as a hollowed itself within a few days if it is not decapitated first.
[[/folder]]

[[folder:Iron Lich]]
----
* {{Cyborg}}: An iron lich's mortal body, with the exception of its skull, is replaced with a complex mechanikal apparatus that sustains its existence.
* OurLichesAreDifferent: An iron lich is an unliving fusion of necromancy and mechanika, who replaced its mortal body with a complex mechanikal apparatus that sustains its existence in an attempt to attain immortality. Its form is not constrained to any particular configuration and need not bear any resemblance to its living form. Iron liches store their spirit essence in a phylactery—a physical receptacle that houses the soul.
* SoulJar: So long as an iron lich's phylactery remains intact, the creature cannot truly be destroyed. Because a phylactery is an iron lich's only true vulnerability, iron liches take great pains to conceal and protect theirs. Most iron liches are paranoid enough to keep the location of their phylactery secret or to share it with only their most trusted retainers.
[[/folder]]



* OurLichesAreDifferent: An iron lich is an unliving fusion of necromancy and mechanika, who replaced its mortal body with a complex mechanikal apparatus that sustains its existence in an attempt to attain immortality. Its form is not constrained to any particular configuration and need not bear any resemblance to its living form. Iron liches store their spirit essence in a phylactery—a physical receptacle that houses the soul. So long as a lich's phylactery remains intact, the creature cannot truly be destroyed.



* NonHumanUndead: Eldritch are Iosans who surrendered their morality and turned to undeath as the only option for staving off their race's uncertain fate.



* TortureTechnician: Excruciators are the revenant spirits of Orgoth torturers. In life, they used their implements to wring information out of captured rebels, fabricate creatures such as the dread, and bind tortured souls to Orgoth implements such as fellblades. In death, they linger in Orgoth ruins scattered across western Immoren and continue this work upon those unlucky enough to encounter them.



* DemBones: Boneswarms are masses of skeletal remains, animated by dark spirits that are drawn to the skeletons of those who died in swamps, transforming them into a gestalt entity driven by horrible predatory instincts.

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None


!!Dragons
[[folder:Dragon]]

to:

!!Dragons
[[folder:Dragon]]
!!Constructs
[[folder:Iron Maiden]]



* AntagonisticOffspring: Thousands and thousands of years ago, Toruk decided to create servants worthy of him, so he brought forth from his own blood the very first dragon brood. He made these creatures in his image and nurtured them, but once they had grown, their hunger and pride were too great; they sought to break free of Toruk's dominion and rebelled against him. Toruk yearns for the day when he consumes the last athanc of his unruly brood.
* BreathWeapon: Each dragon can produce an exhalation of chemicals with unique properties specific to the dragon.
* DraconicAbomination: Dragons bear no similarity to any other living thing on Caen. They do not need food, water or air, and do not breed as other species do. They vary slightly in size, but all are enormous creatures capable of great destruction. They also radiate a mutagenic effect known as the blight that gradually transforms the landscape and mutates creatures around them into their servants.
* EnemyMine: Toruk's surviving children made a pact that if he ever came among them again, they would drop their quarrels and join against their father.
* GiantFlyer: Despite their enormous size, their large, leathery wings allow dragons to fly at great speed.
* OneManArmy: Each dragon is capable of standing against an entire army of mortals.
* OurDragonsAreDifferent: Immortal creatures that have existed for millennia, dragons stand apart from all other creatures on Caen. They require neither food, water, nor air. Although they vary slightly in size, all known dragons resemble enormous reptiles capable of great destruction. The pure essence of a dragon is a perfect crystal called an athanc; a dragon cannot be destroyed permanently as long as its athanc endures, but destroying one has been so far impossible. Dragons of Caen warp and taint the land and creatures around them. Land blighted by a dragon often appears as a twisted shadow of its natural state.
* SoulJar: A dragon cannot be destroyed permanently as long as its athanc endures. If an athanc is left within the corpse, the dragon will regenerate in just a few days. If the athanc is removed, it will eventually transform into an infant dragon, which grows into an adult dragon after a few years. Destroying an athanc has so far proven impossible.
* WalkingWasteland: Dragons radiate a mutagenic effect known as the blight that gradually transforms the landscape and mutates creatures around them into their servants. The effects of blight include tainted water, stunted vegetation, fouled crops and game, stillborn infants and strange weather patterns.

to:

* AntagonisticOffspring: Thousands and thousands AndIMustScream: An iron maiden has no choice but to obey the whims of years ago, Toruk decided those who have dominated it beyond death. From time to create servants worthy time, it experiences a flash of him, so he brought forth memory from his own blood its past life, gradually building a picture of the very first dragon brood. He made person it was. For these creatures in his image beings, whose souls and nurtured them, but once they had grown, minds are frayed and tattered from centuries of enslavement, the shattered recollection of their hunger and pride were too great; they sought previous life is nothing short of torture.
* RoaringRampageOfRevenge: Some iron maidens manage to pull together enough of their old identities
to break free of Toruk's dominion and rebelled against him. Toruk yearns for their master's bonds. When this occurs, the day when he consumes the last athanc of his unruly brood.
* BreathWeapon: Each dragon can produce an exhalation of chemicals with unique properties specific
maiden becomes devoted to the dragon.
* DraconicAbomination: Dragons bear no similarity to
slaughter of the living, taking out its long centuries of suffering and enslavement on any other living thing on Caen. They do not need food, water or air, and do not breed as other species do. They vary slightly in size, but all are enormous creatures capable of great destruction. They also radiate a mutagenic effect known as the blight that gradually transforms the landscape and mutates creatures around them into their servants.
* EnemyMine: Toruk's surviving children made a pact that if he ever came among them again, they would drop their quarrels and join against their father.
* GiantFlyer: Despite their enormous size, their large, leathery wings allow dragons to fly at great speed.
* OneManArmy: Each dragon is capable of standing against an entire army of mortals.
* OurDragonsAreDifferent: Immortal creatures that have existed for millennia, dragons stand apart from all other creatures on Caen. They require neither food, water, nor air. Although they vary slightly in size, all known dragons resemble enormous reptiles capable of great destruction. The pure essence of a dragon is a perfect crystal called an athanc; a dragon cannot be destroyed permanently as long as its athanc endures, but destroying one has been so far impossible. Dragons of Caen warp and taint the land and creatures around them. Land blighted by a dragon often appears as a twisted shadow of its natural state.
* SoulJar: A dragon cannot be destroyed permanently as long as its athanc endures. If an athanc is left
within the corpse, the dragon will regenerate in just a few days. If the athanc reach, although it reserves its most savage ferocity for its master.
* SoulPoweredEngine: Each iron maiden
is removed, it will eventually transform into an infant dragon, which grows into an adult dragon after animated by a few years. Destroying an athanc has so far proven impossible.
* WalkingWasteland: Dragons radiate a mutagenic effect known as the blight that gradually transforms the landscape and mutates creatures around them into their servants. The effects of blight include tainted water, stunted vegetation, fouled crops and game, stillborn infants and strange weather patterns.
trapped, restless spirit.



[[folder:Drake]]

to:

[[folder:Drake]][[folder:Junker Hulk]]



* BigEater: A single drake requires a massive territory to guarantee enough prey to keep from going hungry.
* BreathWeapon: Every known form of drake has some kind of breath weapon, though so far, none seem to share the fiery breath of dragons.
* MakeMeWannaShout: Drakes can bellow with such significant volume and force that the power of their cry can crack a stone fortress and splinter a stout tree.
* OurDragonsAreDifferent: Drakes (who are classified as dragons under ''TabletopGame/DungeonsAndDragons'' 5th Edition rules) are large reptilian creatures that bear a superficial resemblance to dragons and thrive in environments as diverse as the chasms of the Stormlands and the ice sheets of the Howling Wastes. These large predators inhabit isolated regions seldom explored by humanity. Although not as deadly as true dragons, drakes are nonetheless dangerous and quick to anger.
* SuperSenses: Drakes have uniquely adapted senses that aid them in hunting prey in their preferred environments.
* WingsDoNothing: Some breeds possess vestigial wings, though no known drakes can fly. It is possible that they once had an ancestor with the power of flight, which was gradually lost.

!!Deep Drake

to:

* BigEater: A single drake requires NotQuiteDead: Junker hulks form when a massive territory to guarantee discarded cortex retains enough prey to keep from going hungry.
* BreathWeapon: Every known form of drake has some kind of breath weapon, though so far, none seem to share the fiery breath of dragons.
* MakeMeWannaShout: Drakes can bellow with such significant volume and force that the
power of their cry can crack a stone fortress to exert magical influence over surrounding objects and splinter a stout tree.
* OurDragonsAreDifferent: Drakes (who are classified as dragons under ''TabletopGame/DungeonsAndDragons'' 5th Edition rules) are large reptilian creatures that bear a superficial resemblance
enough awareness to dragons and thrive desire a familiar form. The cortex gathers nearby materials—often items it is in environments as diverse as the chasms of the Stormlands and the ice sheets of the Howling Wastes. These large predators inhabit isolated regions seldom explored by humanity. Although not as deadly as true dragons, drakes are nonetheless dangerous and quick to anger.
* SuperSenses: Drakes have uniquely adapted senses that aid
physical contact with—and shapes them in hunting prey in their preferred environments.
* WingsDoNothing: Some breeds possess vestigial wings, though no known drakes can fly. It is possible that they once had an ancestor with the power
into a rough approximation of flight, which was gradually lost.

!!Deep Drake
a steamjack.
[[/folder]]

[[folder:Machine Wraith]]



* EyelessFace: Perpetual darkness has rendered deep drakes blind. Because their eyes are little more than milky-white spheres, they rely on a combination of other senses.
* ShockAndAwe: The deep drake's breath weapon is a line of electrical static and salty vapour.
* WallCrawl: Deep drakes are known to scuttle up cliff faces and across the ceilings of caverns with remarkable agility for their size.

!!Fog Drake

to:

* EyelessFace: Perpetual darkness has rendered deep drakes blind. Because their eyes HauntedTechnology: Some scholars speculate that these constructs are little more than milky-white spheres, the bitter ghosts of arcane mechaniks or fallen priests of Cyriss; others maintain they rely on a combination of other senses.
* ShockAndAwe: The deep drake's breath weapon is a line of electrical static and salty vapour.
* WallCrawl: Deep drakes
are known to scuttle up cliff faces and across the ceilings of caverns with remarkable agility for their size.

!!Fog Drake
fallen warcasters.
[[/folder]]

[[folder:Wold]]



* FogOfDoom: If no natural fog is present, a fog drake will produce a thick, obscuring mist in which to hunt. Massive glands in its throat enable it to produce a rapidly expanding cloud of mist that limits the vision of other creatures while presenting no difficulty to the fog drake.

!!Frost Drake

to:

* FogOfDoom: If no AbsurdlyDedicatedWorker: Once a wold receives a command from its master, it will follow that command indefinitely, even waiting centuries to carry it out.
* AmplifierArtifact: Woldwraths can help blackclads tap the energy of ley lines and augment their own magic by leveraging the woldwrath's power.
* {{Golem}}: Wolds are constructs given a semblance of life through druidic magic.
* GreenThumb: Woldwardens'
natural fog power allows them to cause trees and foliage to erupt around them.
* MageKiller: Woldwyrds are unrelenting hunters and sentinels created specifically to strike down practitioners of magic.
* RayGun: Woldwyrds can fire a deadly beam of emerald fire.
* SuicideAttack: Although a wold wight's blazing lanterns are fearsome weapons, their true purpose
is present, a fog drake will produce a thick, obscuring mist to set the wight ablaze. It then closes with its enemies to consume both in a pyre that only leaves behind the wold wight's stone heart, which can then be salvaged by the blackclads.
* ThatsNoMoon: When inactive, woldwatchers fold inward into a posture reminiscent of a simple pile of rune-covered rocks, making them nearly impossible
to hunt. Massive glands in its throat enable it distinguish for what they really are. When intruders appear, woldwatchers rise to produce a rapidly expanding cloud reveal themselves.
* {{Transflormation}}: The raw energy
of mist Orboros woldwatchers wield is filled with so much generative power that limits the vision corpses of other creatures while presenting no difficulty to the fog drake.

!!Frost Drake
their foes erupt into abundant, if temporary, plant life.
[[/folder]]

!!Dragons
[[folder:Dragon]]



* StealthyColossus: Frost drakes' pure-white scales allow them to blend in with the endless plains of ice and snow despite their size.

!!Sea Drake
----
* BlowYouAway: The sea drake's breath weapon manifests as a blast of hurricane-strength wind. single burst is strong enough to toss sailors overboard, snap rigging, and even flip smaller boats.

to:

* StealthyColossus: Frost drakes' pure-white scales AntagonisticOffspring: Thousands and thousands of years ago, Toruk decided to create servants worthy of him, so he brought forth from his own blood the very first dragon brood. He made these creatures in his image and nurtured them, but once they had grown, their hunger and pride were too great; they sought to break free of Toruk's dominion and rebelled against him. Toruk yearns for the day when he consumes the last athanc of his unruly brood.
* BreathWeapon: Each dragon can produce an exhalation of chemicals with unique properties specific to the dragon.
* DraconicAbomination: Dragons bear no similarity to any other living thing on Caen. They do not need food, water or air, and do not breed as other species do. They vary slightly in size, but all are enormous creatures capable of great destruction. They also radiate a mutagenic effect known as the blight that gradually transforms the landscape and mutates creatures around them into their servants.
* EnemyMine: Toruk's surviving children made a pact that if he ever came among them again, they would drop their quarrels and join against their father.
* GiantFlyer: Despite their enormous size, their large, leathery wings
allow dragons to fly at great speed.
* OneManArmy: Each dragon is capable of standing against an entire army of mortals.
* OurDragonsAreDifferent: Immortal creatures that have existed for millennia, dragons stand apart from all other creatures on Caen. They require neither food, water, nor air. Although they vary slightly in size, all known dragons resemble enormous reptiles capable of great destruction. The pure essence of a dragon is a perfect crystal called an athanc; a dragon cannot be destroyed permanently as long as its athanc endures, but destroying one has been so far impossible. Dragons of Caen warp and taint the land and creatures around them. Land blighted by a dragon often appears as a twisted shadow of its natural state.
* SoulJar: A dragon cannot be destroyed permanently as long as its athanc endures. If an athanc is left within the corpse, the dragon will regenerate in just a few days. If the athanc is removed, it will eventually transform into an infant dragon, which grows into an adult dragon after a few years. Destroying an athanc has so far proven impossible.
* WalkingWasteland: Dragons radiate a mutagenic effect known as the blight that gradually transforms the landscape and mutates creatures around
them to blend in with the endless plains of ice and snow despite into their size.

!!Sea Drake
----
* BlowYouAway:
servants. The sea drake's breath weapon manifests as a blast effects of hurricane-strength wind. single burst is strong enough to toss sailors overboard, snap rigging, blight include tainted water, stunted vegetation, fouled crops and even flip smaller boats.game, stillborn infants and strange weather patterns.



[[folder:Drake]]
----
* BigEater: A single drake requires a massive territory to guarantee enough prey to keep from going hungry.
* BreathWeapon: Every known form of drake has some kind of breath weapon, though so far, none seem to share the fiery breath of dragons.
* MakeMeWannaShout: Drakes can bellow with such significant volume and force that the power of their cry can crack a stone fortress and splinter a stout tree.
* OurDragonsAreDifferent: Drakes (who are classified as dragons under ''TabletopGame/DungeonsAndDragons'' 5th Edition rules) are large reptilian creatures that bear a superficial resemblance to dragons and thrive in environments as diverse as the chasms of the Stormlands and the ice sheets of the Howling Wastes. These large predators inhabit isolated regions seldom explored by humanity. Although not as deadly as true dragons, drakes are nonetheless dangerous and quick to anger.
* SuperSenses: Drakes have uniquely adapted senses that aid them in hunting prey in their preferred environments.
* WingsDoNothing: Some breeds possess vestigial wings, though no known drakes can fly. It is possible that they once had an ancestor with the power of flight, which was gradually lost.

!!!Deep Drake
----
* EyelessFace: Perpetual darkness has rendered deep drakes blind. Because their eyes are little more than milky-white spheres, they rely on a combination of other senses.
* ShockAndAwe: The deep drake's breath weapon is a line of electrical static and salty vapour.
* WallCrawl: Deep drakes are known to scuttle up cliff faces and across the ceilings of caverns with remarkable agility for their size.

!!!Fog Drake
----
* FogOfDoom: If no natural fog is present, a fog drake will produce a thick, obscuring mist in which to hunt. Massive glands in its throat enable it to produce a rapidly expanding cloud of mist that limits the vision of other creatures while presenting no difficulty to the fog drake.

!!!Frost Drake
----
* StealthyColossus: Frost drakes' pure-white scales allow them to blend in with the endless plains of ice and snow despite their size.

!!!Sea Drake
----
* BlowYouAway: The sea drake's breath weapon manifests as a blast of hurricane-strength wind. single burst is strong enough to toss sailors overboard, snap rigging, and even flip smaller boats.
[[/folder]]

!!Humanoids
[[folder:Cephalyx]]
----
* MachineMonotone: Cephalyx communicate with outsiders with mechanically augmented vocal organs that produce inhuman, harshly artificial speech.
* MindOverMatter: All cephalyx demonstrate potent psychokinetic powers that seem entirely distinct from the magic employed by other races.
* NoBiologicalSex: Cephalyx are born with vestigial aspects of the biological sexes, although this distinction is largely meaningless. Reproduction is handled entirely in laboratories, and all members of a hive contribute genetic material sufficient for ongoing production of new cephalyx.
* PlayingWithSyringes: Cephalyx conduct nocturnal raids to capture prisoners and drag them to their subterranean lairs for medical experimentation and transformation into drudges.

!!!Monstrosity
----
* AxCrazy: The surgery performed on a cephalyx monstrosity's mind causes it to become incredibly aggressive even when outside of a cephalyx's direct control. Only cephalyx exulons are able to impose their will upon a monstrosity.
[[/folder]]

[[folder:Dregg]]
----
* AsskickingLeadsToLeadership: Dregg society has a loose hierarchy based on martial prowess and the number of high-quality weapons an individual possesses. Dregg that survive numerous surface raids are afforded great respect and often act as hive leaders.
* CombatSadomasochist: Dregg revel in pain and take great satisfaction in torture. They also derive pleasure and even strength from their own suffering, and many accounts indicate that they become more ferocious when injured.
* WeakenedByTheLight: Direct exposure to sunlight causes them to rapidly sicken and die, so dregg emerge from their lairs only at night to raid and pillage.
[[/folder]]

[[folder:Totem Hunter]]
----
* EgomaniacHunter: Totem hunters stalk the wilds of Immoren and slaughter the deadliest prey the land has to offer.
* SuperPersistentPredator: Totem hunters are among the most relentless predators in existence. Once a totem hunter selects a target, the death of either the totem hunter or its quarry is almost certain; the only exception is if a totem hunter determines its quarry is somehow unworthy of the hunt.
[[/folder]]

[[folder:Warpwolf]]
----
* AxCrazy: A transformed warpwolf surrenders control of its conscious mind to the predator within.
* HealingFactor: A warpwolf's wounds heal quickly in response to the regenerative properties bestowed upon it.
* JekyllAndHyde: The minds of warpwolves who have resumed their human form after the transformation are invariably shattered, their eyes reflecting an awareness of the horror they have become.
* OurWerewolvesAreDifferent: Warpwolves are men cursed with an affliction that allows them to unleash their inner predator and transform into a murderous beast whose massive body blends aspects of both wolf and human. More protean than most, they can mutate themselves to be stronger, faster, or tougher from moment to moment. Warpwolves may mate with others to produce purebloods that never take on human form.
* WasOnceAMan: Warpwolves who have lived in this state for long periods accept their condition and abandon their humanity, losing their memory, the ability to speak and entering an entirely feral state.
[[/folder]]

!!Monstrosities
[[folder:Spine Ripper]]
----
* AbsurdlySharpClaws: Each claw is like an arcing blade with a razor-sharp interior edge, and a spine ripper's slash can easily disembowel a creature the size of a gorax.
* PoisonousPerson: The dewclaws of a spine ripper house a venom gland whose toxin causes immediate damage to muscle and tendon alike.
[[/folder]]



* AbsurdlyDedicatedWorker: Once a wold receives a command from its master, it will follow that command indefinitely, even waiting centuries to carry it out.



* AmplifierArtifact: Woldwraths can help blackclads tap the energy of ley lines and augment their own magic by leveraging the woldwrath's power.



* {{Golem}}: Wolds are constructs given a semblance of life through druidic magic.
* GreenThumb: Woldwardens' natural power allows them to cause trees and foliage to erupt around them.
* HealingFactor: A warpwolf's wounds heal quickly in response to the regenerative properties bestowed upon it.



* OurWerewolvesAreDifferent: Warpwolves are more protean than most: in addition to shifting from human to wolf forms, they can also mutate themselves to be stronger, faster, or tougher from moment to moment. Warpwolves may mate with others to produce purebloods that never take on human form. Warpborn skinwalkers are smaller and less powerful than warpwolves but also have much more control on their shapeshifting ability.

to:

* OurWerewolvesAreDifferent: Warpwolves are more protean than most: in addition to shifting from human to wolf forms, they can also mutate themselves to be stronger, faster, or tougher from moment to moment. Warpwolves may mate with others to produce purebloods that never take on human form. Warpborn skinwalkers are smaller and less powerful than warpwolves but also have much more control on their shapeshifting ability.



* RayGun: Woldwyrds can fire a deadly beam of emerald fire.



* SuicideAttack: Although a wold wight's blazing lanterns are fearsome weapons, their true purpose is to set the wight ablaze. It then closes with its enemies to consume both in a pyre that only leaves behind the wold wight's stone heart, which can then be salvaged by the blackclads.



* WasOnceAMan: Warpwolves who have lived in this state for long periods accept their condition and abandon their humanity, losing their memory, the ability to speak and entering an entirely feral state.



* NoBiologicalSex: Cephalyx are born with vestigial aspects of the biological sexes, although this distinction is largely meaningless. Reproduction is handled entirely in laboratories, and all members of a hive contribute genetic material sufficient for ongoing production of new cephalyx.



* SuperPersistentPredator: Totem hunters are among the most relentless predators in existence. Once a totem hunter selects a target, the death of either the totem hunter or its quarry is almost certain; the only exception is if a totem hunter determines its quarry is somehow unworthy of the hunt.

Added: 7793

Changed: 711

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most of this stuff is heavily outdated


* AbsurdlySharpClaws: The enormous fangs and sturdy claws of a Thornwood mauler can rip through steel and toughened hide.
* KillSteal: A Thornwood mauler will drive away a predator to steal its kill and will viciously shred any beast that attempts to defend a carcass.
* MonstrousCannibalism: If two Thornwood maulers go to battle over a carcass, the result is invariably a deadly combat that ends with the victor consuming the flesh of the loser.
* SuperPersistentPredator: Thornwood maulers relentlessly track prey once they have caught its scent. They will stalk prey for miles and over the course of several days. It is extremely difficult to mask one's scent, as ordinary means will not deter the mauler's sensitive nose.



!!Celestials
[[folder:Archon]]
----
* AngelicTransformation: Morrowan, Thamarite and Menite archons are the spirits of the greatest practitioners of the faith, given a special purpose in the afterlife.
* HealingFactor: Dhunian and primal archons can swiftly regenerate any parts severed in battle.
* OurAngelsAreDifferent: Classified as celestials under ''TabletopGame/DungeonsAndDragons'' 5th Edition rules, the archons of the Iron Kingdoms are awe-inspiring and terrifying spiritual entities who act as agents of the gods, enacting their will on the mortal world. They are as diverse as the deities they serve: Morrow, Thamar, Menoth, the Devourer Wurm, or Dhunia. Some, like the enigmatic void archons, are aligned to no specific god and represent the unconscious and collective will of all souls in Urcaen, and while they do share a striking resemblance to the empyreans of ''Warcaster Neo-Mechanika'', whether that was intentional remains a mystery.

!!!Dhunian Archon
----
* GoodIsNotSoft: Dhunian archons are viewed as an embodiment of her anger, yet even as these beings mete out Dhunia's fury on those who would harm her children, they grant blessings of life and vigour to her followers.
* LivingWeapon: Dhunian archons bearing the mark of spring wield still-living trees as cudgels.

!!!Menite Archon
----
* ElementalWeapon: Menite archons wielding weapons ablaze with holy fire.
* PlayingWithFire: Menoth's archons are limned in the constant light of a cleansing fire.

!!!Morrowan Archon
----
* LightEmUp: Often described as angels of light, Morrowan archons glow like the radiance of the sun in Morrow's holy symbol made manifest.

!!!Primal Archon
----
* TheBerserker: Primal archons fight with unpredictable ferocity and an utter lack of hesitation or self-preservation.
* RockMonster: Primal archons are made of granite, obsidian, and chunks of crystal, and are as durable as living stone.

!!!Thamarite Archon
----
* LaserGuidedAmnesia: Those who have witnessed a Thamarite archon rarely retain a clear memory of its shape after it is gone. Thamarite archons have been described in terms one might use when trying to recall the elusive details of a fading dream.
[[/folder]]

!!Dragons
[[folder:Dragon]]
----
* AntagonisticOffspring: Thousands and thousands of years ago, Toruk decided to create servants worthy of him, so he brought forth from his own blood the very first dragon brood. He made these creatures in his image and nurtured them, but once they had grown, their hunger and pride were too great; they sought to break free of Toruk's dominion and rebelled against him. Toruk yearns for the day when he consumes the last athanc of his unruly brood.
* BreathWeapon: Each dragon can produce an exhalation of chemicals with unique properties specific to the dragon.
* DraconicAbomination: Dragons bear no similarity to any other living thing on Caen. They do not need food, water or air, and do not breed as other species do. They vary slightly in size, but all are enormous creatures capable of great destruction. They also radiate a mutagenic effect known as the blight that gradually transforms the landscape and mutates creatures around them into their servants.
* EnemyMine: Toruk's surviving children made a pact that if he ever came among them again, they would drop their quarrels and join against their father.
* GiantFlyer: Despite their enormous size, their large, leathery wings allow dragons to fly at great speed.
* OneManArmy: Each dragon is capable of standing against an entire army of mortals.
* OurDragonsAreDifferent: Immortal creatures that have existed for millennia, dragons stand apart from all other creatures on Caen. They require neither food, water, nor air. Although they vary slightly in size, all known dragons resemble enormous reptiles capable of great destruction. The pure essence of a dragon is a perfect crystal called an athanc; a dragon cannot be destroyed permanently as long as its athanc endures, but destroying one has been so far impossible. Dragons of Caen warp and taint the land and creatures around them. Land blighted by a dragon often appears as a twisted shadow of its natural state.
* SoulJar: A dragon cannot be destroyed permanently as long as its athanc endures. If an athanc is left within the corpse, the dragon will regenerate in just a few days. If the athanc is removed, it will eventually transform into an infant dragon, which grows into an adult dragon after a few years. Destroying an athanc has so far proven impossible.
* WalkingWasteland: Dragons radiate a mutagenic effect known as the blight that gradually transforms the landscape and mutates creatures around them into their servants. The effects of blight include tainted water, stunted vegetation, fouled crops and game, stillborn infants and strange weather patterns.
[[/folder]]

[[folder:Drake]]
----
* BigEater: A single drake requires a massive territory to guarantee enough prey to keep from going hungry.
* BreathWeapon: Every known form of drake has some kind of breath weapon, though so far, none seem to share the fiery breath of dragons.
* MakeMeWannaShout: Drakes can bellow with such significant volume and force that the power of their cry can crack a stone fortress and splinter a stout tree.
* OurDragonsAreDifferent: Drakes (who are classified as dragons under ''TabletopGame/DungeonsAndDragons'' 5th Edition rules) are large reptilian creatures that bear a superficial resemblance to dragons and thrive in environments as diverse as the chasms of the Stormlands and the ice sheets of the Howling Wastes. These large predators inhabit isolated regions seldom explored by humanity. Although not as deadly as true dragons, drakes are nonetheless dangerous and quick to anger.
* SuperSenses: Drakes have uniquely adapted senses that aid them in hunting prey in their preferred environments.
* WingsDoNothing: Some breeds possess vestigial wings, though no known drakes can fly. It is possible that they once had an ancestor with the power of flight, which was gradually lost.

!!Deep Drake
----
* EyelessFace: Perpetual darkness has rendered deep drakes blind. Because their eyes are little more than milky-white spheres, they rely on a combination of other senses.
* ShockAndAwe: The deep drake's breath weapon is a line of electrical static and salty vapour.
* WallCrawl: Deep drakes are known to scuttle up cliff faces and across the ceilings of caverns with remarkable agility for their size.

!!Fog Drake
----
* FogOfDoom: If no natural fog is present, a fog drake will produce a thick, obscuring mist in which to hunt. Massive glands in its throat enable it to produce a rapidly expanding cloud of mist that limits the vision of other creatures while presenting no difficulty to the fog drake.

!!Frost Drake
----
* StealthyColossus: Frost drakes' pure-white scales allow them to blend in with the endless plains of ice and snow despite their size.

!!Sea Drake
----
* BlowYouAway: The sea drake's breath weapon manifests as a blast of hurricane-strength wind. single burst is strong enough to toss sailors overboard, snap rigging, and even flip smaller boats.
[[/folder]]



* AngelicTransformation: Morrowan, Thamarite and Menite archons are the spirits of the greatest practitioners of the faith, given a special purpose in the afterlife.
* TheBerserker: Primal archons fight with unpredictable ferocity and an utter lack of hesitation or self-preservation.

to:

* AngelicTransformation: Morrowan, Thamarite and Menite AFormYouAreComfortableWith: Void archons change their appearance to take on whatever form best suited those they protect. To elves, they are the spirits divine heralds whose forms were reminiscent of Iosan sculptures of the greatest practitioners of gods' servants; to the faith, given a special purpose in skorne, they are physical manifestations of ancestors who had returned from the afterlife.
* TheBerserker: Primal archons fight with unpredictable ferocity and an utter lack
Void through sheer strength of hesitation or self-preservation.will.



* AFormYouAreComfortableWith: Void archons change their appearance to take on whatever form best suited those they protect. To elves, they are divine heralds whose forms were reminiscent of Iosan sculptures of the gods' servants; to the skorne, they are physical manifestations of ancestors who had returned from the Void through sheer strength of will.



* OurAngelsAreDifferent: The archons of the Iron Kingdoms are awe-inspiring and terrifying spiritual entities who act as agents of the gods, enacting their will on the mortal world. They are as diverse as the deities they serve: Morrow, Thamar, Menoth, the Devourer Wurm, or Dhunia. Some, like the enigmatic void archons, are aligned to no specific god and represent the unconscious and collective will of all souls in Urcaen, and while they do share a striking resemblance to the Empyreans of ''Warcaster Neo-Mechanika'', whether that was intentional remains a mystery. Under ''TabletopGame/DungeonsAndDragons'' 5th Edition rules, they are classified as celestials.



* RockMonster: Primal archons are made of granite, obsidian, and chunks of crystal, and are as durable as living stone.



-->'''Alignment:'''Neutral\\
'''Symbol:''' Usually, a pile of gears shaped like the face of a woman\\
'''Epithets:'''the Maiden of Gears, Clockwork Goddess, Hidden Goddess, Mother of Mathematics, Mistress of Numbers



->'''Alignment:'''Chaotic Neutral\\
'''Symbol:''' A swirl of talons or fangs around a central sphere of darkness called the Wurm's Maw, Wurm's talons, or the Wurm's Eye\\
'''Epithets:''' Beast of All Shapes, Great Beast, Menoth's Bane, Vomiter of Darkness, Unsleeping One



->'''Alignment:'''Neutral\\
'''Symbol:''' An abstract form a fertile female\\
'''Epithets:''' Creator of Caen, Ravaged Mother, Wellspring of Life, Great Mother



* MotherGodess: Said by her followers to be the creator of all Caen.
* MotherNature: to a tee.

to:

* MotherGodess: Said by GoodIsNotSoft: Although she is often depicted as a nurturing goddess, Dhunia's wrath can be great, especially when roused against those who harm her followers to be the creator of all Caen.
chosen people or threaten Caen itself.
* MotherNature: to a tee. Dhunia is the goddess of life, Caen and the seasons, as well as the cycle of birth, death and rebirth.



->'''Alignment:'''Lawful Neutral\\
'''Symbol:''' The Seal of Menoth, sometimes referred to as the Menofix\\
'''Epithets:''' The Lawgiver, the Lawbringer, the Creator of Man, the Hunter of the Wurm, Wallmaker, the Masked Giant



->'''Alignment:''' Neutral Good.\\
'''Symbol:''' Sunburst of Morrow, also known as The Radiance\\
'''Epithets:''' The Prophet, Lord of Light, The Healing Teacher, Patient Brother

to:

->'''Alignment:''' Neutral Good.\\
'''Symbol:''' Sunburst of Morrow, also known as The Radiance\\
'''Epithets:''' The Prophet, Lord of Light, The Healing Teacher, Patient Brother



->'''Alignment:'''' Neutral Evil.\\
'''Symbol:''' Thamar’s Leash, also known as the Ternion Brand\\
'''Epithets:''' The Dark Twin, Temptress, Whisperer in Shadow, Wicked Sister, Guide of the Damned.

to:

->'''Alignment:'''' Neutral Evil.\\
'''Symbol:''' Thamar’s Leash, also known as the Ternion Brand\\
'''Epithets:''' The Dark Twin, Temptress, Whisperer in Shadow, Wicked Sister, Guide of the Damned.

Added: 192169

Changed: 47910

Removed: 180071

Is there an issue? Send a MessageReason:
None


!Wargame Factions
[[folder:Cygnar]]
* AmplifierArtifact: The Squire robot enhances the innate powers of the warcaster controlling it.
* ArchaicWeaponForAnAdvancedAge: Whereas some modern orders carry advanced mechanika, sword knights fight with the same weapons and armour they have borne for centuries.
* ChurchMilitant: The Precursor Knights are a martial order dedicated to the warrior philosophies of the god Morrow.
* DoubleStandard: Warcasters are theoretically accountable to the same code of honour and behaviour as the rest of the military, but they are seldom harshly disciplined. Some soldiers resent the double standard.
* DropTheHammer: The Hammersmith's massive twin forge hammers are clearly designed for pounding metal flat.
* EarthquakeMachine: The Avenger's cannon fires projectiles that unleash a violent localised earthquake upon impact.
* ElectiveMonarchy: Woldred’s Covenant allows Cygnaran royalty to determine their own successors from among the noble families of Cygnar.
* EnemyMine: The brief alliance between Khador and Cygnar to drive Cryx from the Thornwood in 609 AR. It doesn't last.
* TheEngineer: Field mechaniks dive into the midst of battle and make necessary repairs to warjacks and armour.
* GatlingGood: Cyclones are capable of displaying rapid firepower with dual chain guns.
* TheGoodKingdom: While it operates as a monarchy, Cygnar boasts the most progressive government in western Immoren, at least under the leadership of Leto and Julius Raelthorne.
* TheGunslinger: Gun mage captain adepts would be among the deadliest pistoleers in all of western Immoren even without their sorcerous talents.
* LightningCanDoAnything: Cygnar can use it as artillery, a steroid, magnetic shield, and a tractor beam.
* MageMarksman: Arcane Tempest gun mages harness arcane powers to augment their gunfighting prowess.
* PerilousPowerSource: The Storm Chamber, an arcane capacitor used to power the [[LightningCanDoAnything lightening]] [[{{Magitek}} mechanika]] extensively used by the Cygnarian military, has the side-effect of electrocuting anyone who comes in contact with it while active. As a result, it is only used on larger machines where it can be kept isolated from dangerous discharges, or by those wearing extensive galvanic protection (such as the Storm Knights and their armor.)
* RobotBuddy: The Squire will follow your warcaster around and generally improve his ability at casting.
* SpiderTank: The Storm Strider is a four-legged walker.

!!Coleman Stryker

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/commanderstryker_final.jpg]]

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

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

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

* AntiHero: WellIntentionedExtremist to Type III, [[spoiler:after killing Hierarch Voyle.]]
* AuthorityEqualsAsskicking: Like many Warcasters, he is an officer and an unstoppable warrior.
* BadAssInCharge: Like above, he is a Commander of the King's army. Also, when he was promoted to Lord Commander his authority rivaled one of a general.
* {{BFS}}: The Quicksilver, later the Quicksilver MKII, which gives him the reach ability because of how big it is.
* CaptainPatriotic: He is described in-universe as such : "Coleman in a word ? Patriot."
* FourStarBadass: In his second Epic incarnation he was promoted to a full-blown general.
* HeroicBSOD: a brief one in "The Blood of Kings", after [[spoiler:witnessing the monster that is Vinter Raelthorn IV in battle]]
* JackOfAllStats: The spell selection his prime version has. It led that version being considered a SkillGateCharacter since although he was great for people trying to learn to the play the game, hence being included in Cygnar's starter box set, he wasn't very good due his MasterOfNone prevent him from being good enough at anything to be effective in competive play.
* LightningBruiser: His Epic Incarnation is VERY powerful, VERY hard too hurt and thanks to the Velocity spell, very fast when he needs to be.
* GameplayAndStorySegregation: His Epic version's suit has a FatalFlaw; it can give him a massive power boost but overlords. This was fixed in story but still in game for balance reasons.
* WellIntentionedExtremist: Years of war made him this. So much that he his former teacher, Nemo, gave him a WhatTheHellHero speech.

!!Constance Blaize, Knight of the Prophet

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

!!Markus 'Siege' Brisbane

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

Voice by David Fennoy (Warmachine: Tactics).

[[quoteright:251:https://static.tvtropes.org/pmwiki/pub/images/siege.jpeg]]

* DropTheHammer: Havoc his battle hammer.
* TheMentor: Markus was Kara Sloan's mentor during her tenure as a Journeyman warcaster. His no-nonsense personality shaped her future as a soldier.
* OldSoldier: One of the veteran warcaster in the Cyrnaran Army.
* ScaryBlackMan: If you are the enemy, then yes, you should run scared.
* SergeantRock: He is tough, professional and will not coddle his pupils or soldiers, but he is not prone to cruelty. Siege just want to get the job done.

!!Allister Caine
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/caine_4mwp.jpg]]
* TheAlcoholic: He's described as a fairly heavy drinker.
* FlashStep: He can blink short distances, though it is very draining.
* TheGunslinger: As a gun mage warcaster, he knows all the tricks.
* GunsAkimbo: He dual wields specialized rapid-fire mage-lock pistols.
* JerkWithAHeartOfGold
* MageMarksman: Like all gun mages.
* RuleOfThree: His third incarnation, where Caine is accompanied by the two surviving members of the Black 13th.

!!Edward Dominic Darius

* PowerArmor: All warcasters have steam-powered magical armor, but Darius takes it up to eleven by wearing a full body suit that borders on MiniMecha, complete with ShoulderCannon and a crane.

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

* ArtificialLimbs: She lost an arm, and it was replaced with a mechanical one. After her death, she restored her arm when the regained her body.
* BackFromTheDead: It's pretty hard to ''keep'' the Haley sisters dead. Victoria managed to pull it off on her own, though.
* BladeOnAStick: Her weapon of choice is a spear.
* CainAndAbel: The Abel to her sister Deneghra's Cain.
* MyFutureSelfAndMe: Her third incarnation can summon different versions of herself from the past and the future.

!!Jeremiah Kraye

* CavalryOfficer

!!Sebastian Nemo

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

* CoolOldGuy
* {{Expy}}: His wild hair is reminiscent of Albert Einstein.
* GadgeteerGenius: His understanding of warjacks and technology is unmatched by anyone in Cygnar, and he is the pioneer of numerous innovations in warjack cortex and weapons technology.
* WhatTheHellHero: delivered one to Stryker, as mentioned above.

!!Kara Sloan

* AnimeHair
* {{BFG}}: The calibre of her sniper rifle is huge
* FriendlySniper
* SecretRelationship: She has a relationship with one of her subordinates, which is not ok in the Cygnaran army.

!!Dalin Sturgis

Mentor of Alison Jakes.

!!Allison Jakes

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

!!Major Elizabeth Maddox

!!Black 13th

* TheGreatestStoryNeverTold: The Black 13th are usually assigned secret missions that earn them little recognition other than a handshake and the quiet thanks of their superiors.
* GunsAkimbo: Darsey Ryan wields a magelock in each hand.
* KilledOffForReal: Captain Dixon Lynch is one of the first playable characters to kick the bucket (for real) after Creator/PrivateerPress rescinded their PlotArmor between Mark II and Mark III.
* MageMarksman: All three of them are gun mages of the Arcane Tempest order.
* PrivateMilitaryContractors: After Lynch's death, Ryan and Watts join forces with the renegade Allister Caine in his quest to establish his own private army.
* TwoGuysAndAGirl: With Dixon Lynch and Samuel Watts as the guys and Darsey Ryan as the girl; Allister Caine later replaces Lynch after his death. Absolutely no romance is ever considered.

!!Corporal Rourke

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

* MageMarksman
* TheGunslinger: Like any Gun Mage from Cygnar he perfectly combines both.


to:

!Wargame Factions
[[folder:Cygnar]]
!Creatures
!!Aberrations
[[folder:Dragonspawn]]
----
* AmplifierArtifact: The Squire robot enhances the innate powers of the warcaster controlling it.
* ArchaicWeaponForAnAdvancedAge: Whereas some modern orders carry advanced mechanika, sword knights fight with the same weapons and armour they have borne for centuries.
* ChurchMilitant: The Precursor Knights are a martial order dedicated to the warrior philosophies of the god Morrow.
* DoubleStandard: Warcasters are theoretically accountable to the same code of honour and behaviour as the rest of the military, but they are seldom harshly disciplined. Some soldiers resent the double standard.
* DropTheHammer: The Hammersmith's massive twin forge hammers are clearly designed for pounding metal flat.
* EarthquakeMachine: The Avenger's cannon fires projectiles that unleash a violent localised earthquake upon impact.
* ElectiveMonarchy: Woldred’s Covenant allows Cygnaran royalty to determine their own successors from among the noble families of Cygnar.
* EnemyMine: The brief alliance between Khador and Cygnar to drive Cryx from the Thornwood in 609 AR. It doesn't last.
* TheEngineer: Field mechaniks dive into the midst of battle and make necessary repairs to warjacks and armour.
* GatlingGood: Cyclones are capable of displaying rapid firepower with dual chain guns.
* TheGoodKingdom: While it operates as a monarchy, Cygnar boasts the most progressive government in western Immoren, at least under the leadership of Leto and Julius Raelthorne.
* TheGunslinger: Gun mage captain adepts would be among the deadliest pistoleers in all of western Immoren even without their sorcerous talents.
* LightningCanDoAnything: Cygnar can use it as artillery, a steroid, magnetic shield, and a tractor beam.
* MageMarksman: Arcane Tempest gun mages harness arcane powers to augment their gunfighting prowess.
* PerilousPowerSource: The Storm Chamber, an arcane capacitor used to power the [[LightningCanDoAnything lightening]] [[{{Magitek}} mechanika]] extensively used by the Cygnarian military, has the side-effect of electrocuting anyone who comes in contact with it while active. As a result, it is only used on larger machines where it can be kept isolated from dangerous discharges, or by those wearing extensive galvanic protection (such as the Storm Knights and their armor.)
* RobotBuddy: The Squire will follow your warcaster around and generally improve his ability at casting.
* SpiderTank: The Storm Strider is a four-legged walker.

!!Coleman Stryker

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/commanderstryker_final.jpg]]

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

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

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

* AntiHero: WellIntentionedExtremist to Type III, [[spoiler:after killing Hierarch Voyle.]]
* AuthorityEqualsAsskicking: Like many Warcasters, he is an officer and an unstoppable warrior.
* BadAssInCharge: Like above, he is a Commander of the King's army. Also, when he was promoted to Lord Commander his authority rivaled one of a general.
* {{BFS}}: The Quicksilver, later the Quicksilver MKII, which gives him the reach ability because of how big it is.
* CaptainPatriotic: He is described in-universe as such : "Coleman in a word ? Patriot."
* FourStarBadass: In his second Epic incarnation he was promoted to a full-blown general.
* HeroicBSOD: a brief one in "The Blood of Kings", after [[spoiler:witnessing the monster that is Vinter Raelthorn IV in battle]]
* JackOfAllStats: The spell selection his prime version has. It led that version being considered a SkillGateCharacter since although he was great for people trying to learn to the play the game, hence being included in Cygnar's starter box set, he wasn't very good due his MasterOfNone prevent him from being good enough at anything to be effective in competive play.
* LightningBruiser: His Epic Incarnation is VERY powerful, VERY hard too hurt and thanks to the Velocity spell, very fast when he needs to be.
* GameplayAndStorySegregation: His Epic version's suit
BreathWeapon: Every dragonspawn has a FatalFlaw; it can give him a massive power boost but overlords. This was fixed in story but still in game for balance reasons.
* WellIntentionedExtremist: Years of war made him this. So much that he his former teacher, Nemo, gave him a WhatTheHellHero speech.

!!Constance Blaize, Knight of the Prophet

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

!!Markus 'Siege' Brisbane

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

Voice by David Fennoy (Warmachine: Tactics).

[[quoteright:251:https://static.tvtropes.org/pmwiki/pub/images/siege.jpeg]]

* DropTheHammer: Havoc his battle hammer.
* TheMentor: Markus was Kara Sloan's mentor during her tenure as a Journeyman warcaster. His no-nonsense personality shaped her future as a soldier.
* OldSoldier: One of the veteran warcaster in the Cyrnaran Army.
* ScaryBlackMan: If you are the enemy, then yes, you should run scared.
* SergeantRock: He is tough, professional and will not coddle his pupils or soldiers, but he is not prone to cruelty. Siege just want to get the job done.

!!Allister Caine
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/caine_4mwp.jpg]]
* TheAlcoholic: He's described as a fairly heavy drinker.
* FlashStep: He can blink short distances, though it is very draining.
* TheGunslinger: As a gun mage warcaster, he knows all the tricks.
* GunsAkimbo: He dual wields specialized rapid-fire mage-lock pistols.
* JerkWithAHeartOfGold
* MageMarksman: Like all gun mages.
* RuleOfThree: His third incarnation, where Caine is accompanied by the two surviving members of the Black 13th.

!!Edward Dominic Darius

* PowerArmor: All warcasters have steam-powered magical armor, but Darius takes it up to eleven by wearing a full body suit that borders on MiniMecha, complete with ShoulderCannon and a crane.

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

* ArtificialLimbs: She lost an arm, and it was replaced with a mechanical one. After her death, she restored her arm when the regained her body.
* BackFromTheDead: It's pretty hard to ''keep'' the Haley sisters dead. Victoria managed to pull it off on her own, though.
* BladeOnAStick: Her
breath weapon of choice is a spear.
* CainAndAbel: The Abel to her sister Deneghra's Cain.
* MyFutureSelfAndMe: Her third incarnation can summon different versions of herself from
whose properties depend on the past and the future.

!!Jeremiah Kraye

* CavalryOfficer

!!Sebastian Nemo

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

* CoolOldGuy
* {{Expy}}: His wild hair is reminiscent of Albert Einstein.
* GadgeteerGenius: His understanding of warjacks and technology is unmatched by anyone in Cygnar, and he is the pioneer of numerous innovations in warjack cortex and weapons technology.
* WhatTheHellHero: delivered one to Stryker, as mentioned above.

!!Kara Sloan

* AnimeHair
* {{BFG}}: The calibre of her sniper rifle is huge
* FriendlySniper
* SecretRelationship: She has a relationship with one of her subordinates, which is not ok in the Cygnaran army.

!!Dalin Sturgis

Mentor of Alison Jakes.

!!Allison Jakes

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

!!Major Elizabeth Maddox

!!Black 13th

* TheGreatestStoryNeverTold: The Black 13th are usually assigned secret missions that earn them little recognition other than a handshake and the quiet thanks of their superiors.
* GunsAkimbo: Darsey Ryan wields a magelock in each hand.
* KilledOffForReal: Captain Dixon Lynch is one of the first playable characters to kick the bucket (for real) after Creator/PrivateerPress rescinded their PlotArmor between Mark II and Mark III.
* MageMarksman: All three of them are gun mages of the Arcane Tempest order.
* PrivateMilitaryContractors: After Lynch's death, Ryan and Watts join forces with the renegade Allister Caine in his quest to establish his own private army.
* TwoGuysAndAGirl: With Dixon Lynch and Samuel Watts as the guys and Darsey Ryan as the girl; Allister Caine later replaces Lynch after his death. Absolutely no romance is ever considered.

!!Corporal Rourke

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

* MageMarksman
* TheGunslinger: Like any Gun Mage from Cygnar he perfectly combines both.

spawn's progenitor.



[[folder:Khador]]

* ArmyOfThievesAndWhores: Doom reavers are conscripted from the ranks of convicted criminals.
* AscendedMeme: Khador players joked that the Grolar warjack was a myth and would never be released. The official lore now states that production suffered numerous setbacks, delaying its deployment by years.
* TheBerserker: A few.
** Set loose in war, doom reavers exhibit only minimal control and may strike down anyone, friend or foe, as their bloodlust grows.
** The aptly named Berserker warjack is prone to erratic and extremely aggressive behavior caused by its decaying cortex.
* BiggerIsBetter: Khador doesn't have reliable access to a lot of the very particular resources to create cortexes, but they do have access to lots of more mundane steel and coal. As a consequence, they build their warjacks to last, with very heavy armour and weapons, doctrinally favoring fewer but larger and more powerful warjacks.
* CanineCompanion: Khadoran officers commonly bring war dogs to the battlefield and look to them as both companions and protectors.
* {{Conscription}}: Khadoran law requires all its male citizens to serve in the military. A single tour is required of all men, with the exception of those with extreme physical disability.
* TheEmpire: To its enemies, Khador is the wolf at the gates, a warlike nation characterised by vast armies and dedicated to the dream of empire.
* EnemyMine: The brief alliance between Khador and Cygnar to drive Cryx from the Thornwood in 609 AR. It doesn't last.
* EvilWeapon: As befits Orgoth creations, the fellblades unearthed by the Greylords have a nasty tendency to whisper to the mind of their wielders, driving them to bloodthirsty madness and turning them into hulking muscle-bound killers. Despite, or perhaps because of their tendency to blindly slaughter whatever happens to be in their way, Khador military uses those doom reavers as suicidal shock troopers. There are also implications that the Greylord Covenant have learnt how to manufacture new fellblades.
* FeelNoPain: Survivors of countless battlefield injuries, Black Dragons are all but inured to pain, and tales of Black Dragons fighting on despite terrible injuries are not uncommon.
* GenderBlenderName: Khards mostly have normal [[UsefulNotes/RussianNamingConvention Russian]] or Russian-sounding surnames with one exception: they are not inflected for gender like in real life; so we have the female warcaster Sorscha Kratikoff who has a masculine surname, and there are plenty of male Khard background characters with surnames ending in the feminine suffix ''-a''.
* AnIcePerson: Greylord magic draws power from the frozen landscape, with cold itself as a weapon.
* JoustingLance: Iron Fang uhlans ride in tight formations, clearing the way with blasting lances.
* MadeOfExplodium: Berserker cortexes have become critically compromised by decay and are prone to massive concussive overload.
* TheMafiya: The kayazy are tycoons all too willing to resort to violence to deal with the cutthroat competition; as they take interest in the conflict, they lend elite assassins to Khadoran forces to 'protect their investments'.
* MasterSwordsman: Kayazy assassins boast expertise in swordplay equal or superior to that of noble blade masters.
* MightyGlacier: While Khadoran warjacks are slower than those of the other Human kingdoms, they are all heavily armored and can deal quite a bit of damage once they get in close.
** The same goes for Man-O-Wars who have comparable speed.
* MoreDakka: The Victor's autocannons can maintain continuous fire without long reload times.
* MotherRussiaMakesYouStrong: The expies of Russians are known for their rugged, relentless and even brutish nature. Their military goes a long way in reflecting this.
* OldMaster: According to the Black Dragons, a group of veteran Iron Fangs, their experience and skill make them as capable, if not more so, than their younger comrades.
* PatrioticFervor: Khadorans are willing to lay down their lives for the empire. Their soldiers march forward in the name of the Motherland with steadfast resolve and a love for their country.
* PoweredArmor: Men-O-War are encased in mechanikal armour that grants them the strength of steamjacks.
* ShieldBash: The Devastator's shield fists can shove aside nearly anything in its path.
* ShortRangeShotgun: The blunderbuss issued to Winter Guard infantry, which consists of little more than a steel canister with a wooden stock, small enough to be held and aimed single-handedly. It's effective range may be short, but it packs a considerable punch, is [[SimpleYetAwesome so simply it practically can't jam]], and is easy enough to mass produce that literally every member of the Winter Guard (which is to say, close to half Khador's young adult population) can be equipped with one.
* SimpleYetAwesome: One of Khador's defining characteristics is their preference for simpler technology, and belief that the more complicated something is the more likely it is to break and fail. What Khador lacks in sophistication they make up for in durability and damage potential.
* TrampledUnderfoot: The Winter Guard Gun Carriage serves to crash through enemy lines, slamming, and knocking them down and disrupting their formation.

!!Sorscha Kratikoff

A warcaster who first rose to the rank of kovnik in the Winter Guard, displaying her 'caster abilities later in life during a battle in which her superior was slain. She has since risen first to the rank of Kommander and then the Forward Kommander of the prestigious 5th Border Legion.
[[quoteright:244:https://static.tvtropes.org/pmwiki/pub/images/khador_female.jpeg]]
* AnIcePerson: Many of her spells, her weapon, and her first version's Feat involve freezing her enemies solid.
* FourStarBadass: She is promoted to Kommandant during the time skip between MK II. and MK III.
* MyNaymeIs: Her name is spelt as Sorscha with an extra S compared to the normal name [[UsefulNotes/IrishNames Sorcha]].
* PowerArmor: She goes through intense physical training and dons Man-O-War armor after becoming a Kommandant.
* SinisterScythe: A weapon named Frostfang, which can freeze enemies before Sorscha smashes them into pieces.
* StarCrossedLovers: With Vlad. Time spent with him is the only time she is seen to thaw out, but their duties have a tendency to keep them apart.
* YouKilledMyFather: Her father was among the Winter Guard killed in the Boarsgate Massacre by Orsus Zoktavir, THE BUTCHER OF KHARDOV! Notably she left the Butcher to die at the Battle of Fellig, and despite not regretting her choice has come to worry if the Butcher will someday respond to her quiet revenge.

!!Gurvaldt Irusk
[[quoteright:272:https://static.tvtropes.org/pmwiki/pub/images/irusk_09.png]]
The Supreme Kommandant of Khador, the leader of the Motherland's front-line armies credited with the conquest of Llael and the Thornwood.

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

!!Zevanna Agha, the Old Witch of Khador

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

* AppropriatedAppellation: The name 'Zevanna Agha' was originally given to her by the northerners, which she adopted as her own name.
* CoolOldLady
* EveryoneCallsHerBarkeep: She is usually just called the Old Witch.
* {{Expy}}: With Khador in general being so obviously [[RecycledInSpace Russians In Immoren]] it should as no surprise that the Old Witch is Literature/BabaYaga [[RecycledInSpace In Khador]]
* GeniusLoci: It's implied the Old Witch is the living will of Khard and Khador itself.
* GenuineHumanHide: Her cloak is stitched together from the time-worn hides of countless kills.
* GreaterScopeParagon: She knew the Infernals were coming all along, and has been acting to thwart their plans. Ensuring that there would be mortal champions like Vlad to challenge them, and summoning the Grymkin to kill off those weak-willed enough to be swayed into betraying humanity for their own gain.
* HumanoidAbomination: The Old Witch might look like an old human woman, but her true nature is that of a keen-eyed and razor-taloned thing in a cave.
* NeverMessWithGranny
* OlderThanTheyLook: She looks like a crone of over 90 years of age, but she's older than civilisation itself.
* TimeAbyss: Nobody knows how old the Old Witch really is. According to historical records she was an advisor of Priest-King Khardovic, founder of Khard, and legends have her already waiting for Menoth when he arrived on Caen.
* ToServeMan: In her early days, this creature (long before she became known as Zevanna Agha the Old Witch) preyed upon the ancestors of today's Khadorans.
* WellIntentionedExtremist: She summoned the [[HumanoidAbomination Defiers]] from the Void and unleashed the nightmarish Grymkin upon the world, but only because she needed to stop the [[TheLegionsOfHell Infernals]].

!!Vladimir Tzepesci
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/vlad.jpeg]]
[[caption-width-right:225:Captain No-Peripheral-Vision himself]]

* AncestralWeapon: His suit of armor has been in his family since well before the coming of the Orgoth, and he wears it proudly as a symbol of his connection to history.
* ArrangedMarriage: Vladimir enters into an engagement with Empress Ayn Vanar, even if his feelings are only for Sorscha Kratikoff.
* {{Expy}}: Of {{Dracula}}...kinda. He started out as a straight homage to him in Mk I. He's since been changed into a much more noble and heroic(though still grim) character in Mk II.
* ReasonableAuthorityFigure: Only human leader who takes the threat of Cryx seriously.
* RoyaltySuperPower: The Tzepesci family has a long history of siring strong warriors and powerful wizards. Vlad is both, and can draw on this strength to further empower himself.
* RoyalsWhoActuallyDoSomething: Quite a bit of something. He works through much of the fluff to [[OnlySaneMan get the nations to unite against Cryx instead of killing each other.]]
** WarriorPrince
* ShouldersOfDoom: Hence the nickname "Captain No-Peripheral-Vision"

!!Orsus Zoktavir, THE BUTCHER OF KHARDOV!
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/butcher_of_khardov_09.png]]

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

to:

[[folder:Khador]]

* ArmyOfThievesAndWhores: Doom reavers are conscripted from the ranks of convicted criminals.
* AscendedMeme: Khador players joked that the Grolar warjack was a myth and would never be released. The official lore now states that production suffered numerous setbacks, delaying its deployment by years.
* TheBerserker: A few.
** Set loose in war, doom reavers exhibit only minimal control and may strike down anyone, friend or foe, as their bloodlust grows.
** The aptly named Berserker warjack is prone to erratic and extremely aggressive behavior caused by its decaying cortex.
* BiggerIsBetter: Khador doesn't have reliable access to a lot of the very particular resources to create cortexes, but they do have access to lots of more mundane steel and coal. As a consequence, they build their warjacks to last, with very heavy armour and weapons, doctrinally favoring fewer but larger and more powerful warjacks.
* CanineCompanion: Khadoran officers commonly bring war dogs to the battlefield and look to them as both companions and protectors.
* {{Conscription}}: Khadoran law requires all its male citizens to serve in the military. A single tour is required of all men, with the exception of those with extreme physical disability.
* TheEmpire: To its enemies, Khador is the wolf at the gates, a warlike nation characterised by vast armies and dedicated to the dream of empire.
* EnemyMine: The brief alliance between Khador and Cygnar to drive Cryx from the Thornwood in 609 AR. It doesn't last.
* EvilWeapon: As befits Orgoth creations, the fellblades unearthed by the Greylords have a nasty tendency to whisper to the mind of their wielders, driving them to bloodthirsty madness and turning them into hulking muscle-bound killers. Despite, or perhaps because of their tendency to blindly slaughter whatever happens to be in their way, Khador military uses those doom reavers as suicidal shock troopers. There are also implications that the Greylord Covenant have learnt how to manufacture new fellblades.
* FeelNoPain: Survivors of countless battlefield injuries, Black Dragons are all but inured to pain, and tales of Black Dragons fighting on despite terrible injuries are not uncommon.
* GenderBlenderName: Khards mostly have normal [[UsefulNotes/RussianNamingConvention Russian]] or Russian-sounding surnames with one exception: they are not inflected for gender like in real life; so we have the female warcaster Sorscha Kratikoff who has a masculine surname, and there are plenty of male Khard background characters with surnames ending in the feminine suffix ''-a''.
* AnIcePerson: Greylord magic draws power from the frozen landscape, with cold itself as a weapon.
* JoustingLance: Iron Fang uhlans ride in tight formations, clearing the way with blasting lances.
* MadeOfExplodium: Berserker cortexes have become critically compromised by decay and are prone to massive concussive overload.
* TheMafiya: The kayazy are tycoons all too willing to resort to violence to deal with the cutthroat competition; as they take interest in the conflict, they lend elite assassins to Khadoran forces to 'protect their investments'.
* MasterSwordsman: Kayazy assassins boast expertise in swordplay equal or superior to that of noble blade masters.
* MightyGlacier: While Khadoran warjacks are slower than those of the other Human kingdoms, they are all heavily armored and can deal quite a bit of damage once they get in close.
** The same goes for Man-O-Wars who have comparable speed.
* MoreDakka: The Victor's autocannons can maintain continuous fire without long reload times.
* MotherRussiaMakesYouStrong: The expies of Russians are known for their rugged, relentless and even brutish nature. Their military goes a long way in reflecting this.
* OldMaster: According to the Black Dragons, a group of veteran Iron Fangs, their experience and skill make them as capable, if not more so, than their younger comrades.
* PatrioticFervor: Khadorans are willing to lay down their lives for the empire. Their soldiers march forward in the name of the Motherland with steadfast resolve and a love for their country.
* PoweredArmor: Men-O-War are encased in mechanikal armour that grants them the strength of steamjacks.
* ShieldBash: The Devastator's shield fists can shove aside nearly anything in its path.
* ShortRangeShotgun: The blunderbuss issued to Winter Guard infantry, which consists of little more than a steel canister with a wooden stock, small enough to be held and aimed single-handedly. It's effective range may be short, but it packs a considerable punch, is [[SimpleYetAwesome so simply it practically can't jam]], and is easy enough to mass produce that literally every member of the Winter Guard (which is to say, close to half Khador's young adult population) can be equipped with one.
* SimpleYetAwesome: One of Khador's defining characteristics is their preference for simpler technology, and belief that the more complicated something is the more likely it is to break and fail. What Khador lacks in sophistication they make up for in durability and damage potential.
* TrampledUnderfoot: The Winter Guard Gun Carriage serves to crash through enemy lines, slamming, and knocking them down and disrupting their formation.

!!Sorscha Kratikoff

A warcaster who first rose to the rank of kovnik in the Winter Guard, displaying her 'caster abilities later in life during a battle in which her superior was slain. She has since risen first to the rank of Kommander and then the Forward Kommander of the prestigious 5th Border Legion.
[[quoteright:244:https://static.tvtropes.org/pmwiki/pub/images/khador_female.jpeg]]
* AnIcePerson: Many of her spells, her weapon, and her first version's Feat involve freezing her enemies solid.
* FourStarBadass: She is promoted to Kommandant during the time skip between MK II. and MK III.
* MyNaymeIs: Her name is spelt as Sorscha with an extra S compared to the normal name [[UsefulNotes/IrishNames Sorcha]].
* PowerArmor: She goes through intense physical training and dons Man-O-War armor after becoming a Kommandant.
* SinisterScythe: A weapon named Frostfang, which can freeze enemies before Sorscha smashes them into pieces.
* StarCrossedLovers: With Vlad. Time spent with him is the only time she is seen to thaw out, but their duties have a tendency to keep them apart.
* YouKilledMyFather: Her father was among the Winter Guard killed in the Boarsgate Massacre by Orsus Zoktavir, THE BUTCHER OF KHARDOV! Notably she left the Butcher to die at the Battle of Fellig, and despite not regretting her choice has come to worry if the Butcher will someday respond to her quiet revenge.

!!Gurvaldt Irusk
[[quoteright:272:https://static.tvtropes.org/pmwiki/pub/images/irusk_09.png]]
The Supreme Kommandant of Khador, the leader of the Motherland's front-line armies credited with the conquest of Llael and the Thornwood.

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

!!Zevanna Agha, the Old Witch of Khador

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

* AppropriatedAppellation: The name 'Zevanna Agha' was originally given to her by the northerners, which she adopted as her own name.
* CoolOldLady
* EveryoneCallsHerBarkeep: She is usually just called the Old Witch.
* {{Expy}}: With Khador in general being so obviously [[RecycledInSpace Russians In Immoren]] it should as no surprise that the Old Witch is Literature/BabaYaga [[RecycledInSpace In Khador]]
* GeniusLoci: It's implied the Old Witch is the living will of Khard and Khador itself.
* GenuineHumanHide: Her cloak is stitched together from the time-worn hides of countless kills.
* GreaterScopeParagon: She knew the Infernals were coming all along, and has been acting to thwart their plans. Ensuring that there would be mortal champions like Vlad to challenge them, and summoning the Grymkin to kill off those weak-willed enough to be swayed into betraying humanity for their own gain.
* HumanoidAbomination: The Old Witch might look like an old human woman, but her true nature is that of a keen-eyed and razor-taloned thing in a cave.
* NeverMessWithGranny
* OlderThanTheyLook: She looks like a crone of over 90 years of age, but she's older than civilisation itself.
* TimeAbyss: Nobody knows how old the Old Witch really is. According to historical records she was an advisor of Priest-King Khardovic, founder of Khard, and legends have her already waiting for Menoth when he arrived on Caen.
* ToServeMan: In her early days, this creature (long before she became known as Zevanna Agha the Old Witch) preyed upon the ancestors of today's Khadorans.
* WellIntentionedExtremist: She summoned the [[HumanoidAbomination Defiers]] from the Void and unleashed the nightmarish Grymkin upon the world, but only because she needed to stop the [[TheLegionsOfHell Infernals]].

!!Vladimir Tzepesci
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/vlad.jpeg]]
[[caption-width-right:225:Captain No-Peripheral-Vision himself]]

* AncestralWeapon: His suit of armor has been in his family since well before the coming of the Orgoth, and he wears it proudly as a symbol of his connection to history.
* ArrangedMarriage: Vladimir enters into an engagement with Empress Ayn Vanar, even if his feelings are only for Sorscha Kratikoff.
* {{Expy}}: Of {{Dracula}}...kinda. He started out as a straight homage to him in Mk I. He's since been changed into a much more noble and heroic(though still grim) character in Mk II.
* ReasonableAuthorityFigure: Only human leader who takes the threat of Cryx seriously.
* RoyaltySuperPower: The Tzepesci family has a long history of siring strong warriors and powerful wizards. Vlad is both, and can draw on this strength to further empower himself.
* RoyalsWhoActuallyDoSomething: Quite a bit of something. He works through much of the fluff to [[OnlySaneMan get the nations to unite against Cryx instead of killing each other.]]
** WarriorPrince
* ShouldersOfDoom: Hence the nickname "Captain No-Peripheral-Vision"

!!Orsus Zoktavir, THE BUTCHER OF KHARDOV!
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/butcher_of_khardov_09.png]]

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



* AndThereWasMuchRejoicing: The general reaction to his supposed death. A lot of people felt like he had it coming and the High Kommand let out a collective sigh of relief to finally have him gone. It didn't last long.
* AtopAMountainOfCorpses: His epic model has him, literally, standing on a pile of dead troops. Some from his own side...
* AttackAttackAttack: His one and only strategy in battle, to the point where he sees anything that isn't causing harm to the enemy as cowardice. He charges his forces head long into the enemy and doesn't stop until they're dead or he is.
* AxCrazy: He does not take prisoners, he just butchers entire towns.
* BadBoss: For the record, he killed 80 of his own men when they attempted to restrain him.
* BeastOfBattle: In his third incarnation, the Butcher is accompanied by two argus (aka two-headed wolves).
* BloodKnight: More than a hundred men died at Boarsgate. He killed every single one, and he really hasn't stopped since.
* TheButcher: Orsus Zoktavir earned the sobriquet 'Butcher of Khardov' after he slaughtered his own men when they tried to convince him against killing surrendered enemies.
* ButForMeItWasTuesday: Zoktavir doesn't even remember the name of Luka Kratikoff, Sorscha's father, when she confronts him about his murder.
* CanineCompanion: The Butcher's third incarnation is accompanied by two argus companions.
* DisproportionateRetribution: He'll murder just about any man for anything he perceives as wrong
* DraftDodging: As a youth, his boss paid off the officials to keep Orsus' name off the conscription census, so he wouldn't have to serve in the Winter Guard.
* TheDreaded: Very much. His own men are likely to be more scared of him than the enemy.
* EveryoneCallsHimBarkeep: His real name is Orsus Zoktavir, though most people just call him 'The Butcher'.
* TheFettered: Surprisingly so. The only thing keeping him in check is his promise to the Empress to obey orders.
* GeneralRipper: He's violent and uncontrollable, so much so that he will always completely wipe all enemy opposition, including whole towns, regardless of whether or not they surrender, which has much of Khador brass concerned his massacres will make their enemies less willing to accept Khador's rule. Pretty much nobody likes him but the Empress likes him, which is also what kept him from getting executed.
* ICallItVera: His axe is named Lola, after TheLostLenore.
* LargeAndInCharge: By far the largest human in the game. Standing 7'6 and and almost 4 feet wide, Zoktavir's model has to be put on a medium base, which is normally reserved to male Tharn, gatormen, trollkin, ogrun and light 'jacks/beasts.
* MagicKnight: The Butcher is a warcaster and one of the strongest men in western Immoren.
* MightyGlacier: Orsus is a killing machine in all incarnations, possess the highest combination of Melee Attack and Power + Strength, is a durable as light warjack, and his spell lists are geared towards dealing damage, especially by aiding him in it. But he's always very slow.
* OneManArmy: Every warcaster is capable of it on the table but he's the only one explicitly stated to be one in the story too. His third version goes into overdrive, offering nothing to his army and being a singular powerhouse.
* RedBaron: He is far better known as the Butcher of Khardov than as his real name Orsus Zoktavir.
* RoaringRampageOfRevenge: After being wounded he was found and nursed back to health by a servant girl. After discovering how her lord had been abusing her, Orsus killed him and destroyed his estate. Sadly this didn't help at all as it simply left the girl with no home or job.
* StoutStrength: The strongest human in Immoren, with a size to match.
%%* UnstoppableRage
* TheFriendNobodyLikes: Most of the Khador army hates him and only puts up with him because of the Empress wants him around. And with good reason, not only did he kill his own men when they tried to restrain him from killing that surrendering garrison, he wipes out entire settlements rather than accepting surrenders, something Khador does not want as it will make the people they conquer more opposed to their rule.
* YouWillNotEvadeMe: His third form has a spell that reels anyone nearby into his melee range. Its name? Impending Doom...

!!Oleg Strakhov

* BloodKnight: Strakhov lives to test himself in the heat of battle.
* EyePatchOfPower: He gains one during the time skip between Mk II and III.
* GogglesDoSomethingUnusual: The alchemically treated lenses in his goggles allow him to see through smoke clouds.
* MilitaryMaverick: Strakhov has a bad habit of executing his own operations without waiting for approval from his superiors. The only reason Irusk has yet to punish him being how often these unsanctioned missions succeed.

!!Alexander Karchev
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/059738_minit_warmachine_khador_karchev_t.jpg]]

to:

* AndThereWasMuchRejoicing: The general reaction to his supposed death. A lot of people felt like he had it coming and CombatTentacles: Two long, powerful tentacles on the High Kommand let out a collective sigh of relief to finally have him gone. It didn't last long.
* AtopAMountainOfCorpses: His epic model has him, literally, standing on a pile of dead troops. Some from his own side...
* AttackAttackAttack: His one and only strategy in battle, to the point where he sees anything that isn't causing harm to the enemy as cowardice. He charges his forces
thrullg's head long into the enemy allow it to grasp objects and doesn't stop until they're dead or he is.
* AxCrazy: He does not take prisoners, he just butchers entire towns.
* BadBoss: For the record, he killed 80
draw them close. Each of his own men when they attempted to restrain him.
* BeastOfBattle: In his third incarnation, the Butcher
these appendages is accompanied by two argus (aka two-headed wolves).
* BloodKnight: More
thicker around than a hundred men died at Boarsgate. He killed every single one, and he really hasn't stopped since.
* TheButcher: Orsus Zoktavir earned the sobriquet 'Butcher of Khardov' after he slaughtered his own men when they tried
man's arm, strong enough to convince him against killing surrendered enemies.
* ButForMeItWasTuesday: Zoktavir doesn't even remember the name of Luka Kratikoff, Sorscha's father, when she confronts him about his murder.
* CanineCompanion: The Butcher's third incarnation is accompanied by two argus companions.
* DisproportionateRetribution: He'll murder just about any man for anything he perceives as wrong
* DraftDodging: As a youth, his boss paid off the officials to keep Orsus' name off the conscription census, so he wouldn't have to serve in the Winter Guard.
* TheDreaded: Very much. His own men are likely to be more scared of him than the enemy.
* EveryoneCallsHimBarkeep: His real name is Orsus Zoktavir, though most people just call him 'The Butcher'.
* TheFettered: Surprisingly so. The only thing keeping him in check is his promise to the Empress to obey orders.
* GeneralRipper: He's violent and uncontrollable, so much so that he will always completely wipe all enemy opposition, including whole towns, regardless of whether or not they surrender, which has much of Khador brass concerned his massacres will make their enemies less willing to accept Khador's rule. Pretty much nobody likes him but the Empress likes him, which is also what kept him from getting executed.
* ICallItVera: His axe is named Lola, after TheLostLenore.
* LargeAndInCharge: By far the largest human in the game. Standing 7'6 and and almost 4 feet wide, Zoktavir's model has to be put on a medium base, which is normally reserved to male Tharn, gatormen, trollkin, ogrun and light 'jacks/beasts.
* MagicKnight: The Butcher is a warcaster and one of the strongest men in western Immoren.
* MightyGlacier: Orsus is a killing machine in all incarnations, possess the highest combination of Melee Attack and Power + Strength, is a durable as light warjack, and his spell lists are geared towards dealing damage, especially by aiding him in it. But he's always very slow.
* OneManArmy: Every warcaster is capable of it on the table but he's the only one explicitly stated to be one in the story too. His third version goes into overdrive, offering nothing to his army and being a singular powerhouse.
* RedBaron: He is far better known as the Butcher of Khardov than as his real name Orsus Zoktavir.
* RoaringRampageOfRevenge: After being wounded he was found and nursed back to health by a servant girl. After discovering how her lord had been abusing her, Orsus killed him and destroyed his estate. Sadly this didn't help at all as it simply left the girl with no home or job.
* StoutStrength: The strongest human in Immoren, with a size to match.
%%* UnstoppableRage
* TheFriendNobodyLikes: Most of the Khador army hates him and only puts up with him because of the Empress wants him around. And with good reason, not only did he kill his own men when they tried to restrain him from killing that surrendering garrison, he wipes out entire settlements rather than accepting surrenders, something Khador does not want as it will make the people they conquer more opposed to their rule.
* YouWillNotEvadeMe: His third form has a spell that reels anyone nearby into his melee range. Its name? Impending Doom...

!!Oleg Strakhov

* BloodKnight: Strakhov lives to test himself in the heat of battle.
* EyePatchOfPower: He gains one during the time skip between Mk II and III.
* GogglesDoSomethingUnusual: The alchemically treated lenses in his goggles allow him to see
rip through smoke clouds.
* MilitaryMaverick: Strakhov has a bad habit
the hull of executing his own operations without waiting for approval from his superiors. The only reason Irusk has yet a steamjack, and long enough to punish him being how often these unsanctioned missions succeed.

!!Alexander Karchev
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/059738_minit_warmachine_khador_karchev_t.jpg]]
reach the cortex within.
* MagicEater: Thrullgs consume arcane energy as if it were some sort of bizarre foodstuff.
* SupernaturalSensitivity: A thrullg can pinpoint the location of magic items and spellcasting within 100 feet of it.
[[/folder]]

[[folder:Vektiss]]



* AlmightyJanitor: In spite of his seniority, Karchev only holds the rank of Kommander, the lowest rank of full-fledged Khadoran warcasters and the equivalent of a Cygnaran captain. That being said, the High Kommand, who technically outrank him, views him as a national treasure and listens when he speaks.
* TheArchmage: He was already the most powerful Khadoran warcaster before his integration into the warjack frame.
* {{Cyborg}}: Ever since he lost all four limbs in the Thornwood War, Karchev has lived in a modified warjack chassis combined with life-sustaining machinery.
* DeathOrGloryAttack: He channeled all of his magic into one cataclysmic spell to win a battle against a rival Cygnaran warcaster, completely obliterating his opponent but destroying his body in the process.
* FusionDance: In the ''Riot Quest'' timeline, as the world ended at Henge Hold, Karchev's warjack frame was wrecked, but he was too stubborn to die. Instead, he crawled along using his sole functioning mechanikal limb, tore the Skulls of Hate from the remains of the Deathjack, and clamped them onto his own frame. Karchev and the Deathjack were thus fused into a single mechanikal horror.
* HandicappedBadass: The loss of his limbs didn't stop Karchev from demanding a warjack frame to continue serving in the front line, which he has done for nearly a century since then.
* ManInTheMachine: He is the TropeNamer via his special rule, "the man in the machine". Karchev was a Khadoran wizard who suffered grievous wounds during a battle, resulting in paralysis of all his limbs. He was hooked up to a life-support system that was installed into a chassis of a Warjack to allow him to continue serving the Motherland in battle.
* MechanicallyUnusualClass: In many ways Karchev resembles a warjack more than the standard warcaster. He is neither a warrior nor a warjack, but a mix of both. He gets damaged and repaired like a warjack (except his Body system, which is healed like a warrior). He treats water like a warrior would and can make warjack power attacks for free except for headbutts. Karchev generally behaves like a warjack himself, even hitting as hard as one.
* MercyKill: When imprisoned inside the Cryxian necrofactorium in the Thornwood, Karchev asks Oleg Strakhov to kill him so the Cryxians can't turn him into a weapon against the Motherland, but Strakhov adamantly refuses until he can rescue Karchev.
* MightyGlacier: Karchev has the statline of a heavy warjack, which makes him extremely slow, durable and hard-hitting compared to other warcasters.
* MysteriousPast: Information on Karchev’s childhood is scant, and it is unclear whether he was an orphan or whether records of his parentage were systematically eliminated.
* OldMaster: He's over a hundred years old[[note]]Specifically ''150''[[/note]] and able to kick even ''more'' ass than he could as a young man due to his heavy warjack chassis.

!!Izak Harkevich

* ManlyFacialHair: He sports a magnificent beard.

!!Aleksandra Zerkova

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

!!Lord Rikard Kozlov, Viscount of Scarsgrad

* BlueBlood: As his title assesses, he's the son of a Kossite nobleman and a Ruscar tribeswoman.
* ChildOfTwoWorlds: He has to juggle the responsibilities of being a noble and warcaster, while staying close to his tribe.

!!Kommander Andrei Malakov

* BlueBlood: He was born the son of a Khardic count.
* EarlyBirdCameo: While he only first became playable in ''Warmachine: Vengeance'', alongside the other character Journeyman Warcasters, his first appearance in the lore was actually in one of the short stories in ''Warmachine: Colossals'' alongside General Ossrum.
* GameplayAndStoryIntegration: In his introductory story, Malakov's main contribution was taking command of one of Khador's first colossals when the convoy transporting them was attacked. For a good while in that edition of the game, the main thing you'd see most players using Malakov's first incarnation for was to operate a colossal on behalf of the army's main warcaster.
* SurrenderBackfire: Malakov once executed enemy soldiers after they surrendered because he could not spare the men to watch them.
* WeHaveReserves: Malakov has earned an infamous reputation of seeing the lives of his men as expendable. This has drawn scrutiny from his colleagues and eroded the morale of his soldiers.

to:

* AlmightyJanitor: In spite of his seniority, Karchev only holds AbsurdlySharpClaws: A vektiss' limbs end in razor-sharp chitinous scythes, which it uses to draw its prey to its chattering mandibles.
* BigCreepyCrawlies: A vektiss is an insectile creature roughly
the rank of Kommander, the lowest rank of full-fledged Khadoran warcasters size and the equivalent mass of a Cygnaran captain. That being said, the High Kommand, who technically outrank him, views him as small horse or donkey.
* ChestBurster: Female vektiss lay
a national treasure and listens when he speaks.
* TheArchmage: He was already the most
single egg in an open wound before regurgitating a powerful Khadoran warcaster before his integration soporific into the warjack frame.
host's mouth. This substance paralyses the victim and prevents its flesh from decaying, ensuring that the young vektiss will have sufficient meat available when they hatch.
* {{Cyborg}}: Ever TheParalyzer: The vektiss' bite imparts a paralytic venom.
* TrackingSpell: Implanted victims who escape a vektiss lair are pursued relentlessly,
since he lost all four limbs in the Thornwood War, Karchev has lived in a modified warjack chassis combined vektiss can track their eggs with life-sustaining machinery.
* DeathOrGloryAttack: He channeled all of his magic into one cataclysmic spell to win a battle against a rival Cygnaran warcaster, completely obliterating his opponent but destroying his body in the process.
* FusionDance: In the ''Riot Quest'' timeline, as the world ended at Henge Hold, Karchev's warjack frame was wrecked, but he was too stubborn to die. Instead, he crawled along using his sole functioning mechanikal limb, tore the Skulls of Hate from the remains of the Deathjack,
uncanny accuracy and clamped them onto his own frame. Karchev and the Deathjack were thus fused into a single mechanikal horror.
* HandicappedBadass: The loss of his limbs didn't
will stop Karchev from demanding a warjack frame at nothing to continue serving in the front line, which he has done for nearly a century since then.
* ManInTheMachine: He is the TropeNamer via his special rule, "the man in the machine". Karchev was a Khadoran wizard who suffered grievous wounds during a battle, resulting in paralysis of all his limbs. He was hooked up to a life-support system that was installed into a chassis of a Warjack to allow him to continue serving the Motherland in battle.
* MechanicallyUnusualClass: In many ways Karchev resembles a warjack more than the standard warcaster. He is neither a warrior nor a warjack, but a mix of both. He gets damaged and repaired like a warjack (except his Body system, which is healed like a warrior). He treats water like a warrior would and can make warjack power attacks for free except for headbutts. Karchev generally behaves like a warjack himself, even hitting as hard as one.
* MercyKill: When imprisoned inside the Cryxian necrofactorium in the Thornwood, Karchev asks Oleg Strakhov to kill him so the Cryxians can't turn him into a weapon against the Motherland, but Strakhov adamantly refuses until he can rescue Karchev.
* MightyGlacier: Karchev has the statline of a heavy warjack, which makes him extremely slow, durable and hard-hitting compared to other warcasters.
* MysteriousPast: Information on Karchev’s childhood is scant, and it is unclear whether he was an orphan or whether records of his parentage were systematically eliminated.
* OldMaster: He's over a hundred years old[[note]]Specifically ''150''[[/note]] and able to kick even ''more'' ass than he could as a young man due to his heavy warjack chassis.

!!Izak Harkevich

* ManlyFacialHair: He sports a magnificent beard.

!!Aleksandra Zerkova

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

!!Lord Rikard Kozlov, Viscount of Scarsgrad

* BlueBlood: As his title assesses, he's the son of a Kossite nobleman and a Ruscar tribeswoman.
* ChildOfTwoWorlds: He has to juggle the responsibilities of being a noble and warcaster, while staying close to his tribe.

!!Kommander Andrei Malakov

* BlueBlood: He was born the son of a Khardic count.
* EarlyBirdCameo: While he only first became playable in ''Warmachine: Vengeance'', alongside the other character Journeyman Warcasters, his first appearance in the lore was actually in one of the short stories in ''Warmachine: Colossals'' alongside General Ossrum.
* GameplayAndStoryIntegration: In his introductory story, Malakov's main contribution was taking command of one of Khador's first colossals when the convoy transporting them was attacked. For a good while in that edition of the game, the main thing you'd see most players using Malakov's first incarnation for was to operate a colossal on behalf of the army's main warcaster.
* SurrenderBackfire: Malakov once executed enemy soldiers after they surrendered because he could not spare the men to watch them.
* WeHaveReserves: Malakov has earned an infamous reputation of seeing the lives of his men as expendable. This has drawn scrutiny from his colleagues and eroded the morale of his soldiers.
retrieve their young.



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

!!Hierarch Severius
-->''Death and destruction are not our purpose. We require only submission to the Creator. However, those who refuse to bow shall burn.''

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

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

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

* AngelicTransformation: Some of the faithful have reported seeing Hierarch Severius striding into battle in the form of a Menite archon several years after his death.
* AsskickingEqualsAuthority: One of the reasons he became Hierarch.
** The Harbinger also helped.
* BadassInCharge[=/=]FourStarBadass: Of a whole frigging country.
* BadassPreacher: No seriously, before he became a Warcaster he was ambassador famous for this. He was ''banned from Khador'' after he walked out with over a thousand newly converted followers. It's telling that he's one of the few people in the Protectorate who would rather try to convert his enemies before he kills them.
* CoolOldGuy
* GlassCannon: Grand Scrutator Severius (his 1st version) has an absolutely brutal spell list that can pump out solid damage to all types of targets, an excellent FOCUS of 8, and a feat that can completely crush the enemy in a single stroke (it completely denies the enemy warcaster their focus allotment for next turn). His primary weakness is that he's made of paper even by Protectorate standards, so he absolutely must be kept back.
* GuileHero: Beyond belief. His capture of Leryn is the best example of this. For reference this is the alchemical heart of Llael. The entire city is a fortress that not even the Orgoth could breach and Khador didn't even try. Severius walks up to the city gates and has it occupied in a day! How? He gives a speech! That's it!!
* KilledOffForReal: Severius succumbs to injuries inflicted by Hexeris between the end of Mark II and the beginning of Mark III, marking the first time a playable character has died (for real) after Creator/PrivateerPress rescinded their PlotArmor between the two editions.
* PersonaNonGrata: As mentioned before, he's not welcome in Khador.
* ReasonableAuthorityFigure: Unlike most Protectorate leader he's willing to work with the other factions. He's definitely a step up from Voyle.
* OnlySaneMan: Feels this way at times.
* SquishyWizard: Severius is the squishiest Protectorate warcaster, mostly due to the fact that he's 83.
* WeakButSkilled: Much like the Harbinger below.
* YouAreInCommandNow: How he became Hierarch, normally it takes a few years to find a new one and all of the Visgoths to agree on him/her. In this case, however, the Harbinger basically made him because she said so.

!!Intercessor Mikael Kreoss
-->''"If you didn't believe in the Creator before, you will today"''

* AntiMagic: Prime Kreoss; Not only can he get rid of your spells, but can severely hamper your ability to cast more.
** Kreoss3's feat will instantly end all enemy upkeeps in his control area and then lets him cast all of his own upkeeps for free. Doesn't impair the enemy's spellcasting the following turn, but it does mean they'll be wasting additional Focus/Fury to re-cast those lost spells.
* AuthorityEqualsAsskicking
* CoolMask
* EpicFlail: His weapon as High Exemplar, Spellbreaker. Before he upgraded to...
** BladeOnAStick: Justifier
* TheFettered: Despite being an Exemplar (normally LawfulNeutral {{Knight Templar}}s) he is genuinely one of the Protectorate's most heroic characters because of this. Which says a lot about the rest of the Protectorate.
* {{Foil}}: In-universe, he is often compared to his NumberTwo within his order, High Exemplar Sarvan Gravus. While Kreoss is admired for his [[TokenGoodTeammate dignity and defence of the faithful]], Gravus is respected by the people for his [[MyMasterRightOrWrong merciless pragmatism and unwavering adherence to the Exemplar code]].
* FourStarBadass: After his promotion to Intercessor, Kreoss becomes the supreme commander of the Protectorate's armed forces.
* HeroWorshipper: Back when he was a child he use to dream of becoming a Paladin, seeing how the quote about Dartan (see below) comes form Kreoss, its safe to say he still has great respected for the Order.
* JackOfAllStats: The Protectorate's version anyway. Doesn't have the same all round stats as Stryker, but doesn't quite fall to MasterOfNone by actually having a lot of useful spells in one place and a really nasty feat. His Epic version is more of a MightyGlacier while his third incarnation is a particularly tough LightningBruiser, as that one he's a cavalry model.
* KillItWithFire: The Protectorate as a whole has a fondness for this trope, so as the faction's poster boy it shouldn't be surprising.
* YouAreInCommandNow: He's now currently head of the entire Protectorate force after Hierarch Severius gave him the rank of Intercessor.

!!The High Reclaimer / Testament of Menoth
-->''"The language of Urcaen is unknown to all men but one, for he has seen the face of the Creator and lived. How can any hope to stand against him?"''

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

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

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

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

!!Feora, Priestess and Protector of the Flame

* ActionGirl
* AuthorityEqualsAsskicking
* DualWielding: Flamethrowers!
* OnlyOneName: Feora is only known by her first name, since Flameguard have to abandon their family names.
* OutOfTheInferno: She ''is'' the inferno.
* PlayingWithFire: The whole faction has an [[BurnTheWitch unhealthy obsession with it]], but Feora takes the cake. And her Epic version takes that cake [[SerialEscalation and stuffs it with more cake]] (and possibly some napalm)!

!!The Harbinger of Menoth
-->''"I am the Harbringer of Menoth, His vessel on Caen. Through me the Creator speaks, and He has much to say."''

* ActionGirl: Played with, her combat stats are insanely poor as she's an untrained teenage girl. However she has the highest focus in the game and her weapon [[AlwaysAccurateAttack autohits]].
* AlwaysAccurateAttack: The Harbinger's sword Providence automatically hits anything attacked by her. This becomes a plot point when she gives the sword to Coleman Stryker during his duel with Garrick Voyle, rendering Voyle's attempts to defend himself futile and allowing Stryker to kill him.
* AntiMagic: Her Purification spell.
* BeingEvilSucks: She's a kind-hearted girl but her boss is a JerkAssGod.
* BetterToDieThanBeKilled: She let Vladimir Tzepesci stab her so as not to allow Lich Lord Asphyxious to kill her and gain access to the millions of souls from Menoth in Urcaen.
* BlindfoldedVision
* GlassCannon: Has the highest focus in the game and a very strong spell list, but she dies just easily as you'd expect a teenage girl to.
* LittleMissBadass: She was fifteen when she was discovered by the scrutators. She is for all intent and purpose the [[OurAngelsAreDifferent angel of Menoth]], and as such wields tremendous divine powers.
* MouthOfSauron: It's implied she's the voice of Menoth on Caen.
* PowerFloats: Sadly, said power cannot quite ''steer'' - the Harbinger has to be guided around the battlefield by a group of men who keep her [[ChainedByFashion tethered with sanctified chains]].
* TakingTheBullet: When Hierarch Voyle prepares to execute Dartan Vilmon after he defied him, the Harbinger interposed herself to save Vilmon.
* WeakButSkilled: Her base stats are pretty terrible, but she has the highest focus in the game and a lot of interesting spells and abilities to make up for it.

!!High Executioner Servath Reznik
* {{BFS}}: His sword [[NamedWeapons Confessor]].
* CruelAndUnusualDeath: He crucifies people in battle.
* TheDreaded
* JudgeJuryAndExecutioner: He's bound by no protocol or procedure beyond the word of his hierarch in carrying out his duties. Those whose names appear upon Reznik’s writs are immediately judged to be inherently damned without question as to their actual guilt.
* KnightTemplar: And he's considered a KnightTemplar by the ''other'' Knights Templar.
* NecessarilyEvil: The only reason why Hierarch Severius keeps him around.
* TokenEvilTeammate: Of course when you're in a LawfulNeutral nation run by LawfulEvil priests the 'token' part is just that.
* TortureTechnician: Almost literally. He's certainly a torturer, and he's associated with the local ([[KnightTemplar slightly overzealous]]) ChurchMilitant.
* TheWitchHunter

!!Amon Ad-Raza

* EpicFlail: Unlike his fellow allegiants who fight bare-fisted, Amon has a flail named Oblivion.
* WalkingShirtlessScene: Amon is never seen wearing a shirt.

!!Vice Scrutator Vindictus

* DualWielding: A sword named Lawgiver and a flail named Solace.

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

* AFatherToHisMen: Durst views the men under his command to be far more valuable than the warjacks that fight alongside them.
* KnightInShiningArmor
* MightyGlacier: He's slow, but hits almost as hard as the Butcher and is able to brick up his entire army.
* ThePaladin: A member of the Order of the Wall.

!!Malekus, the Burning Truth

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

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

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

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

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

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

* {{BFS}}: [[NamedWeapons Censure]]
* ChildProdigy: Vilmon was already a MasterSwordsman at the age of thirteen, and took only three years to graduate opposed to the normal six years.
* KnightInShiningArmor: Being a member of the Order of the Wall, he embodies the noblest aspects of his faith and serves as a defender of his people in their time of greatest need.
* MasterSwordsman: Even when only an initiate, he could see the split-second openings in his opponents' defences as they moved - something that many experienced warriors cannot do.
* MightyGlacier: He can literally become invincible to everything but magic and hits like a truck, but only hits once per turn and is very slow.
* ThePaladin: You think?
* ScrewTheRulesImDoingWhatsRight: When Hierarch Voyle went DrunkWithPower and ordered [[MoralEventHorizon a few thousand unarmed civilians to be killed]], Dartan openly defied him by saying it's not the will of Menoth to let the innocents die.
* ToBeLawfulOrGood: In the end Dartan chooses good.
* TokenGoodTeammate: Being a paladin of the Order of the Wall, Vilmon is one of the few genuinely good characters in the fanatical theocracy that is the Protectorate.
* YouShallNotPass

to:

[[folder:Protectorate of Menoth]]
!!Beasts
[[folder:Argus]]
----
* AmazonBrigade: Daughters of the Flame are drawn from the widows, daughters, mothers, and sisters of fallen Menite soldiers.
* AncestralWeapon: The Knights Exemplar's ancient relic blades and sacred armour have been passed down through the generations.
* BareFistedMonk: The Order of the Fist is a group of monastic warriors with an emphasis on unarmed fighting.
* BurnTheWitch: In the past, most nascent sorcerers in the Protectorate were burnt to death. Though this is no longer the case, most sorcerers are marked and set aside to live under careful surveillance and are never fully trusted.
* CastFromHitPoints: The invocation of miracles withers the ancient bones each Vessel of Judgement carries, crumbling a little more.
* {{Conscription}}: All Protectorate citizens are expected to contribute to the nation’s military might when called upon. Citizens not enlisted in any of the martial orders
AnIcePerson: Winter argus can be levied at manifest a moment’s notice by local priests.
supernatural cold to cripple enemies.
* DisproportionateRetribution: The Protectorate has a very brutal judiciary system. Public drunkenness? Torture! Petty theft? Wracking! No less than eleven crimes on a list of fourteen have death by burning as a possible punishment, including burglary, smuggling, tax evasion, counterfeiting, and improper speech.
* FlamingSword: When a paladin strikes with his Firebrand sword, it erupts in holy fire like a sliver of the sun.
* TheFundamentalist: Although not every Menite is equally pious,
MakeMeWannaShout: A common argus' twin heads can combine their aggregate beliefs bestow a degree of conviction, efficiency and zealous fanaticism barks to produce an unsettling blast that strengthens them through addles the most difficult ordeals mind and setbacks. Enemies of stills the faith fear this zealotry, as they must rely on less certain traits like loyalty flesh.
* MultipleHeadCase: Argus are a family of two-headed dogs.
* SavageWolves: Argus are huge two-headed canines tamed, breeded,
and duty. The Protectorate military has proven that faith has a tangible power. There is no army in western Immoren as singularly united.
* GhostCity: At the height of the Protectorate's power, Imer was a teeming city of thousands, but today it holds barely a tenth of that number. Empty, boarded-up buildings outnumber populated dwellings, and most of those who stay in the capital are either guards of the Visgoths or attendants of the Holy See. In what was once the seat of Menoth's power on Caen, the streets are now eerily empty and silent.
* GodBeforeDogma: The code of the Order of the Wall in a nutshell: they view themselves only answerable to the Creator himself, not to any individual priest or scrutator, not even the hierarch - the primary distinguishing feature between them and the Knights Exemplar, who obey a code of absolute obedience to the priesthood. They are eager to prevent persecution, torture, and execution of the innocent; by contrast, the scrutators consider such things trivial when done while rooting out perceived heresy; this ultimately leads to many incidents of paladins openly disobeying orders given
trained by the priests and scrutators.
* HighPriest: The hierarch is both head of state and the highest priest of the Temple, thus combining both secular and religious authority.
* KillItWithFire: The Protectorate loves to employ flame weaponry and many of their warcasters have fire based spells and abilities.
* KnightInShiningArmor: Paladins of the Order of the Wall prioritise forbearance and protection of the innocent, which can put them at odds with the scrutators.
* MacrossMissileMassacre: The Redeemer's rockets are launched in great number into enemy ranks.
* MagicIsEvil: One of the teachings of Menoth, and consequently a hallmark of the Protectorate's worldview. They resorted to use mechanika only by adding extensive purification rituals, such as engraving prayers of penance and passages of the True Law into 'jack hulls to sanctify them.
* MyMasterRightOrWrong: The order of the Knights Exemplar has been traditionally defined by its code of absolute obedience to the priests and scrutators.
* NameAmnesia: All reclaimers surrender their names.
* ThePaladin: The Order of the Wall is dedicated to preserving the faithful from the perils of the wild. Paladins of the order have long been heroes to the common people, seen as embodying the protective aspects of Menoth sometimes neglected by clergy.
* PatrioticFervor: Nowhere else in the Iron Kingdoms does such a high percentage of the population stand ready to fight and die
druids for their nation and their beliefs.
* {{Pirate}}: The Protectorate’s main sea power lies in the Idrian corsairs who protect its coastline.
* PoliceState: The Menite priesthood keeps itself frighteningly well informed about the activities of the people. Indeed, no other Iron Kingdom polices its citizenry as closely.
* ReligionIsMagic: The priesthood is capable of manifesting miracles of faith. That they have become more powerful in doing so since forming the Protectorate is seen as a sign that Menoth favors them and they do his will. Their belief that [[MagicIsEvil mechanika is unhallowed]] has less to do with it being ''magic'' and more to do with a belief that the only magic humanity should wield is that which is directly sanctioned by the Creator of Man himself.
* SecretPolice: The Order of the Fist has served to maintain order within the population of the Protectorate. Allegiants, requiring no weapon or special clothing, easily blend in with the general population and serve as an unobtrusive secret police force, complementing the scrutators in rooting out heresy and sedition.
* TheTheocracy: The Protectorate is a pure theocracy, with priests assuming positions of secular authority. All aspects of the Protectorate are devoted to the glorification of Menoth, and all state functions are steeped in ceremony, ancient tradition, and faith.
* VestigialEmpire: In the aftermath of the Claiming and the exodus of much of the population to Zu, with so many people gone and divisions rife among those who remained, the Protectorate collapsed, its borders now existing only on maps. A skeleton clergy continue to hold church services in once-grand cathedrals and to denounce enemies of the Creator, but fewer and fewer faithful hear their words. Today, the few Protectorate citizens who remain are subjected to a ruling priesthood that has become increasingly paranoid.
* TheVoiceless: Protectorate reclaimers are all required to take a vow of silence.
* WeirdCurrency: Unlike every other Iron Kingdom which mints currency according to weights and measures standardized in the Corvis Treaty, the Protectorate makes its coins from fired clay. This was done to discouraged the vice of greed from influencing the populace by making the currency out of virtually valueless material, and incidentally keeps the population from accumulating any wealth with which they might leave the Protectorate.

!!Hierarch Severius
-->''Death and destruction are not our purpose. We require only submission to the Creator. However, those who refuse to bow shall burn.''

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

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

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

* AngelicTransformation: Some of the faithful have reported seeing Hierarch Severius striding into
battle in the form of a Menite archon several years after his death.
* AsskickingEqualsAuthority: One of the reasons he became Hierarch.
** The Harbinger also helped.
* BadassInCharge[=/=]FourStarBadass: Of a whole frigging country.
* BadassPreacher: No seriously, before he became a Warcaster he was ambassador famous for this. He was ''banned from Khador'' after he walked out with over a thousand newly converted followers. It's telling that he's one of the few people in the Protectorate who would rather try to convert his enemies before he kills them.
* CoolOldGuy
* GlassCannon: Grand Scrutator Severius (his 1st version) has an absolutely brutal spell list that can pump out solid damage to all types of targets, an excellent FOCUS of 8,
and a feat that can completely crush the enemy in a single stroke (it completely denies the enemy warcaster their focus allotment for next turn). His primary weakness is that he's made of paper even by Protectorate standards, so he absolutely must be kept back.
* GuileHero: Beyond belief. His capture of Leryn is the best example of this. For reference this is the alchemical heart of Llael. The entire city is a fortress that not even the Orgoth could breach and Khador didn't even try. Severius walks up to the city gates and has it occupied in a day! How? He gives a speech! That's it!!
* KilledOffForReal: Severius succumbs to injuries inflicted by Hexeris between the end of Mark II and the beginning of Mark III, marking the first time a playable character has died (for real) after Creator/PrivateerPress rescinded their PlotArmor between the two editions.
* PersonaNonGrata: As mentioned before, he's not welcome in Khador.
* ReasonableAuthorityFigure: Unlike most Protectorate leader he's willing to work with the other factions. He's definitely a step up from Voyle.
* OnlySaneMan: Feels this way at times.
* SquishyWizard: Severius is the squishiest Protectorate warcaster, mostly due to the fact that he's 83.
* WeakButSkilled: Much like the Harbinger below.
* YouAreInCommandNow: How he became Hierarch, normally it takes a few years to find a new one and all of the Visgoths to agree on him/her. In this case, however, the Harbinger basically made him because she said so.

!!Intercessor Mikael Kreoss
-->''"If you didn't believe in the Creator before, you will today"''

* AntiMagic: Prime Kreoss; Not only can he get rid of your spells, but can severely hamper your ability to cast more.
** Kreoss3's feat will instantly end all enemy upkeeps in his control area and then lets him cast all of his own upkeeps for free. Doesn't impair the enemy's spellcasting the following turn, but it does mean they'll be wasting additional Focus/Fury to re-cast those lost spells.
* AuthorityEqualsAsskicking
* CoolMask
* EpicFlail: His weapon as High Exemplar, Spellbreaker. Before he upgraded to...
** BladeOnAStick: Justifier
* TheFettered: Despite being an Exemplar (normally LawfulNeutral {{Knight Templar}}s) he is genuinely one of the Protectorate's most heroic characters because of this. Which says a lot about the rest of the Protectorate.
* {{Foil}}: In-universe, he is often compared to his NumberTwo within his order, High Exemplar Sarvan Gravus. While Kreoss is admired for his [[TokenGoodTeammate dignity and defence of the faithful]], Gravus is respected by the people for his [[MyMasterRightOrWrong merciless pragmatism and unwavering adherence to the Exemplar code]].
* FourStarBadass: After his promotion to Intercessor, Kreoss becomes the supreme commander of the Protectorate's armed forces.
* HeroWorshipper: Back when he was a child he use to dream of becoming a Paladin, seeing how the quote about Dartan (see below) comes form Kreoss, its safe to say he still has great respected for the Order.
* JackOfAllStats: The Protectorate's version anyway. Doesn't have the same all round stats as Stryker, but doesn't quite fall to MasterOfNone by actually having a lot of useful spells in one place and a really nasty feat. His Epic version is more of a MightyGlacier while his third incarnation is a particularly tough LightningBruiser, as that one he's a cavalry model.
* KillItWithFire: The Protectorate as a whole has a fondness for this trope, so as the faction's poster boy it shouldn't be surprising.
* YouAreInCommandNow: He's now currently head of the entire Protectorate force after Hierarch Severius gave him the rank of Intercessor.

!!The High Reclaimer / Testament of Menoth
-->''"The language of Urcaen is unknown to all men but one, for he has seen the face of the Creator and lived. How can any hope to stand against him?"''

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

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

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

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

!!Feora, Priestess and Protector of the Flame

* ActionGirl
* AuthorityEqualsAsskicking
* DualWielding: Flamethrowers!
* OnlyOneName: Feora is only known by her first name, since Flameguard have to abandon their family names.
* OutOfTheInferno: She ''is'' the inferno.
* PlayingWithFire: The whole faction has an [[BurnTheWitch unhealthy obsession with it]], but Feora takes the cake. And her Epic version takes that cake [[SerialEscalation and stuffs it with more cake]] (and possibly some napalm)!

!!The Harbinger of Menoth
-->''"I am the Harbringer of Menoth, His vessel on Caen. Through me the Creator speaks, and He has much to say."''

* ActionGirl: Played with, her combat stats are insanely poor as she's an untrained teenage girl. However she has the highest focus in the game and her weapon [[AlwaysAccurateAttack autohits]].
* AlwaysAccurateAttack: The Harbinger's sword Providence automatically hits anything attacked by her. This becomes a plot point when she gives the sword to Coleman Stryker during his duel with Garrick Voyle, rendering Voyle's attempts to defend himself futile and allowing Stryker to kill him.
* AntiMagic: Her Purification spell.
* BeingEvilSucks: She's a kind-hearted girl but her boss is a JerkAssGod.
* BetterToDieThanBeKilled: She let Vladimir Tzepesci stab her so as not to allow Lich Lord Asphyxious to kill her and gain access to the millions of souls from Menoth in Urcaen.
* BlindfoldedVision
* GlassCannon: Has the highest focus in the game and a very strong spell list, but she dies just easily as you'd expect a teenage girl to.
* LittleMissBadass: She was fifteen when she was discovered by the scrutators. She is for all intent and purpose the [[OurAngelsAreDifferent angel of Menoth]], and as such wields tremendous divine powers.
* MouthOfSauron: It's implied she's the voice of Menoth on Caen.
* PowerFloats: Sadly, said power cannot quite ''steer'' - the Harbinger has to be guided around the battlefield by a group of men who keep her [[ChainedByFashion tethered with sanctified chains]].
* TakingTheBullet: When Hierarch Voyle prepares to execute Dartan Vilmon after he defied him, the Harbinger interposed herself to save Vilmon.
* WeakButSkilled: Her base stats are pretty terrible, but she has the highest focus in the game and a lot of interesting spells and abilities to make up for it.

!!High Executioner Servath Reznik
* {{BFS}}: His sword [[NamedWeapons Confessor]].
* CruelAndUnusualDeath: He crucifies people in battle.
* TheDreaded
* JudgeJuryAndExecutioner: He's bound by no protocol or procedure beyond the word of his hierarch in carrying out his duties. Those whose names appear upon Reznik’s writs are immediately judged to be inherently damned without question as to their actual guilt.
* KnightTemplar: And he's considered a KnightTemplar by the ''other'' Knights Templar.
* NecessarilyEvil: The only reason why Hierarch Severius keeps him around.
* TokenEvilTeammate: Of course when you're in a LawfulNeutral nation run by LawfulEvil priests the 'token' part is just that.
* TortureTechnician: Almost literally. He's certainly a torturer, and he's associated with the local ([[KnightTemplar slightly overzealous]]) ChurchMilitant.
* TheWitchHunter

!!Amon Ad-Raza

* EpicFlail: Unlike his fellow allegiants who fight bare-fisted, Amon has a flail named Oblivion.
* WalkingShirtlessScene: Amon is never seen wearing a shirt.

!!Vice Scrutator Vindictus

* DualWielding: A sword named Lawgiver and a flail named Solace.

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

* AFatherToHisMen: Durst views the men under his command to be far more valuable than the warjacks that fight alongside them.
* KnightInShiningArmor
* MightyGlacier: He's slow, but hits almost as hard as the Butcher and is able to brick up his entire army.
* ThePaladin: A member of the Order of the Wall.

!!Malekus, the Burning Truth

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

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

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

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

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

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

* {{BFS}}: [[NamedWeapons Censure]]
* ChildProdigy: Vilmon was already a MasterSwordsman at the age of thirteen, and took only three years to graduate opposed to the normal six years.
* KnightInShiningArmor: Being a member of the Order of the Wall, he embodies the noblest aspects of his faith and serves as a defender of his people in their time of greatest need.
* MasterSwordsman: Even when only an initiate, he could see the split-second openings in his opponents' defences as they moved - something that many experienced warriors cannot do.
* MightyGlacier: He can literally become invincible to everything but magic and hits like a truck, but only hits once per turn and is very slow.
* ThePaladin: You think?
* ScrewTheRulesImDoingWhatsRight: When Hierarch Voyle went DrunkWithPower and ordered [[MoralEventHorizon a few thousand unarmed civilians to be killed]], Dartan openly defied him by saying it's not the will of Menoth to let the innocents die.
* ToBeLawfulOrGood: In the end Dartan chooses good.
* TokenGoodTeammate: Being a paladin of the Order of the Wall, Vilmon is one of the few genuinely good characters in the fanatical theocracy that is the Protectorate.
* YouShallNotPass
protection.



[[folder:Cryx]]
* ArtificialLimbs: Necrotechs replace their own flesh with an array of customized mechanikal limbs.
* BloodMagic: The Satyxis have long been versed in the power connected to blood as the essence of living vitality.
* BodyHorror: Living priests of Toruk are horribly rotted from intense blight. Their flesh undergoes a perpetual cycle of decay, rot, and regeneration, sprouting disfiguring cancerous deformities.
* ClingyCostume: When a dragon knight dons the black armour of their knighthood, it is grafted onto their flesh and bound shut, preventing them from ever removing it.
* DeadWeight: Bile thralls and bloat thralls are noted for their bloated and swollen bodies.
* DefeatEqualsExplosion: If a bloat thrall is ruptured, it explodes and showers the surrounding area in corrosive fluids.
* DemBones: Iron Liches are skeletal liches... which have had [[ExactlyWhatItSaysOnTheTin their bones plated with iron]], meaning that they are no simple SquishyWizard.
* DragonKnight: Dragon knights are those who choose to serve the Dragonfather in life and eternally after, even when their frail mortal forms succumb to age and the ravages of blight.
* TheEngineer: Using a combination of necromancy and mechanikal ingenuity, the necrotechs of Cryx are responsible for creating and maintaining the undead forces that serve the Nightmare Empire.
* TheGunslinger: Pistol wraiths are restless spirits of duellists that walk the earth searching for fresh victims.
* ImprobableWeaponUser: Satyxis wield bladed, hooked whips, which in real life would be both insanely difficult to wield and insanely hazardous to the wielder's health.
* KlingonPromotion: Calculated betrayal is routine in Cryx, where only those brilliant and strong enough to retain their positions survive. Lich lords are ever watchful of their underlings, knowing inattention can all too quickly lead to their own displacement.
* ManySpiritsInsideOfOne: Iron lich overseers are composite beings with a single body and a unified consciousness. The restoration process ensures some degree of cooperation between competing personalities, and in time they merge into a single mind.
* MeaningfulName: The liches of Cryx seem to have this one down pat, Asphyxious (asphyxia, suffocating) and Terminus (the end of something) being two examples.
* MechanicalMonster: The Deathjack is a nightmare construct that has haunted the Iron Kingdoms for over two centuries. Between prolonged periods of inactivity, it emerges to indulge in wanton slaughter, harvesting the souls of its victims to feed its infernal engine. Two infernal lanterns mounted on the Deathjack's shoulders seem to feed it and are the source of its many powers; it needs to warcaster to guide its rampages.
* MookCommander:
** Skarlock commanders serve as intermediaries between Cryx’s generals and the hordes of thralls.
** An iron lich overseer exists to extend the will of its masters beyond their ordinary reach.
* TheNecrocracy: While the supreme ruler, Toruk, is a dragon and not undead, everyone else near the top is undead. While they do have a living populace, they're just as evil as the undead.
* {{Necromancer}}: Cryx is home to numerous profane and shadowy arcane arts, among them necromancy.
* OmnicidalManiac: Being Zombie Robots controlled by an EldritchAbomination, Cryx qualifies as an entire country of omnicidal maniacs.
* OurCentaursAreDifferent: Soulhunters are thralls fused with the body of a Scharde charger.
* OurGhostsAreDifferent: Revenants, bound to specific ships, make up the majority of the Ghost Fleet. A number of wraiths also haunt Cryx, some fused with necrotech and put to specialised uses, or driven to kill by the violence of their own deaths. Lastly there are the banes, remnants of ancient warriors used to house maddened void spirits.
* OurLichesAreDifferent: An iron lich is an unliving fusion of necromancy and mechanika, who replaced its mortal body with a complex mechanikal apparatus that sustains its existence in an attempt to attain immortality. Its form is not constrained to any particular configuration and need not bear any resemblance to its living form. Iron liches store their spirit essence in a phylactery—a physical receptacle that houses the soul. So long as a lich's phylactery remains intact, the creature cannot truly be destroyed.
* OurZombiesAreDifferent: Thralls are corpses reanimated through the power of complex runes carved into their flesh that form the backbone of the armies of Cryx.
* {{Pirate}}: Cryx’s mortal pirate fleet is the largest but least ordered of its armadas.
* PirateGirl: The Satyxis serve as leaders of the pirate fleet and make up a large portion of the Black Fleet.
* PoweredByAForsakenChild:
** Most Cryxian magic is powered by the captured souls of slain foes.
** Cryxian machines are fuelled by necrotite, a foul fuel found in soils thick with carnage and resonant with atrocities, gathering power from the ambient suffering and considered too evil for other factions to even consider. Necrotite burns like coal but lasts significantly longer and is as toxic as it is efficient.
* PowerFist: Mechanithralls and brute thralls are augmented with two heavy gauntlets that greatly enhance their strength.
* RaisingTheSteaks:
** Scylla flocks consist of undead birds corrupted by the blight of Toruk the Dragonfather.
** Brine thralls are the half-consumed corpses of predatory sea creatures retrofitted with necrotite furnaces, having rotted fins replaced with bits of bonejack hull, and outfitted with augmented jaws.
* SicklyGreenGlow: Cryxians are renowned for the sickly green emanations of their jacks' necrotite-fueled engines and their tendency to stalk swampy areas.
* SkeletonsInTheCoatCloset: The lighter Cryxian warjacks are known as "bonejacks" because they tend to incorporate the bones of predatory beasts into their frames, giving them the appearance of mechanical undead SavageWolves.
* SoulPoweredEngine: Cryxian necrotechs ritually sacrifice hundreds of living victims in the creation of a wraith engine, binding the spirits within the machine.
* SuicideAttack: A bile thrall can elect to explode, creating a grisly shower of dissolving agents, flesh and metal.
* TakingTheBullet: When a Necrosurgeon is directly hit by an enemy ranged attack, the hit can be intercepted by a stitch thrall or mechanithrall nearby.
* WeHaveReserves: Go ahead and destroy as many of the Cryxian robot-zombies as you want. They can always make more. Out of the tattered corpses of your own fallen warriors. And their gear. And their own casualties. And the innocent civilians caught in the crossfire. And some dead guys they stumbled across last week.
* WeHaveWaysOfMakingYouTalk: This is not a threat, simply a statement of fact where the Cryxians are concerned. Someone who would rather die than give up secrets they don't want Cryxians to have will find themselves disappointed that Cryxians ''prefer'' them that way, because they can channel the spirits of even the long dead and forcibly extract information they may have had in life. This is a big reason why the Cryxians are so good at reverse-engineering things which would be well-protected state secrets of other powers: they can simply interrogate the dead.
* YouHaveFailedMe: Refusal to follow a Cryxian warcaster's orders is met with painful death and, in many cases, the imprisonment of the immortal soul for further torments.

!! Lord Toruk

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

to:

[[folder:Cryx]]
* ArtificialLimbs: Necrotechs replace their own flesh with an array of customized mechanikal limbs.
* BloodMagic: The Satyxis have long been versed in the power connected to blood as the essence of living vitality.
* BodyHorror: Living priests of Toruk are horribly rotted from intense blight. Their flesh undergoes a perpetual cycle of decay, rot, and regeneration, sprouting disfiguring cancerous deformities.
* ClingyCostume: When a dragon knight dons the black armour of their knighthood, it is grafted onto their flesh and bound shut, preventing them from ever removing it.
* DeadWeight: Bile thralls and bloat thralls are noted for their bloated and swollen bodies.
* DefeatEqualsExplosion: If a bloat thrall is ruptured, it explodes and showers the surrounding area in corrosive fluids.
* DemBones: Iron Liches are skeletal liches... which have had [[ExactlyWhatItSaysOnTheTin their bones plated with iron]], meaning that they are no simple SquishyWizard.
* DragonKnight: Dragon knights are those who choose to serve the Dragonfather in life and eternally after, even when their frail mortal forms succumb to age and the ravages of blight.
* TheEngineer: Using a combination of necromancy and mechanikal ingenuity, the necrotechs of Cryx are responsible for creating and maintaining the undead forces that serve the Nightmare Empire.
* TheGunslinger: Pistol wraiths are restless spirits of duellists that walk the earth searching for fresh victims.
* ImprobableWeaponUser: Satyxis wield bladed, hooked whips, which in real life would be both insanely difficult to wield and insanely hazardous to the wielder's health.
* KlingonPromotion: Calculated betrayal is routine in Cryx, where only those brilliant and strong enough to retain their positions survive. Lich lords are ever watchful of their underlings, knowing inattention can all too quickly lead to their own displacement.
* ManySpiritsInsideOfOne: Iron lich overseers are composite beings with a single body and a unified consciousness. The restoration process ensures some degree of cooperation between competing personalities, and in time they merge into a single mind.
* MeaningfulName: The liches of Cryx seem to have this one down pat, Asphyxious (asphyxia, suffocating) and Terminus (the end of something) being two examples.
* MechanicalMonster: The Deathjack is a nightmare construct that has haunted the Iron Kingdoms for over two centuries. Between prolonged periods of inactivity, it emerges to indulge in wanton slaughter, harvesting the souls of its victims to feed its infernal engine. Two infernal lanterns mounted on the Deathjack's shoulders seem to feed it and are the source of its many powers; it needs to warcaster to guide its rampages.
* MookCommander:
** Skarlock commanders serve as intermediaries between Cryx’s generals and the hordes of thralls.
** An iron lich overseer exists to extend the will of its masters beyond their ordinary reach.
* TheNecrocracy: While the supreme ruler, Toruk, is a dragon and not undead, everyone else near the top is undead. While they do have a living populace, they're just as evil as the undead.
* {{Necromancer}}: Cryx is home to numerous profane and shadowy arcane arts, among them necromancy.
* OmnicidalManiac: Being Zombie Robots controlled by an EldritchAbomination, Cryx qualifies as an entire country of omnicidal maniacs.
* OurCentaursAreDifferent: Soulhunters are thralls fused with the body of a Scharde charger.
* OurGhostsAreDifferent: Revenants, bound to specific ships, make up the majority of the Ghost Fleet. A number of wraiths also haunt Cryx, some fused with necrotech and put to specialised uses, or driven to kill by the violence of their own deaths. Lastly there are the banes, remnants of ancient warriors used to house maddened void spirits.
* OurLichesAreDifferent: An iron lich is an unliving fusion of necromancy and mechanika, who replaced its mortal body with a complex mechanikal apparatus that sustains its existence in an attempt to attain immortality. Its form is not constrained to any particular configuration and need not bear any resemblance to its living form. Iron liches store their spirit essence in a phylactery—a physical receptacle that houses the soul. So long as a lich's phylactery remains intact, the creature cannot truly be destroyed.
* OurZombiesAreDifferent: Thralls are corpses reanimated through the power of complex runes carved into their flesh that form the backbone of the armies of Cryx.
* {{Pirate}}: Cryx’s mortal pirate fleet is the largest but least ordered of its armadas.
* PirateGirl: The Satyxis serve as leaders of the pirate fleet and make up a large portion of the Black Fleet.
* PoweredByAForsakenChild:
** Most Cryxian magic is powered by the captured souls of slain foes.
** Cryxian machines are fuelled by necrotite, a foul fuel found in soils thick with carnage and resonant with atrocities, gathering power from the ambient suffering and considered too evil for other factions to even consider. Necrotite burns like coal but lasts significantly longer and is as toxic as it is efficient.
* PowerFist: Mechanithralls and brute thralls are augmented with two heavy gauntlets that greatly enhance their strength.
* RaisingTheSteaks:
** Scylla flocks consist of undead birds corrupted by the blight of Toruk the Dragonfather.
** Brine thralls are the half-consumed corpses of predatory sea creatures retrofitted with necrotite furnaces, having rotted fins replaced with bits of bonejack hull, and outfitted with augmented jaws.
* SicklyGreenGlow: Cryxians are renowned for the sickly green emanations of their jacks' necrotite-fueled engines and their tendency to stalk swampy areas.
* SkeletonsInTheCoatCloset: The lighter Cryxian warjacks are known as "bonejacks" because they tend to incorporate the bones of predatory beasts into their frames, giving them the appearance of mechanical undead SavageWolves.
* SoulPoweredEngine: Cryxian necrotechs ritually sacrifice hundreds of living victims in the creation of a wraith engine, binding the spirits within the machine.
* SuicideAttack: A bile thrall can elect to explode, creating a grisly shower of dissolving agents, flesh and metal.
* TakingTheBullet: When a Necrosurgeon is directly hit by an enemy ranged attack, the hit can be intercepted by a stitch thrall or mechanithrall nearby.
* WeHaveReserves: Go ahead and destroy as many of the Cryxian robot-zombies as you want. They can always make more. Out of the tattered corpses of your own fallen warriors. And their gear. And their own casualties. And the innocent civilians caught in the crossfire. And some dead guys they stumbled across last week.
* WeHaveWaysOfMakingYouTalk: This is not a threat, simply a statement of fact where the Cryxians are concerned. Someone who would rather die than give up secrets they don't want Cryxians to have will find themselves disappointed that Cryxians ''prefer'' them that way, because they can channel the spirits of even the long dead and forcibly extract information they may have had in life. This is a big reason why the Cryxians are so good at reverse-engineering things which would be well-protected state secrets of other powers: they can simply interrogate the dead.
* YouHaveFailedMe: Refusal to follow a Cryxian warcaster's orders is met with painful death and, in many cases, the imprisonment of the immortal soul for further torments.

!! Lord Toruk

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



* ArchnemesisDad: Toruk's brood proved to be exactly like him, right down to an unwillingness to take orders. They turned on him just after they were born, and he has been seeking to consume them since then.
* AttackOfTheFiftyFootWhatever: More like "Attack of the 500 foot whatever."
* BreathWeapon: Breaths fire, he is a dragon after all.
* TheChessMaster: He claims that nearly everything that happens is part of his long term plan. While he is at least good at being patient, some of his cunning may be exaggerated since he certainly wouldn't want anybody to think he's not as omniscient as he claims.
* TheCorrupter: An expert in this, his presence on Cryx means anybody there is AlwaysChaoticEvil.
* DevilInPlainSight: Everybody is aware of his presence, but he plays OrcusOnHisThrone so much that him actually leading an attack himself doesn't seem likely, while trying to attack him is likely suicidal.
* DiabolusExNihilo: Nobody but he knows where he came from and he has no stated origin, though some in universe speculate he was spawned by the Devourer Wurm.
* EldritchAbomination: Giant dragon whose mere presence corrupts the land around him and turns anybody near him into his slave.
* GiantFlyer: Lord Toruk's toenails alone are larger than an iron lich.
* AGodAmI: And he isn't exaggerating, he is a god in terms of power, and even other religions have difficulty denying it.
* GodEmperor: Toruk is more than the ruler of Cryx: he is the Nightmare Empire's living god, and he tolerates no holds upon the souls of his subjects other than his own. The Church of Toruk is the only acknowledged religious institution in Cryx.
* GodzillaThreshold: The sole time Toruk took to wing personally was when an Orgoth fleet threatened Cryx, sending the entire fleet into the depths.
* GreaterScopeVillain: Although he is THE most powerful villain in the setting, Toruk himself is rather detached from the plot of the game: he pays so little attention to the affairs of the world, including Cryx, whose most of the governance and schemes are made by Toruk's lich lord minions.
* HorrifyingTheHorror: The rest of the dragons are horrifying creatures that threaten entire kingdoms and take entire armies. But even they are terrified of their father, and have a pact to put aside their differences and ally against him if he ever takes any action.
* ItsAllAboutMe: Everything he does and every atrocity his servants carry out is aimed at benefiting him first and foremost. Anybody else gaining from it is only because it may suit his needs.
* KnowWhenToFoldEm: Despite his PhysicalGod status, he knows when it's time to bail on a fight. He did it in the past when attacked by all his offsping, [[spoiler:and does it again in ''Wrath of the Dragonfather'']].
* LargeAndInCharge: Even the Colossals are puny next to him.
* {{Necromancer}}: Started his entire empire with it and taught his warcasters to use it.
* OffingOnesOffspring: His goal is to consume all of his sons and regain his lost power.
* OrcusOnHisThrone: As he doesn't want to attract his children's attention, he mostly sits around without taking any action himself, leaving the actual running of matters of Cryx and the invasion of the mainland to his Lich Lords. So long as the empire and its armies answer to his will, the Dragonfather affords them considerable latitude. One of the few other times he'll does something is an EnemyCivilWar breaks out in his ranks and he considers the combatants too valuable to lose. One of the few times he does take action is in ''Wrath of the Dragonfather'', where he [[spoiler:kills and consumes a dragon in a two-on-one battle, then proceeds to take on ''every other dragon in existence'' (except Everblight). And he nearly won, too.]]
* PhysicalGod
* SuperEmpowering: Toruk can directly imbue his mightiest undead minions with the ability to wield magic after they transition to undeath, among them every iron lich. This greatly contrasts with how arcane talent is normally found only in those born with the potential.
* SupervillainLair: Toruk dwells in a great citadel ornamented with metal spires resembling grasping claws, attended by his priests and the lich lords. Beneath the citadel lies the Black Temple, the centre of Toruk’s worship, where his undead clergy gather at the direction of Lich Lord Divinitus to chant obeisance to the God of Caen.
* TimeAbyss: He claims to be as old as Caen itself.
* TheUnfettered: Short of risking his own life, their is no line he won't cross

!!Lich Lord Asphyxious the Hellbringer

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

to:

* ArchnemesisDad: Toruk's brood proved to be exactly like him, right down to AsskickingLeadsToLeadership: Each burrow-mawg cluster is led by an unwillingness to take orders. They turned on him just after they were born, alpha—the largest, strongest, and he has been seeking to consume them since then.
* AttackOfTheFiftyFootWhatever: More like "Attack of the 500 foot whatever."
* BreathWeapon: Breaths fire, he is a dragon after all.
* TheChessMaster: He claims that nearly everything that happens is part of his long term plan. While he is at least good at being patient, some of his cunning may be exaggerated since he certainly wouldn't want anybody to think he's not as omniscient as he claims.
* TheCorrupter: An expert in this, his presence on Cryx means anybody there is AlwaysChaoticEvil.
* DevilInPlainSight: Everybody is aware of his presence, but he plays OrcusOnHisThrone so much that him actually leading an attack himself doesn't seem likely, while trying to attack him is likely suicidal.
* DiabolusExNihilo: Nobody but he knows where he came from and he has no stated origin, though some in universe speculate he was spawned by the Devourer Wurm.
* EldritchAbomination: Giant dragon whose mere presence corrupts the land around him and turns anybody near him into his slave.
* GiantFlyer: Lord Toruk's toenails alone are larger than an iron lich.
* AGodAmI: And he isn't exaggerating, he is a god in terms of power, and even other religions have difficulty denying it.
* GodEmperor: Toruk is more than the ruler of Cryx: he is the Nightmare Empire's living god, and he tolerates no holds upon the souls of his subjects other than his own. The Church of Toruk is the only acknowledged religious institution in Cryx.
* GodzillaThreshold: The sole time Toruk took to wing personally was when an Orgoth fleet threatened Cryx, sending the entire fleet into the depths.
* GreaterScopeVillain: Although he is THE most powerful villain
fiercest burrow-mawg in the setting, Toruk himself is rather detached from the plot of the game: he pays so little attention to the affairs of the world, including Cryx, whose most of the governance and schemes are made by Toruk's lich lord minions.
* HorrifyingTheHorror: The rest of the dragons are horrifying creatures
group. An alpha that threaten entire kingdoms and take entire armies. But even they are terrified of their father, and no longer meets these criteria is soon replaced by a worthier specimen.
* BigEater: Burrow-mawgs
have a pact to put aside their differences and ally against him if he ever takes any action.
* ItsAllAboutMe: Everything he does and every atrocity his servants carry out is aimed at benefiting him first and foremost. Anybody else gaining from it is only because it may suit his needs.
* KnowWhenToFoldEm: Despite his PhysicalGod status, he knows when it's time to bail on a fight. He did it in the past when attacked by all his offsping, [[spoiler:and does it again in ''Wrath of the Dragonfather'']].
* LargeAndInCharge: Even the Colossals are puny next to him.
* {{Necromancer}}: Started his entire empire with it and taught his warcasters to use it.
* OffingOnesOffspring: His goal is to consume all of his sons and regain his lost power.
* OrcusOnHisThrone: As he doesn't want to attract his children's attention, he mostly sits around without taking any action himself, leaving the actual running of matters of Cryx and the invasion of the mainland to his Lich Lords. So long as the empire and its armies answer to his will, the Dragonfather affords them considerable latitude. One of the few other times he'll does something is an EnemyCivilWar breaks out in his ranks and he considers the combatants too valuable to lose. One of the few times he does take action is in ''Wrath of the Dragonfather'', where he [[spoiler:kills and consumes a dragon in a two-on-one battle, then proceeds to take on ''every other dragon in existence'' (except Everblight). And he nearly won, too.]]
* PhysicalGod
* SuperEmpowering: Toruk can directly imbue his mightiest undead minions with the ability to wield magic after they transition to undeath, among them every iron lich. This greatly contrasts with how arcane talent is normally found only in those born with the potential.
* SupervillainLair: Toruk dwells in a great citadel ornamented with metal spires resembling grasping claws, attended by his priests and the lich lords. Beneath the citadel lies the Black Temple, the centre of Toruk’s worship, where his undead clergy gather at the direction of Lich Lord Divinitus to chant obeisance to the God of Caen.
* TimeAbyss: He claims to be as old as Caen itself.
* TheUnfettered: Short of risking his own life, their is no line he won't cross

!!Lich Lord Asphyxious the Hellbringer

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

[[folder:Buzzard Beetle]]



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

!!Wraith Witch Deneghra

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

to:

* {{BFS}}: His third incarnation wields a huge one called Daimonion.
* BladeOnAStick: What he used as a weapon in his first two incarnations.
* TheChessmaster: Even prophecy can't keep up with him.
* EvilMentor: To Deneghra.
* JackOfAllStats: His spell list is always pretty flexible, allowing him to use his magic to either do damage or debuff enemies, and let him move around more quickly, and while not a dedicated combat monster, he's no slouch in melee.
* TheStarscream: Cheerfully contrived
BigCreepyCrawlies: Buzzard beetles are insectoid scavengers the death size of Lich Lord Daeamortus, and then forged his soul a bloated bilge rat.
* StrippedToTheBone: Swarms of buzzard beetles burrow
into a weapon cadavers and took his rank.
* TheUnfettered: Flung himself into a volcano
consume them from the inside out, using their acidic secretions to prove his willingness soften the bodies. A sufficiently large swarm can strip a whole battlefield of corpses to serve Toruk, bare skeletons overnight. They pose a danger to any corpse pickers or battlefield scavengers and has absolutely no depth deny raw materials to which he will not sink to attain power for himself, Toruk or both.

!!Wraith Witch Deneghra

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

[[folder:Cataphract Beetle]]



* BackFromTheDead: After she was killed by his sister, Asphyxious raised her as undead.
* BareYourMidriff: Bares her midriff at all times. Even when there's stitching across it.
* CainAndAbel: A very solid Cain to Victoria's Abel.
* CastingAShadow: Gains phenomenal shadow powers after dying and being reborn.
* DarkIsEvil: She really, really is.
* TheDragon: For most of her life, Deneghra had been Asphyxious' most trusted and valuable acolyte.
* DragonAscendant: After Asphyxious joined the refugees and left Caen through the gateway at the battle of Henge Hold, Toruk promoted Deneghra to replace him, attaining the role he had always envisioned for her.
* EvilCounterpart: Has a number of mechanical counterpoints to her sister, such as feats that spread penalties across the enemy lines and the same Focus stat.
* FromNobodyToNightmare: Small child + training by Asphyxious = Cryxian war witch.
* [[HoistByHisOwnPetard Hoist By Her Own Petard]]: Was ripped in half by her own Slayer when her sister hijacked it.

!!Goreshade

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

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

!!Skarre, Queen of the Broken Coast

A Satyxis pirate with great mastery over their blood magic.

* BloodMagic: The name of her first feat. She has a lot of stuff that ties into that theme.
* ChainmailBikini: Her breastplate covers very little besides that.
* CleavageWindow
* HaveAGayOldTime: Let us be clear: the rule "Great Rack" refers to the antlers on her head(not to say she doesn't fit the description any ''other'' way...).
* PirateGirl: A very, very dark version.
* ShipOutOfWater: In her third incarnation, Skarre, Admiral of the Black Fleet, rides into battle atop the shattered aft section of a shipwreck, held aloft by the ancient dead as it glides across the earth.
* SimpleYetAwesome: Skarre is the Cryxian equivalent of a brick to the face. She's simple, but nobody can argue that she's ineffective, and she's hard as all hell to stop. Everything about her is about beating the enemy into a pulp, and she does it exceptionally well. The downside to playing her is that she has fewer tricks than most other Cryx warcasters.
* WindsOfDestinyChange: Her second feat, which plays destiny like a harp for a little while.

!!Lich Lord Terminus

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

* AuthorityEqualsAsskicking
* {{BFS}}: The Doomslayer
* BreathWeapon: Acid spray.
* GeniusBruiser: Armour on par with a helljack. A blade that hits as hard as a Seether. And a brilliant strategic mind.
* GiantFlyer: He's not just as tough as a helljack, he's the size of one, and is outfitted with massive wings due to blight-induced mutation.
* MightyGlacier: His size, power, and durability come at the cost of speed, though his flight means he at least ignores terrain if he doesn't land on something like a tree.
* WhyWontYouDie: One of his abilities uses the zombies under his command to heal him by sacrificing them. Normally not a problem. Except Terminus can resurrect the slain zombies at the start of his next turn.

!! Lich Lord Venethrax

* TheDragonslayer: He's Cryx's master of draconic lore, and he's supremely well-suited to root out and destroy Toruk's progeny.
* SkullForAHead: His skull is the only part remaining of his human body.

!!Witch Coven of Garlghast

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

!!Master Necrotech Mortenebra

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

!!Lord Exhumator Scaverous

* SinisterScythe: Scaverous wields a large scythe called Avernus.
* SkeletonsInTheCoatCloset: A ''lot'' of skulls are visible inside Scaverous' iron lich frame.

!!Bane Witch Agathia

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

!!Bane Lord Tartarus

to:

* BackFromTheDead: After she was killed by his sister, Asphyxious raised her as undead.
* BareYourMidriff: Bares her midriff at all times. Even when there's stitching across it.
* CainAndAbel: A very solid Cain to Victoria's Abel.
* CastingAShadow: Gains phenomenal shadow powers after dying and being reborn.
* DarkIsEvil: She really, really is.
* TheDragon: For most of her life, Deneghra had been Asphyxious' most trusted and valuable acolyte.
* DragonAscendant: After Asphyxious joined the refugees and left Caen through the gateway at the battle of Henge Hold, Toruk promoted Deneghra to replace him, attaining the role he had always envisioned for her.
* EvilCounterpart: Has a number of mechanical counterpoints to her sister, such as feats that spread penalties across the enemy lines and the same Focus stat.
* FromNobodyToNightmare: Small child + training by Asphyxious = Cryxian war witch.
* [[HoistByHisOwnPetard Hoist By Her Own Petard]]: Was ripped in half by her own Slayer when her sister hijacked it.

!!Goreshade

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

* CursedWithAwesome: Nyssor marked him as an abomination; this has given him exactly no negative rules on his statblock.
* ElementalWeapon: Wields a frozen blade taken from the god Nyssor.
* EvilUncle: His great-nephew Lord Arcanist Ossyan Vyre, who is a Retribution warcaster, see Goreshade as one.
* HazyFeelTurn: Goreshade eventually leaves Cryx and comes back to Ios to serve the Retribution, becoming known as Lord Ghyrrshyld the Forgiven. And though Cryx is clearly one of the most evil factions in the setting, the Retribution isn't much better. The thoroughly evil undead elven vampire
AcidAttack: Cataphract beetles can proceed to rejoin his only slightly less evil cousins in destroying all human spellcasters, and with them human civilization.
* MeaningfulRename: He was born Ghyrrshyld Vyre, takes the name Goreshade after becoming an eldritch, and assumes his real name again after Scyrah purifies him and returns him to life.
* NamesToRunAwayFromReallyFast: While this is a standard trope for members
spray streams of Cryx, Goreshade also has his [[RedBaron title]] of "the Bastard". Which alos tells you about how nice of a guy he is.
* PowerOfTheVoid: Has tapped rather unpleasant powers during his descent into madness.
* TestedOnHumans: During his time as leader of House Vyre, Ghyrrshyld conducted numerous horrifying experiments on soulless children, which eventually freaked the other Iosans to rebel against him.
* WellIntentionedExtremist: He will save the souls of his people even if he has to destroy the world, kill the gods, experiment on innocents, and fight for the Nightmare Empire of Cryx.

!!Skarre, Queen of the Broken Coast

A Satyxis pirate with great mastery over
caustic digestive juices at their blood magic.

foes.
* BloodMagic: The name of her first feat. She has a lot of stuff AntlionMonster: Closer to their burrows, cataphract beetle soldiers burrow ever-widening circles in loose earth or sand, creating an unstable pit that ties into that theme.
* ChainmailBikini: Her breastplate covers very little besides that.
* CleavageWindow
* HaveAGayOldTime: Let us be clear: the rule "Great Rack" refers to the antlers on her head(not to say she doesn't fit the description any ''other'' way...).
* PirateGirl: A very, very dark version.
* ShipOutOfWater: In her third incarnation, Skarre, Admiral of the Black Fleet, rides into battle atop the shattered aft section of a shipwreck, held aloft by the ancient dead as it glides across the earth.
* SimpleYetAwesome: Skarre is the Cryxian equivalent of a brick to the face. She's simple, but nobody can argue that she's ineffective, and she's hard as all hell to stop. Everything about her is about beating the enemy into a pulp, and she does it exceptionally well. The downside to playing her is that she has fewer tricks than most other Cryx warcasters.
* WindsOfDestinyChange: Her second feat, which plays destiny like a harp for a little while.

!!Lich Lord Terminus

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

* AuthorityEqualsAsskicking
* {{BFS}}:
anything but another cataphract beetle enters the area. The Doomslayer
* BreathWeapon: Acid spray.
* GeniusBruiser: Armour on par with a helljack. A blade that hits as hard as a Seether. And a brilliant strategic mind.
* GiantFlyer: He's not just as tough as a helljack, he's the size of one, and is outfitted with massive wings due to blight-induced mutation.
* MightyGlacier: His size, power, and durability come at the cost of speed, though his flight means he at least ignores terrain if he doesn't land on something like a tree.
* WhyWontYouDie: One of his abilities uses the zombies under his command to heal him by sacrificing them. Normally not a problem. Except Terminus can resurrect the slain zombies at the start of his next turn.

!! Lich Lord Venethrax

* TheDragonslayer: He's Cryx's master of draconic lore, and he's supremely well-suited to root out and destroy Toruk's progeny.
* SkullForAHead: His skull is the only part remaining of his human body.

!!Witch Coven of Garlghast

* MechanicallyUnusualClass: One (or rather, three) of the weirdest warcasters
shifting earth in any faction. The Witch Coven is nearly completely unique and has no equivalent in any other army, which these pits makes them exceptionally fun exceedingly difficult to play but also very hard to learn.
* SiblingTeam

!!Master Necrotech Mortenebra

* JustThinkOfThePotential: She realized earlier than any other Cryissist that
climb away from the necrotechnology of Cryx could be reverse-engineered cataphract beetle solder waiting in the centre.
* BigCreepyCrawlies: These insects are about three feet long
and adapted for more "pure" uses. The rest of stand two to three feet above the church felt this was too great a risk to take and had her excommunicated for it. [[spoiler:[[TheExtremistWasRight She was right though]].]]
* SpiderLimbs: Her iron lich frame has quite a few legs that vaguely resemble a spider's.
* WeUsedToBeFriends: With Lucient, a mid-level priest of Cryiss who would go onto become a major figure in their sect [[spoiler:by adapting her research after voting to excommunicate her due to [[EvilIsNotAToy the methods she used to discover it]].]]
* WrenchWench: She is a former Cyrissist, and Cryxian necrotechs look upon her with almost religious adoration as a paragon of their craft.

!!Lord Exhumator Scaverous

* SinisterScythe: Scaverous wields a large scythe called Avernus.
* SkeletonsInTheCoatCloset: A ''lot'' of skulls are visible inside Scaverous' iron lich frame.

!!Bane Witch Agathia

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

!!Bane Lord Tartarus
ground.
[[/folder]]

[[folder:Crypt Spider]]



* ArtifactOfDoom: Within The Kalmieri Grimmr is a strange passage regarding Rathrok, shown gifted to Horfar Grimmr by a crone resembling the witch Zevanna Agha. One theory is that Rathrok was not a gift but a curse. The axe emboldened Horfar Grimmr to attack Golivant and so brought about the fall of the Molgur.
* BarredFromTheAfterlife: After Grimmr's death, Menite curses prevented his soul from ever reaching Urcaen or returning to Dhunia. For centuries, it languished in the shadowy abyss from which banes are drawn, and in that time it changed into something new and terrible.
* CruelAndUnusualDeath: After being captured, Grimmr was put on a wrack designed to torture him for days before killing him.
* DefiantToTheEnd: Even when wracked, Grimmr remains defiant, spitting curses upon curses on his hated enemy Golivant.
* FateWorseThanDeath: After his death, Grimmr's soul languished in the Void between Caen and Urcaen until Lich Lord Tenebrous recovered him and made him a general of Cryx.
* TrackingSpell: When he regains his body after being destroyed, Tartarus immediately seeks out his axe, Rivener, and instantly knows its location regardless of the physical distance.

!!Gerlak Slaughterborn

* LargeAndInCharge: He has grown to the size of an ogrun.

!!Hellslinger Phantom

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

to:

* ArtifactOfDoom: Within The Kalmieri Grimmr AcidAttack:
* GiantSpider: Adult crypt spiders are roughly as long as a man
is a strange passage regarding Rathrok, shown gifted to Horfar Grimmr by a crone resembling the witch Zevanna Agha. One theory is tall and stand nearly half that Rathrok was not a gift but a curse. The axe emboldened Horfar Grimmr to attack Golivant and so brought about the fall of the Molgur.
height.
* BarredFromTheAfterlife: After Grimmr's death, Menite curses prevented his soul from ever reaching Urcaen or returning to Dhunia. For centuries, it languished in the shadowy abyss from which banes WallCrawl: Crypt spiders' eight legs are drawn, and in tipped with serrated barbs that time it changed into something new and terrible.
* CruelAndUnusualDeath: After being captured, Grimmr was put on a wrack designed
allow them to torture him for days before killing him.
* DefiantToTheEnd: Even when wracked, Grimmr remains defiant, spitting curses upon curses on his hated enemy Golivant.
* FateWorseThanDeath: After his death, Grimmr's soul languished in the Void between Caen and Urcaen until Lich Lord Tenebrous recovered him and made him a general of Cryx.
* TrackingSpell: When he regains his body after being destroyed, Tartarus immediately seeks out his axe, Rivener, and instantly knows its location regardless of the physical distance.

!!Gerlak Slaughterborn

* LargeAndInCharge: He has grown
easily cling to the size of an ogrun.

!!Hellslinger Phantom

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



[[folder:Retribution of Scyrah]]
* AntiMagic: A specialty of the faction.
* ArrowsOnFire: The various payloads fired by Stormfall archers include volatile incendiary charges.
* TheAtoner: In participating in the Retribution, House Vyre wishes to earn redemption for the dark actions of its former leader Ghyrrshyld in its past.
* BottomlessMagazines: Most myrmidons do not require ammunition but are also unable to charge their weapons if their generator systems are severely damaged.
* ColdSniper: Ghost snipers are secretive, cold-blooded killers armed with powerful rifles.
* DeflectorShields: House Shyeel myrmidons employs force field systems to protect their myrmidons.
* DyingRace
* TheEngineer: House Shyeel arcanists also train to master the skills necessary to maintain and repair myrmidons in the midst of battle.
* TheExtremistWasRight: Ultimately, the Retribution was proven both right and wrong about the cause of the elven gods' decline. The infernals were the source of both the Gift of Magic and the doom of the Iosan deities, having set their sights upon the gods of the elves centuries before agreeing to Thamar's terms. They're just wrong that killing off human magic users will fix the problem, or that humanity isn't about to be in an even-worse boat than they are.
* FantasticRacism: Iosans in general tend to be extremely xenophobic, while members of the Retribution are even more so. They especially hate the skorne, their ancient enemies, and human magic users, for the timing of the Rivening just so happened to nearly coincide with the time Thamar made her deal with the infernals to give humanity the Gift of sorcery.
* HoverTank: The Trident is an armoured assault platform that is also equipped with advanced gravity-mitigating fields, allowing it to move at great speed.
* HumanWeapon: The soulless are treated as expendable weapons rather than as individuals.
* AnIcePerson: Priests of Nyssor draw upon the powers of winter.
* InterserviceRivalry: Mage hunters do not appreciate the regimented style of the Retribution's professional army and chafe at taking orders from them. Conversely, the Dawnguard consider mage hunters to be lacking in discipline, respect and organisation.
* KungFuWizard: House Shyeel battle mages, artificers and magisters enter battle equipped with arcanika-charged gauntlets that grant supernatural strength.
* MageKiller: The Retribution started as a splinter sect which believed that in order to save their gods and their race, they had to kill all the humans who could use magic. The faction has since grown into a full military force but they still employ many mage hunters.
* MasterSwordsman: House Ellowuyr swordsmen consider themselves second to none in swordplay within Ios.
* TheMedic: Lys Healers serve the Retribution in the front line as physicians.
* NomDeGuerre: Ghost snipers frequently adopt false names or epithets, preferring to keep their background and actual names a secret.
* OurElvesAreDifferent: Elves live longer, are more magically gifted than humans on average, tend toward fewer elite units, and lean [[GreyAndGrayMorality darker side of grey]] in terms of morality. Oh, and they have beards.
* PraetorianGuard: Both Scyrah and Nyssor benefit from the protection of Scyrah’s Fane Knights, Nyssor’s clergy and an elite cadre of ryssovass, swordsmen who once protected the Nyss homelands.
* PunchClockVillain: Most of the Dawnguard serve the Retribution because their leaders have ordered them, not out of any commitment.
* ShockAndAwe: House Vyre electromancers can summon electrical fields at will.
* TheSoulless: For centuries the Retribution has accepted soulless children from parents who could not have them killed at birth.
* SpiderTank: The Arcantrik Force Generator is a four-legged machine.
* SwirlyEnergyThingy: The Daemon's vortex cannon fires a dense field of distorted energies, rippling outward from a central point.
* TakingTheBullet: The Aspis stands ready to intercept enemy fire directed at allies, literally catching bullets with its force field before they can strike.
* TeethClenchedTeamwork: The Retribution cooperates with the Fane of Scyrah and the Seekers as necessary, but always with an undercurrent of suspicion, dislike, and distrust.
* WarriorMonk: The Nyss ryssovass were proud defenders of the winding mountain passes leading to the Shard Spires. They gave up their ties to family and shard and took to the frozen peaks to embrace an isolated existence devoted entirely to the protection of their home territories.
* WellIntentionedExtremist: They want to save their gods and their race from extinction. To do so, they are ready and willing to destroy any human arcanist they come across.
* YouCantGoHomeAgain: After the Sundering, all soldiers of the Retribution of Scyrah found their way into Ios barred by the soulless. Tired by the relentless fighting—first against the infernals, then against the skorne—most of these soldiers had no appetite for further conflict, especially against their own kind. Many subsequently crossed through Rhul and established Frostbracken, a place where people could recover and regain their purpose within the world.

!!Garryth, Blade of the Retribution
* AntiMagic: Knows how to go right past enemy magic defenses, and his feat makes casting spells impossible.
* DualWielding /GunsAkimbo
* EvenEvilHasStandards: [[GreyAndGreyMorality Evil bit is debatable]], but he stops one of his subordinates from desecrating the remains of a human he killed. He is also not above giving a clean death.
* EvilOldFolks: The oldest, most ruthless, and most zealous Retribution warcaster.
* MarriedToTheJob: Spends so much time in the field that he never even gets the chance to go home.
* MixAndMatchWeapon: Typical [[GunBlade gun/sword combo]], but unusual in that the blades extend from the grip back along his arm
* {{Ninja}}: In all but name
* WarriorMonk: He learned a style practiced by them.

!!Ravyn, the Eternal Light
* TheDreaded: Was such an effective military leader that enemy armies numbering a few hundred aware of her reputation would surrender when the realized who they were fighting. She had ''ten knights.''
* MixAndMatchWeapon: Her signature weapon, Hellbore, is a mix of gun, staff, and polearm.
* TheParagon: To both Ios and later the Retribution.
* TheParagonAlwaysRebels: Was one of the most respected warriors of the elf nation of Ios, which was why it was shocking when she joined an extremist organization like the Retribution.

!!Kaelyssa, the Night's Whisper
* BenevolentBoss: Treats her men as equals, and takes responsibility when something is her fault.
* {{Invisibility}}: Implied effect of her feat
* ManaDrain
* TeenGenius: Effectively. Retribution takes skill over age or seniority, so she has been able to assume a command role at a young age.

!!Adeptis Rahn
* AsskickingEqualsAuthority: He's better respected than others higher up in his House due to his sheer magic power.
* DeflectorShield: One of his spells.
* ManipulativeBastard: Has shades. His only reason for joining the Retribution is to use its success to catapult himself into power.
* MindOverMatter

!!Dawnlord Vyros
* AuthorityEqualsAsskicking: He starts as the leader of the Dawnguard (the military arm of one of the five Great Houses) and eventually becomes the leader of the whole Retribution military.
* {{BFS}}: His original incarnation wields a huge hooked sword. Some of his troops (the Dawnguard Sentinels) also use them.
* GunBlade: His Epic incarnation wields a double-barreled version. Some of his troops (the Dawnguard Invictors) also use them.
* EyepatchOfPower
* {{Familiar}}: His falcon, Jyren, which gives him a TopDownView of the battlefield.
* ManipulativeBastard: Tries to turn everything to his advantage.

!!Lord Arcanist Ossyan
* ArmCannon
* TheAtoner: His house has a bad reputation because the [[OurVampiresAreDifferent last person in charge]] started a CivilWar. Ossyan is trying to make up for it.
* BadassBookworm: Made magic that can distort time...and used it to make a gun.
** AwesomeByAnalysis: He also cultivated his forces and tactics by studying humanity. Not just humans, but the individual history of nations to figure out specific strengths and weaknesses.
* BrokenPedestal: Ghyrrshyld, before he became [[OurVampiresAreDifferent Goreshade]].
* DeathSeeker: He doesn't care about his own life if it means he might find redemption.
* TimeMaster

!!Issyria, Sibyl of the Dawn
* AntiMagic: Can negate spells cast at her or those around her.
* BlindedByTheLight: Her only aggressive spell has this for flavor.
* TheChessmaster: Described as such.
* EvilChancellor: Issyria doesn't want power at all, and would rather be the chess player than the King on the board.
* LevitatingLotusPosition
* SupportPartyMember: Issyria is strictly a support warcaster, she has no weapon and no offensive ability at all.
* WaifProphet: Has no weapon or even offensive spells, but she can see the future.
* WhiteMage: Issyria is a purely support caster inclined toward buffs, without any noticeable offensive capability.

!!Thyron Ellowuyr, Sword of Truth

!!Magister Helynna Vahr

!!Eiryss, Mage Hunter Commander
* BareYourMidriff: All the time, becoming more and more prominent as the story continues.
* BowAndSwordInAccord: Wields a crossbow and a saber. The Mage Hunter Strike Force troopers follow her lead and use similar weapons.
* MageKiller: As a mage hunter, she's trained to be this.
* TheMole: As a mercenary she would hire herself out to human commanders but then feed information about said commanders back to the Retribution. She is currently no longer a mercenary and works for the Retribution full time.
* TheWatson: Eiryss is one of the few individuals with whom Narn shares any of his thoughts, and she has never divulged them to others.

!!Narn, Mage Hunter of Ios
%%* BaldOfEvil
* BowAndSwordInAccord: He uses a crossbow and a pair of sabers. Unlike Eiryss who uses her crossbow most of the time, he favors using his swords more often.
* MageKiller: One of the best.
* {{Ninja}}: In all but name.
* RenownedSelectiveMentor: He was Eiryss' teacher and is known among the Retribution as one of the best (if not THE best) non-warcaster mage hunters. Many young mage hunters come to him for training but he doesn't like training them.

!!Cylena Raefyll

* {{Determinator}}: She is determined in her quest to destroy Everblight and the Legion.
* PrivateMilitaryContractors: Cylena is willing to lend her hunters to fight in any war as long as she earns favours to be turned against the Legion of Everblight.
* SmallRoleBigImpact: She makes very few appearances in the story compared to warcasters and warlocks, but it is due to her actions that the Retribution is involved in the war at the first place.
* UnwittingPawn: Goreshade hires Cylena and her hunters with the sole purpose of turning them in to the Legion so he can secure a meeting with Thagrosh and inform him about Pyromalfic, although she manages to escape.
[[/folder]]

[[folder:Dusk]]

to:

[[folder:Retribution of Scyrah]]
* AntiMagic: A specialty of the faction.
* ArrowsOnFire: The various payloads fired by Stormfall archers include volatile incendiary charges.
* TheAtoner: In participating in the Retribution, House Vyre wishes to earn redemption for the dark actions of its former leader Ghyrrshyld in its past.
* BottomlessMagazines: Most myrmidons do not require ammunition but are also unable to charge their weapons if their generator systems are severely damaged.
* ColdSniper: Ghost snipers are secretive, cold-blooded killers armed with powerful rifles.
* DeflectorShields: House Shyeel myrmidons employs force field systems to protect their myrmidons.
* DyingRace
* TheEngineer: House Shyeel arcanists also train to master the skills necessary to maintain and repair myrmidons in the midst of battle.
* TheExtremistWasRight: Ultimately, the Retribution was proven both right and wrong about the cause of the elven gods' decline. The infernals were the source of both the Gift of Magic and the doom of the Iosan deities, having set their sights upon the gods of the elves centuries before agreeing to Thamar's terms. They're just wrong that killing off human magic users will fix the problem, or that humanity isn't about to be in an even-worse boat than they are.
* FantasticRacism: Iosans in general tend to be extremely xenophobic, while members of the Retribution are even more so. They especially hate the skorne, their ancient enemies, and human magic users, for the timing of the Rivening just so happened to nearly coincide with the time Thamar made her deal with the infernals to give humanity the Gift of sorcery.
* HoverTank: The Trident is an armoured assault platform that is also equipped with advanced gravity-mitigating fields, allowing it to move at great speed.
* HumanWeapon: The soulless are treated as expendable weapons rather than as individuals.
* AnIcePerson: Priests of Nyssor draw upon the powers of winter.
* InterserviceRivalry: Mage hunters do not appreciate the regimented style of the Retribution's professional army and chafe at taking orders from them. Conversely, the Dawnguard consider mage hunters to be lacking in discipline, respect and organisation.
* KungFuWizard: House Shyeel battle mages, artificers and magisters enter battle equipped with arcanika-charged gauntlets that grant supernatural strength.
* MageKiller: The Retribution started as a splinter sect which believed that in order to save their gods and their race, they had to kill all the humans who could use magic. The faction has since grown into a full military force but they still employ many mage hunters.
* MasterSwordsman: House Ellowuyr swordsmen consider themselves second to none in swordplay within Ios.
* TheMedic: Lys Healers serve the Retribution in the front line as physicians.
* NomDeGuerre: Ghost snipers frequently adopt false names or epithets, preferring to keep their background and actual names a secret.
* OurElvesAreDifferent: Elves live longer, are more magically gifted than humans on average, tend toward fewer elite units, and lean [[GreyAndGrayMorality darker side of grey]] in terms of morality. Oh, and they have beards.
* PraetorianGuard: Both Scyrah and Nyssor benefit from the protection of Scyrah’s Fane Knights, Nyssor’s clergy and an elite cadre of ryssovass, swordsmen who once protected the Nyss homelands.
* PunchClockVillain: Most of the Dawnguard serve the Retribution because their leaders have ordered them, not out of any commitment.
* ShockAndAwe: House Vyre electromancers can summon electrical fields at will.
* TheSoulless: For centuries the Retribution has accepted soulless children from parents who could not have them killed at birth.
* SpiderTank: The Arcantrik Force Generator is a four-legged machine.
* SwirlyEnergyThingy: The Daemon's vortex cannon fires a dense field of distorted energies, rippling outward from a central point.
* TakingTheBullet: The Aspis stands ready to intercept enemy fire directed at allies, literally catching bullets with its force field before they can strike.
* TeethClenchedTeamwork: The Retribution cooperates with the Fane of Scyrah and the Seekers as necessary, but always with an undercurrent of suspicion, dislike, and distrust.
* WarriorMonk: The Nyss ryssovass were proud defenders of the winding mountain passes leading to the Shard Spires. They gave up their ties to family and shard and took to the frozen peaks to embrace an isolated existence devoted entirely to the protection of their home territories.
* WellIntentionedExtremist: They want to save their gods and their race from extinction. To do so, they are ready and willing to destroy any human arcanist they come across.
* YouCantGoHomeAgain: After the Sundering, all soldiers of the Retribution of Scyrah found their way into Ios barred by the soulless. Tired by the relentless fighting—first against the infernals, then against the skorne—most of these soldiers had no appetite for further conflict, especially against their own kind. Many subsequently crossed through Rhul and established Frostbracken, a place where people could recover and regain their purpose within the world.

!!Garryth, Blade of the Retribution
* AntiMagic: Knows how to go right past enemy magic defenses, and his feat makes casting spells impossible.
* DualWielding /GunsAkimbo
* EvenEvilHasStandards: [[GreyAndGreyMorality Evil bit is debatable]], but he stops one of his subordinates from desecrating the remains of a human he killed. He is also not above giving a clean death.
* EvilOldFolks: The oldest, most ruthless, and most zealous Retribution warcaster.
* MarriedToTheJob: Spends so much time in the field that he never even gets the chance to go home.
* MixAndMatchWeapon: Typical [[GunBlade gun/sword combo]], but unusual in that the blades extend from the grip back along his arm
* {{Ninja}}: In all but name
* WarriorMonk: He learned a style practiced by them.

!!Ravyn, the Eternal Light
* TheDreaded: Was such an effective military leader that enemy armies numbering a few hundred aware of her reputation would surrender when the realized who they were fighting. She had ''ten knights.''
* MixAndMatchWeapon: Her signature weapon, Hellbore, is a mix of gun, staff, and polearm.
* TheParagon: To both Ios and later the Retribution.
* TheParagonAlwaysRebels: Was one of the most respected warriors of the elf nation of Ios, which was why it was shocking when she joined an extremist organization like the Retribution.

!!Kaelyssa, the Night's Whisper
* BenevolentBoss: Treats her men as equals, and takes responsibility when something is her fault.
* {{Invisibility}}: Implied effect of her feat
* ManaDrain
* TeenGenius: Effectively. Retribution takes skill over age or seniority, so she has been able to assume a command role at a young age.

!!Adeptis Rahn
* AsskickingEqualsAuthority: He's better respected than others higher up in his House due to his sheer magic power.
* DeflectorShield: One of his spells.
* ManipulativeBastard: Has shades. His only reason for joining the Retribution is to use its success to catapult himself into power.
* MindOverMatter

!!Dawnlord Vyros
* AuthorityEqualsAsskicking: He starts as the leader of the Dawnguard (the military arm of one of the five Great Houses) and eventually becomes the leader of the whole Retribution military.
* {{BFS}}: His original incarnation wields a huge hooked sword. Some of his troops (the Dawnguard Sentinels) also use them.
* GunBlade: His Epic incarnation wields a double-barreled version. Some of his troops (the Dawnguard Invictors) also use them.
* EyepatchOfPower
* {{Familiar}}: His falcon, Jyren, which gives him a TopDownView of the battlefield.
* ManipulativeBastard: Tries to turn everything to his advantage.

!!Lord Arcanist Ossyan
* ArmCannon
* TheAtoner: His house has a bad reputation because the [[OurVampiresAreDifferent last person in charge]] started a CivilWar. Ossyan is trying to make up for it.
* BadassBookworm: Made magic that can distort time...and used it to make a gun.
** AwesomeByAnalysis: He also cultivated his forces and tactics by studying humanity. Not just humans, but the individual history of nations to figure out specific strengths and weaknesses.
* BrokenPedestal: Ghyrrshyld, before he became [[OurVampiresAreDifferent Goreshade]].
* DeathSeeker: He doesn't care about his own life if it means he might find redemption.
* TimeMaster

!!Issyria, Sibyl of the Dawn
* AntiMagic: Can negate spells cast at her or those around her.
* BlindedByTheLight: Her only aggressive spell has this for flavor.
* TheChessmaster: Described as such.
* EvilChancellor: Issyria doesn't want power at all, and would rather be the chess player than the King on the board.
* LevitatingLotusPosition
* SupportPartyMember: Issyria is strictly a support warcaster, she has no weapon and no offensive ability at all.
* WaifProphet: Has no weapon or even offensive spells, but she can see the future.
* WhiteMage: Issyria is a purely support caster inclined toward buffs, without any noticeable offensive capability.

!!Thyron Ellowuyr, Sword of Truth

!!Magister Helynna Vahr

!!Eiryss, Mage Hunter Commander
* BareYourMidriff: All the time, becoming more and more prominent as the story continues.
* BowAndSwordInAccord: Wields a crossbow and a saber. The Mage Hunter Strike Force troopers follow her lead and use similar weapons.
* MageKiller: As a mage hunter, she's trained to be this.
* TheMole: As a mercenary she would hire herself out to human commanders but then feed information about said commanders back to the Retribution. She is currently no longer a mercenary and works for the Retribution full time.
* TheWatson: Eiryss is one of the few individuals with whom Narn shares any of his thoughts, and she has never divulged them to others.

!!Narn, Mage Hunter of Ios
%%* BaldOfEvil
* BowAndSwordInAccord: He uses a crossbow and a pair of sabers. Unlike Eiryss who uses her crossbow most of the time, he favors using his swords more often.
* MageKiller: One of the best.
* {{Ninja}}: In all but name.
* RenownedSelectiveMentor: He was Eiryss' teacher and is known among the Retribution as one of the best (if not THE best) non-warcaster mage hunters. Many young mage hunters come to him for training but he doesn't like training them.

!!Cylena Raefyll

* {{Determinator}}: She is determined in her quest to destroy Everblight and the Legion.
* PrivateMilitaryContractors: Cylena is willing to lend her hunters to fight in any war as long as she earns favours to be turned against the Legion of Everblight.
* SmallRoleBigImpact: She makes very few appearances in the story compared to warcasters and warlocks, but it is due to her actions that the Retribution is involved in the war at the first place.
* UnwittingPawn: Goreshade hires Cylena and her hunters with the sole purpose of turning them in to the Legion so he can secure a meeting with Thagrosh and inform him about Pyromalfic, although she manages to escape.
[[/folder]]

[[folder:Dusk]]
[[folder:Devil Rat]]



* DarkIsNotEvil: Despite their vampiric existence, for the most part, the eldritch who rule Ios in the aftermath of the Claiming are not fundamentally evil. The enlightened eldritch who lead House Kallyss have dedicated their existences to defending the Iron Kingdoms as they seek to redeem their doomed people, even while accepting their unliving fate. However, the human nations are not so quick to accept a kingdom of undead elves whose predecessors sought human extermination.
* TheNecrocracy: After the deaths of Nyssor and Scyrah, most elves within the borders of Ios were slain immediately. Those who survived were transformed into eldritch, twisted undead that preyed upon the essence of the living. While the soulless, who were unaffected, outnumber the eldritch by a considerable margin, the latter now hold all political power in Ios.
* NonHumanUndead: Eldritch are Iosans who surrendered their morality and turned to undeath as the only option for staving off their race's uncertain fate.

to:

* DarkIsNotEvil: Despite their vampiric existence, for the most part, the eldritch who rule Ios ExplosiveBreeder: Devil rats are prolific breeders, and swarms can number in the aftermath of the Claiming are not fundamentally evil. The enlightened eldritch who lead House Kallyss have dedicated their existences to defending the Iron Kingdoms as they seek to redeem their doomed people, even while accepting their unliving fate. However, the human nations are not so quick to accept thousands.
* MonstrousCannibalism: Devil rats feed on each other if no other food source if available.
* YouDirtyRat: Far more intelligent than common vermin,
a kingdom of undead elves whose predecessors sought human extermination.
* TheNecrocracy: After the deaths of Nyssor
devil rat possesses a clever mind, a malevolent nature, and Scyrah, most elves within the borders of Ios were slain immediately. Those who survived were transformed into eldritch, twisted undead that preyed upon the essence of the living. While the soulless, who were unaffected, outnumber the eldritch by a considerable margin, the latter now hold all political power in Ios.
* NonHumanUndead: Eldritch are Iosans who surrendered their morality and turned to undeath as the only option for staving off their race's uncertain fate.
seemingly endless appetite.



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

!!Aurora, Numen of Aerogenesis
* AwesomenessByAnalysis: She spent much of her adolescence on the battlefield, if not in actual combat, then at least as an observer, and she was known to disappear into her quarters for days at a time after a battle reviewing and evaluating what happened and trying to come up with improvements in both armaments and strategy based off that data.
* BlowYouAway
* ChildProdigy: Started learning from the priests of Cyriss at age three. Was controlling Vectors at ''nine''.
* GadgeteerGenius: Is also responsible for creating flight devices at the age of twenty.
* HitAndRunTactics: Her favored method of warfare, and part of the reason her design for an improved arcane displacer has been used in the creation of Clockwork Angels. Her abilities focus on letting her units move more quickly and retreat out of the enemy's grasp after doing damage to them.
* TeenGenius: Developed an improved version of the arcane displacer at the end of her teenage years.
* WingedHumanoid: {{Invoked|Trope}} by the design of the improved arcane displacer she wears, which takes the form of large metallic wings on her back.
* WorkingForABodyUpgrade: Currently desires to become a clockwork vessel.

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

!!Iron Mother Directrix
* AttackDrones: Several combat servitors accompany her into battle.
* ChurchMilitant: Favors the role of Battle Priestess
* ImprobableWeaponUser: Her Cloak of Blades, an elaborate system of arms mounted on the back of her clockwork vessel. When not in use, the arms fit flush together, hanging down like a cloak, but when in combat it allows her to make attacks against literally ''every'' enemy in her melee range.
* MandatoryMotherhood: {{Invoked|Trope}} by her, she had her daughter out of a sense of obligation to pass on her genetics.
* ParentalHypocrisy: Justified. [[spoiler: She has deep regrets about undergoing her clockwork transcendence at the age she did and does not want her daughter to go through the same.]]
* RidiculouslyHumanRobot: She designed her vessel to evoke the image of Cyriss.
* TeenGenius: Was inducted into the inner circle of Cyriss at the age of 16.
* YoungAndInCharge: For a Convergence warcaster.

!!Father Lucant, Divinity Architect
* ChosenOne: Of Cyriss, following his discovery of Clockwork Transcendence.
* DarkSecret: The Clockwork Transcendence? [[spoiler: It's based on Cryx necromancy adapted by Lucinda.]]
* HighPriest: He was not the first to undergo Clockwork Transcendence, but is the oldest surviving Cyrissist to have undergone it and he was the one who finally perfected the process, and for this he holds a position of high esteem in Cyriss' priesthood.
%% * StaffOfAuthority
* WeUsedToBeFriends: With Lucidia, one of the cult's most talented engineers. He even helped her capture an Iron Lich to study. However, he had second thoughts about it, feeling that the kind of study she was doing was endangering the Great Work, and voted to have her excommunicated. [[spoiler:To his hidden shame, her research actually ''was'' useful to perfecting the Clockwork Transcendence process, and he based his updates off the notes she left behind.]]

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

to:

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

!!Aurora, Numen of Aerogenesis
* AwesomenessByAnalysis: She spent much of her adolescence on the battlefield, if not in actual combat, then at least as an observer, and she was known to disappear into her quarters for days at a time after a battle reviewing and evaluating what happened and trying to come up with improvements in both armaments and strategy based off that data.
* BlowYouAway
* ChildProdigy: Started learning from the priests of Cyriss at age three. Was controlling Vectors at ''nine''.
* GadgeteerGenius: Is also responsible for creating flight devices at the age of twenty.
* HitAndRunTactics: Her favored method of warfare, and part of the reason her design for an improved arcane displacer has been used in the creation of Clockwork Angels. Her abilities focus on letting her units move more quickly and retreat out of the enemy's grasp after doing damage to them.
* TeenGenius: Developed an improved version of the arcane displacer at the end of her teenage years.
* WingedHumanoid: {{Invoked|Trope}} by the design of the improved arcane displacer she wears, which takes the form of large metallic wings on her back.
* WorkingForABodyUpgrade: Currently desires to become a clockwork vessel.

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

!!Iron Mother Directrix
* AttackDrones: Several combat servitors accompany her into battle.
* ChurchMilitant: Favors the role of Battle Priestess
* ImprobableWeaponUser: Her Cloak of Blades, an elaborate system of arms mounted on the back of her clockwork vessel. When not in use, the arms fit flush together, hanging down like a cloak, but when in combat it allows her to make attacks against literally ''every'' enemy in her melee range.
* MandatoryMotherhood: {{Invoked|Trope}} by her, she had her daughter out of a sense of obligation to pass on her genetics.
* ParentalHypocrisy: Justified. [[spoiler: She has deep regrets about undergoing her clockwork transcendence at the age she did and does not want her daughter to go through the same.]]
* RidiculouslyHumanRobot: She designed her vessel to evoke the image of Cyriss.
* TeenGenius: Was inducted into the inner circle of Cyriss at the age of 16.
* YoungAndInCharge: For a Convergence warcaster.

!!Father Lucant, Divinity Architect
* ChosenOne: Of Cyriss, following his discovery of Clockwork Transcendence.
* DarkSecret: The Clockwork Transcendence? [[spoiler: It's based on Cryx necromancy adapted by Lucinda.]]
* HighPriest: He was not the first to undergo Clockwork Transcendence, but is the oldest surviving Cyrissist to have undergone it and he was the one who finally perfected the process, and for this he holds a position of high esteem in Cyriss' priesthood.
%% * StaffOfAuthority
* WeUsedToBeFriends: With Lucidia, one of the cult's most talented engineers. He even helped her capture an Iron Lich to study. However, he had second thoughts about it, feeling that the kind of study she was doing was endangering the Great Work, and voted to have her excommunicated. [[spoiler:To his hidden shame, her research actually ''was'' useful to perfecting the Clockwork Transcendence process, and he based his updates off the notes she left behind.]]

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



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

to:

[[folder:Crucible Guard]]
[[folder:Dune Prowler]]
----
* AwesomeButImpractical: SuperSenses: The Order of long, coarse bristles protruding from the Golden Crucible, when manufacturing weapons, has long allowed costs dune prowler's skin allows it to bloat feel subtle vibrations in pursuit of a perfectionist vision. In the past, this has caused no end of trouble. During the initial invasion of Llael, the top-performing Vanguard warjacks were too expensive to field in great number, and Llael had to resort to outdated warjacks, many as old as the Khadoran Berserker.
* CastFromLifespan: The lifespan of those
sand that become trancers is shortened drastically, often to betray a span of potential meal's movements, no more than several weeks.
* DropTheHammer: Crucible Guard assault troopers carry only oversized thermal hammers as weapons.
* EliteArmy: The majority of Crucible Guard soldiers are already veteran campaigners, recruited among former mercenaries and soldiers.
* GasMaskMooks: All Crucible Guard infantry wear breather masks that filter out smoke and other toxins, allowing the soldiers to operate in hostile environments for prolonged periods.
* JetPack: Crucible Guard rocketmen take to the skies with personal aerial conveyances.
* MindOverMatter: Trancers manifest an unpredictable form of psychokinetic power.
* SuperSerum: Following the fall of the Order, Lukas di Morray and Alyce Marc developed a serum to grant warcaster talents to ungifted individuals. Lukas took an untested prototype in desperation and successfully became a warcaster at the cost of becoming addicted to the serum, while Alyce ingested a version designed to counteract some side effects that had afflicted her husband and ended up gaining the ability to transform into a hulking beast.
* TankGoodness: The Railless Interceptor is a moving 150-ton fortress of weapons and plating. Driven by a steam plant designed for riverboats, the Railless Interceptor's engines produce an immense amount of power.
* ThrowDownTheBomblet: Combat alchemists carry a number of specialised alchemical grenades against various targets.
matter how stealthy.



[[folder:Trollbloods]]
* AcidAttack: A slag troll can voluntarily vomit up a narrow stream of acid that is both alarmingly accurate and potent enough to instantly dissolve several inches of steel or stone.
* AllTrollsAreDifferent: Trollbloods in the Iron Kingdoms are split into five categories (pygmy troll, trollkin, full blood troll, dire troll and troll king), but all of them adhere to a few basic distinguishing features including thick and hairless skin, four fingers and toes, no noses, short spines growing out of their heads and rock like stubble that pokes out of various places on their bodies. Trollkin and pygmy trolls are both as civilised as humans are. Trolls are capable of relatively complex thinking and can use rudimentary speech, though their minds are still simple. Elemental trolls like pyre and slag trolls are more dim-witted than others of their size. Dire trolls are giant, ravenous and previously thought too savage to coexist with their smaller cousins. The biggest are the troll kings, titanic creatures viewed by trollkin as legends come to life.
* AlluringAnglerfish: Night trolls lurk in the mouths of their caves, and their quills glow, catching the eye of prey, which, hypnotised, approaches heedless of instinct or judgement, only to be eaten.
* AnchorsAway: One of the sea king's weapons is a discarded anchor.
* AsteroidsMonster: Any significant severed piece of a troll will survive to grow into a diminutive and short-lived creature called a whelp.
* BigEater: Pygmy trolls and trollkin are known for their big appetites. Trolls and dire trolls are known for their ''insatiable'' appetites. Their regenerative metabolisms require substantial quantities of food, preferably fresh meat.
* BizarreAlienBiology: One notable adaptation is that they possess not one stomach but two. The first digests while the second serves akin to a spare holding tank where the small creatures swallowed whole remain alive and undigested in that little habitat.
* ChariotPulledByCats: Trollkin war wagons are drawn by bison, and hearthgut hooch haulers by bears, whose strength allows the trollkin to not have to be concerned about weight.
* DumbMuscle: Among trolls, size goes hand-in-hand with greater ferocity and diminished mental faculty. Dire trolls are far more ferocious than trolls but were once thought to be too vicious and dim-witted for trollkin to even approach. Troll kings are even worse, having been once locked away lest they destroy or devour all the other creatures of Immoren.
* ElementalPowers: There are troll subspecies that demonstrate extreme adaptation to their environment. These elemental trolls have supernatural abilities and affinities drawn from their surroundings.
* ExtremeOmnivore: Trolls have an amazing ability to digest nearly anything, and will sometimes eat rocks or wood or even poison.
* TheFederation: The United Kriels is an alliance of mutual protection of the Thornwood Forest’s sizable displaced trollkin community together with support drawn from the Gnarls and other regions. In the far north a similar confederation of regional groups has taken place to form the Northkin.
* HealingFactor: Trollbloods' regenerative abilities allow them to recover from wounds that would be crippling or fatal to most creatures. Their blood vessels seal quickly, limbs are regrown, and pierced organs often repair themselves.
* TheHighwayman: For trollkin highwaymen, raiding and stealing goods and food from neighbouring communities has been a longstanding practice. Even as kriels band together such raids persist, more often directed at human merchants.
* HorseOfADifferentColor:
** Since trollkin cannot ride horses (which associate their smell with their predators, the trolls), they domesticate bison and turn them into fighting steeds.
** As dire trolls are naturally inclined to tolerate pygmy trolls, a number of the bravest pygs have been paired up with them to create weapons platforms.
* AnIcePerson: Winter trolls and glacier kings harness the raw power of ice and snow with their freezing breath.
* JavelinThrower: Troll impalers throw enormous javelins with bone-crushing force. Ice trolls use their connection to the cold to create frozen javelins from thin air.
* LukeNounverber: As a trollkin warrior earns status and acclaim, he might earn a new name or epithet serving as his surname that captures the champion’s personality, deeds, or fighting style. Names like Kegslayer, Bloodsong or Bonehammer are not given at birth; they must be earned.
* MakeMeWannaShout: Fell callers have powerful booming voices that can shatter stones and bones.
* TheMedic: Dhunian knots call upon Dhunia to heal the wounds of those on the front lines.
* MoreDakka: Sluggers are repeating chain guns that can produce a steady hail of firepower.
* OverlyLongTongue: Swamp trolls' huge, sticky tongues can strike from a shocking distance with surprising accuracy.
* TheParalyzer: Night trolls' venomous claws can paralyse their prey and enemies.
* PlayingWithFire: Pyre trolls are able to belch gouts of combustible liquid that ignites in the air and burns.
* SeaMonster: Sea kings establish lairs many leagues from coastlines, hunting the nearby waters, occasionally waging battles with other leviathans or attacking ships.
* ShockAndAwe: Storm trolls are primed with galvanic energy and can bolt lightning from their mouth.
* ShotgunsAreJustBetter: Scattergunners wield powerful short-ranged weapons that use blasting powder to create a spray of shrapnel.
* ThrowABarrelAtIt: Dire troll bombers are armed with kegs of volatile explosives.
* TimeAbyss: Troll kings were already ancient in the Molgur times and are seemingly ageless.

!!Madrak Ironhide, Chieftain of Thornwood and the World Ender
->''"Our enemies are countless and our friends few. We must unite as one people or face extinction."''

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

to:

[[folder:Trollbloods]]
* AcidAttack: A slag troll can voluntarily vomit up a narrow stream of acid that is both alarmingly accurate and potent enough to instantly dissolve several inches of steel or stone.
* AllTrollsAreDifferent: Trollbloods in the Iron Kingdoms are split into five categories (pygmy troll, trollkin, full blood troll, dire troll and troll king), but all of them adhere to a few basic distinguishing features including thick and hairless skin, four fingers and toes, no noses, short spines growing out of their heads and rock like stubble that pokes out of various places on their bodies. Trollkin and pygmy trolls are both as civilised as humans are. Trolls are capable of relatively complex thinking and can use rudimentary speech, though their minds are still simple. Elemental trolls like pyre and slag trolls are more dim-witted than others of their size. Dire trolls are giant, ravenous and previously thought too savage to coexist with their smaller cousins. The biggest are the troll kings, titanic creatures viewed by trollkin as legends come to life.
* AlluringAnglerfish: Night trolls lurk in the mouths of their caves, and their quills glow, catching the eye of prey, which, hypnotised, approaches heedless of instinct or judgement, only to be eaten.
* AnchorsAway: One of the sea king's weapons is a discarded anchor.
* AsteroidsMonster: Any significant severed piece of a troll will survive to grow into a diminutive and short-lived creature called a whelp.
* BigEater: Pygmy trolls and trollkin are known for their big appetites. Trolls and dire trolls are known for their ''insatiable'' appetites. Their regenerative metabolisms require substantial quantities of food, preferably fresh meat.
* BizarreAlienBiology: One notable adaptation is that they possess not one stomach but two. The first digests while the second serves akin to a spare holding tank where the small creatures swallowed whole remain alive and undigested in that little habitat.
* ChariotPulledByCats: Trollkin war wagons are drawn by bison, and hearthgut hooch haulers by bears, whose strength allows the trollkin to not have to be concerned about weight.
* DumbMuscle: Among trolls, size goes hand-in-hand with greater ferocity and diminished mental faculty. Dire trolls are far more ferocious than trolls but were once thought to be too vicious and dim-witted for trollkin to even approach. Troll kings are even worse, having been once locked away lest they destroy or devour all the other creatures of Immoren.
* ElementalPowers: There are troll subspecies that demonstrate extreme adaptation to their environment. These elemental trolls have supernatural abilities and affinities drawn from their surroundings.
* ExtremeOmnivore: Trolls have an amazing ability to digest nearly anything, and will sometimes eat rocks or wood or even poison.
* TheFederation: The United Kriels is an alliance of mutual protection of the Thornwood Forest’s sizable displaced trollkin community together with support drawn from the Gnarls and other regions. In the far north a similar confederation of regional groups has taken place to form the Northkin.
* HealingFactor: Trollbloods' regenerative abilities allow them to recover from wounds that would be crippling or fatal to most creatures. Their blood vessels seal quickly, limbs are regrown, and pierced organs often repair themselves.
* TheHighwayman: For trollkin highwaymen, raiding and stealing goods and food from neighbouring communities has been a longstanding practice. Even as kriels band together such raids persist, more often directed at human merchants.
* HorseOfADifferentColor:
** Since trollkin cannot ride horses (which associate their smell with their predators, the trolls), they domesticate bison and turn them into fighting steeds.
** As dire trolls are naturally inclined to tolerate pygmy trolls, a number of the bravest pygs have been paired up with them to create weapons platforms.
* AnIcePerson: Winter trolls and glacier kings harness the raw power of ice and snow with their freezing breath.
* JavelinThrower: Troll impalers throw enormous javelins with bone-crushing force. Ice trolls use their connection to the cold to create frozen javelins from thin air.
* LukeNounverber: As a trollkin warrior earns status and acclaim, he might earn a new name or epithet serving as his surname that captures the champion’s personality, deeds, or fighting style. Names like Kegslayer, Bloodsong or Bonehammer are not given at birth; they must be earned.
* MakeMeWannaShout: Fell callers have powerful booming voices that can shatter stones and bones.
* TheMedic: Dhunian knots call upon Dhunia to heal the wounds of those on the front lines.
* MoreDakka: Sluggers are repeating chain guns that can produce a steady hail of firepower.
* OverlyLongTongue: Swamp trolls' huge, sticky tongues can strike from a shocking distance with surprising accuracy.
* TheParalyzer: Night trolls' venomous claws can paralyse their prey and enemies.
* PlayingWithFire: Pyre trolls are able to belch gouts of combustible liquid that ignites in the air and burns.
* SeaMonster: Sea kings establish lairs many leagues from coastlines, hunting the nearby waters, occasionally waging battles with other leviathans or attacking ships.
* ShockAndAwe: Storm trolls are primed with galvanic energy and can bolt lightning from their mouth.
* ShotgunsAreJustBetter: Scattergunners wield powerful short-ranged weapons that use blasting powder to create a spray of shrapnel.
* ThrowABarrelAtIt: Dire troll bombers are armed with kegs of volatile explosives.
* TimeAbyss: Troll kings were already ancient in the Molgur times and are seemingly ageless.

!!Madrak Ironhide, Chieftain of Thornwood and the World Ender
->''"Our enemies are countless and our friends few. We must unite as one people or face extinction."''

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



* BadassInCharge: Trolls wouldn't stand for anything else.
* BladeOnAStick: In his third incarnation, Madrak wields a spear after having lost Rathrok.
* DoomMagnet: THANKS RATHROK
* FrontlineGeneral: As the chief of the united kriels, he leads from the front and engage in battles, although he's been missing as of late.
* HeWhoFightsMonsters: More and more he is losing his softer, peacekeeping side.
* InformedAbility: Trollkin hold a unique advantage on sorcerers compared to other races because all sorcerers are born albino and receive their training early. Oddly enough, Madrak has the lowest FURY score in the faction and has the least amount of spells in disposal.
* JavelinThrower: Madrak switches to using javelins after being freed from his cursed axe Rathrok.
* PintsizedPowerhouse: As a trollkin he is still bigger than most man, but due to being an albino sorcerer breed, he's still smaller than most of his peers
* ScrewThisImOuttaHere: [[spoiler:As of Mk.III, Madrak and his followers have left the Iron Kingdoms behind to settle in the Alchiere Subcontinent, south of the Protectorate of Menoth.]]
* TragicHero: Doing everything he can to protect his people while potentially damning himself. Now the very people he's trying to protect are getting killed by his own weapon's curse, and slowly becoming a warmonger that he opposed to becoming.

!!Hoarluk Doomshaper
-->''"Once one realises that all truth and wisdom lie in the blood, spilling it becomes another ritual"''

* AxCrazy: He is the main defender of aggressive relationships with the humans.
* {{Determinator}}: Survived a hit from [[MightyGlacier Mulg]], cut his hand and grew it instantly back as part of a ceremony and got tortured and thrown in prison.
* BadassInDistress: Got captured by a Cygnar patrol. It wasn't pretty for them.
* FantasticRacism: Suffice to say, Doomshaper loathes humans.
* HairTriggerTemper:
* JerkAss:
* OffstageVillainy: Drags out an empty train car for wounded Cygnarian soldiers to everyone's horror.
* OldMaster: Old, ornery, and can take a punch from Mulg.
* PetTheDog: He has his moments. For example, after a discussion with Grissel which led her to split from him he cursed her as oath breaker. She lead her army into a slaughter at the hands of the Legion, but after escaping she found him and he helped her rescue the survivors. After the battle, he pardoned her and told her to not feel guilty for the deaths of her warriors.

!!Grissel Bloodsong, Marshal of the Kriels
-->''"There is beauty and terror alike in that voice of hers, and she can use it to turn the tides of war."''

* ActionGirl: Of all the female trollkin released so far she has the best stats for combat.
* FieryRedHead: Not exactly hair, but her quills are red colored.
* MagicMusic: comes with the territory of a fell caller. Her offensive shouts are not magical however.
* MakeMeWannaShout: Fell Callers are basically Immoren's version of the Dragonborn.
* MusicalAssassin:
* NumberTwo: She is this to Madrak. When he left, she was in charge of leading the United Kriels.
* {{Tsundere}}: Only defrosted after many tries by Turgol Redeye.

!!Borka Kegslayer
-->''"Enemies and full kegs are the same to me. They exist to be killed - faster the better"''

* AnArmAndALeg: He lost the first and almost lost the second in a duel with Kormac. [[GoodThingYouCanHeal Good thing he can heal]]
* BearsAreBadNews: His epic incarnation rides one he rescued when it was a cub.
* BoisterousBruiser: And how!
* BoozeBasedBuff: He gets harder to kill and gain more fury points when his keg carrier tops him off.
* DrunkenMaster: While no master of martial art, his defensive capability and FURY gets a boost while drinking from his keg.
* ObfuscatingStupidity: He seems very foolish, but he is perceptive enough to refrain himself from breaking Madrak's arm in an arm wrestling competition so that he wouldn't lose face and offer drinks between Madrak and Doomshaper to prevent the rift from them from tearing.
* ReallyGetsAround: In fact thinks its his duty to have as many bastards as possible.
* SleevesAreForWimps: Khadoran winter? Bah, a fur lined vest is more than enough.
* SexyPriest: By troll standards anyway.
* TestosteronePoisoning: Parties hard, wear a pimpin' fur coat, has a pronounced codpiece with two bombs attached? Yeah...

!!Grim Angus
-->''"There is nothing to killing. It is a natural as drawing breath. The challenge lies in the hunt."''

%%* BadassLongcoat
* {{BFG}}: With axe in the stock.
* BountyHunter: Used to be one, but he got tired of lacking a challenge.
* ColdSniper

!!Calandra Truthsayer, Oracle of Glimmerwood
-->""Future is never set, even when carved in stone.""

* FortuneTeller: Also doubles as an Astrologer. She uses every method of augury and finds all of them valid for various purposes.
* LuckManipulationMechanic: Her primary kit.
* MercyKill: Her dagger's ability is to deal more damage to already damaged models.
* ScrewDestiny: She may see them, but she sure refuses to be held down by them.
* RandomNumberGod:

!!Captain Gunnbjorn
-->""May Dhunia have mercy on our enemies, for I will not.""

* {{BFG}}: Chris Walton came up with a design out of a desire for a troll to have a big gun.
* DefectorFromDecadence: to which degree can it be considered decadence is debatable, but he left the Cygnaran army after being ordered to relocate a kriel.
* DeployableCover: Arguably his best ability.
* AFatherToHisMen: His old trencher subordinates still think of him fondly.
* ImprobableCover: His feat and spell does this.
* SplashDamage: Offers this a plenty.

!!Jarl Skuld, Devil of Thornwood
-->""They can have this wood, as their grave.""

* EyepatchOfPower: His eye failed to regenerate after an encounter with Cryxian forces.
* FolkHero: Originally deconstructed (see JustLikeRobinHood) since his reputation was cleaner than he was. Eventually reconstructed once things went bad and he found himself starting to live up to the hype.
* GunsAkimbo:
* TheGunslinger:
* TheHighwayman: He's even standing in the iconic pose from Film/RobRoy.
* ImprobableAimingSkills:
* JustLikeRobinHood: Originally averted. Skuld preferred non-violent robberies, but he was always willing to kill if it came down to it, and would rob his own people just as readily as anyone else. However, after the war between Cygnar and Khador turned the Thornwood into a battle-scarred hell crawling with Skorne, Tharn, and Cryx troops, Jarl found he couldn't abandon his people to them all and ended up becoming an UnlikelyHero to the holdouts and refugees.
* RedBaron: "The Devil of the Thornwood," earned when he was just a bandit.
* SmokeOut: The In variant, allowing for very stealthy and well coordinated assault.

!!Ragnor Skysplitter, the Runemaster

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

* DropTheHammer: His weapon of choice is a stone hammer covered in runes.
* TheHermit: He lived in a cave with the only company of a small group of full blooded trolls, tending the nearby krielstones.

!!Kolgrima Stonetruth
* BrutalHonesty: Kolgrima is always honest, even when cruel, like telling a new mother she would not live to hear her newborn’s first words.
* AnIcePerson: She harnesses the biting cold of the north, earning mastery of the frozen world.
* MadOracle: Kolgrima is a half-mad, dangerous diviner.
* NeverMessWithGranny: She was born in 494 AR, making her 117 years old when entering the story in the year 611 AR.
* SkeletonsInTheCoatCloset: Her robe is adorned with specially prepared bones laden with mystical energies.

to:

* BadassInCharge: Trolls wouldn't stand for anything else.
* BladeOnAStick: In his third incarnation, Madrak wields a spear after having lost Rathrok.
* DoomMagnet: THANKS RATHROK
* FrontlineGeneral: As the chief of the united kriels, he leads from the front
SavageWolves: Enormous wolves with intelligence and engage in battles, although he's been missing as of late.
* HeWhoFightsMonsters: More and more he is losing his softer, peacekeeping side.
* InformedAbility: Trollkin hold a unique advantage on sorcerers compared to other races because all sorcerers are born albino and receive their training early. Oddly enough, Madrak has the lowest FURY score in the faction and has the least amount of spells in disposal.
* JavelinThrower: Madrak switches to using javelins after being freed from his cursed axe Rathrok.
* PintsizedPowerhouse: As a trollkin he is still bigger than most man, but due to being an albino sorcerer breed, he's still smaller than most of his peers
* ScrewThisImOuttaHere: [[spoiler:As of Mk.III, Madrak and his followers have left the Iron Kingdoms behind to settle in the Alchiere Subcontinent, south of the Protectorate of Menoth.]]
* TragicHero: Doing everything he can to protect his people while potentially damning himself. Now the very people he's trying to protect are getting killed by his own weapon's curse, and slowly becoming a warmonger
ferocity far outstripping that he opposed to becoming.

!!Hoarluk Doomshaper
-->''"Once one realises that all truth and wisdom lie in the blood, spilling it becomes another ritual"''

* AxCrazy: He is the main defender
of aggressive relationships with the humans.
* {{Determinator}}: Survived a hit from [[MightyGlacier Mulg]], cut his hand and grew it instantly back as part of a ceremony and got tortured and thrown in prison.
* BadassInDistress: Got captured by a Cygnar patrol. It wasn't pretty for them.
* FantasticRacism: Suffice to say, Doomshaper loathes humans.
* HairTriggerTemper:
* JerkAss:
* OffstageVillainy: Drags out an empty train car for wounded Cygnarian soldiers to everyone's horror.
* OldMaster: Old, ornery, and can take a punch from Mulg.
* PetTheDog: He has his moments. For example, after a discussion with Grissel which led her to split from him he cursed her as oath breaker. She lead her army into a slaughter at the hands of the Legion, but after escaping she found him and he helped her rescue the survivors. After the battle, he pardoned her and told her to not feel guilty for the deaths of her warriors.

!!Grissel Bloodsong, Marshal of the Kriels
-->''"There is beauty and terror alike in that voice of hers, and she can use it to turn the tides of war."''

* ActionGirl: Of all the female trollkin released so far she has the best stats for combat.
* FieryRedHead: Not exactly hair, but her quills
mere beasts, duskwolves are red colored.
* MagicMusic: comes with the territory of a fell caller. Her offensive shouts are not magical however.
* MakeMeWannaShout: Fell Callers are basically Immoren's version of the Dragonborn.
* MusicalAssassin:
* NumberTwo: She is this to Madrak. When he left, she was in charge of leading the United Kriels.
* {{Tsundere}}: Only defrosted after many tries by Turgol Redeye.

!!Borka Kegslayer
-->''"Enemies and full kegs are the same to me. They exist to be killed - faster the better"''

* AnArmAndALeg: He lost the first and almost lost the second in a duel with Kormac. [[GoodThingYouCanHeal Good thing he can heal]]
* BearsAreBadNews: His epic incarnation rides one he rescued when it was a cub.
* BoisterousBruiser: And how!
* BoozeBasedBuff: He gets harder to kill and gain more fury points when his keg carrier tops him off.
* DrunkenMaster: While no master of martial art, his defensive capability and FURY gets a boost while drinking from his keg.
* ObfuscatingStupidity: He seems very foolish, but he is perceptive enough to refrain himself from breaking Madrak's arm in an arm wrestling competition so that he wouldn't lose face and offer drinks between Madrak and Doomshaper to prevent the rift from them from tearing.
* ReallyGetsAround: In fact thinks its his duty to have as many bastards as possible.
* SleevesAreForWimps: Khadoran winter? Bah, a fur lined vest is more than enough.
* SexyPriest: By troll standards anyway.
* TestosteronePoisoning: Parties hard, wear a pimpin' fur coat, has a pronounced codpiece with two bombs attached? Yeah...

!!Grim Angus
-->''"There is nothing to killing. It is a natural as drawing breath. The challenge lies in the hunt."''

%%* BadassLongcoat
* {{BFG}}: With axe in the stock.
* BountyHunter: Used to be one, but he got tired of lacking a challenge.
* ColdSniper

!!Calandra Truthsayer, Oracle of Glimmerwood
-->""Future is never set, even when carved in stone.""

* FortuneTeller: Also doubles as an Astrologer. She uses every method of augury and finds all of them valid for various purposes.
* LuckManipulationMechanic: Her primary kit.
* MercyKill: Her dagger's ability is to deal more damage to already damaged models.
* ScrewDestiny: She may see them, but she sure refuses to be held down by them.
* RandomNumberGod:

!!Captain Gunnbjorn
-->""May Dhunia have mercy on our enemies, for I will not.""

* {{BFG}}: Chris Walton came up with a design out of a desire for a troll to have a big gun.
* DefectorFromDecadence: to which degree can it be considered decadence is debatable, but he left the Cygnaran army after being ordered to relocate a kriel.
* DeployableCover: Arguably his best ability.
* AFatherToHisMen: His old trencher subordinates still think of him fondly.
* ImprobableCover: His feat and spell does this.
* SplashDamage: Offers this a plenty.

!!Jarl Skuld, Devil of Thornwood
-->""They can have this wood, as their grave.""

* EyepatchOfPower: His eye failed to regenerate after an encounter with Cryxian forces.
* FolkHero: Originally deconstructed (see JustLikeRobinHood) since his reputation was cleaner than he was. Eventually reconstructed once things went bad and he found himself starting to live up to the hype.
* GunsAkimbo:
* TheGunslinger:
* TheHighwayman: He's even standing in the iconic pose from Film/RobRoy.
* ImprobableAimingSkills:
* JustLikeRobinHood: Originally averted. Skuld preferred non-violent robberies, but he was always willing to kill if it came down to it, and would rob his own people just as readily as anyone else. However, after the war between Cygnar and Khador turned the Thornwood into a battle-scarred hell crawling with Skorne, Tharn, and Cryx troops, Jarl found he couldn't abandon his people to them all and ended up becoming an UnlikelyHero to the holdouts and refugees.
* RedBaron: "The Devil of the Thornwood," earned when he was just a bandit.
* SmokeOut: The In variant, allowing for very stealthy and well coordinated assault.

!!Ragnor Skysplitter, the Runemaster

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

* DropTheHammer: His weapon of choice is a stone hammer covered in runes.
* TheHermit: He lived in a cave with the only company of a small group of full blooded trolls, tending the nearby krielstones.

!!Kolgrima Stonetruth
* BrutalHonesty: Kolgrima is always honest, even when cruel, like telling a new mother she would not live to hear her newborn’s first words.
* AnIcePerson: She harnesses the biting cold of the north, earning mastery of the frozen world.
* MadOracle: Kolgrima is a half-mad,
dangerous diviner.
* NeverMessWithGranny: She was born in 494 AR, making her 117 years old when entering
predators that dwell within dark, primeval forests. They have been known to stalk and kill lone humans wandering the story in the year 611 AR.
* SkeletonsInTheCoatCloset: Her robe is adorned with specially prepared bones laden with mystical energies.
wilderness, and creatures as large and powerful as trolls have fallen to hungry duskwolf packs.



[[folder:Circle Orboros]]
* AbsurdlyDedicatedWorker: Once a wold receives a command from its master, it will follow that command indefinitely, even waiting centuries to carry it out.
* AmazonBrigade: Tharn bloodtrackers, bloodweavers and wolf riders are exclusively female.
* AmplifierArtifact: Woldwraths can help blackclads tap the energy of ley lines and augment their own magic by leveraging the woldwrath's power.
* BarbarianTribe: The Circle's allies inhabit every sizable forest, mountain range, swamp, desert, and other wild place in western Immoren.
* DecadentCourt: The political machinations within the Circle are many-layered and treacherous.
* {{Druid}}: Members of the order are called druids.
* FaunsAndSatyrs: Satyrs have muscular, man-like upper bodies, and the legs and hooves of a goat. They walk upright, towering twice as tall as the average human. They are hostile and aggressive creatures with a limited capacity for reason.
* FightingAShadow: Entities such as Wurmwood and the Lord of the Feast are manifestations of the Devourer Wurm on Caen. Each reflects one of the Wurm's aspect, and has its own personality, functions and purposes.
* GiantFlyer: Storm raptors are giant birds of prey native to the Stormlands.
* {{Golem}}: Wolds are constructs given a semblance of life through druidic magic.
* GreenThumb: Woldwardens' natural power allows them to cause trees and foliage to erupt around them.
* HealingFactor: A warpwolf's wounds heal quickly in response to the regenerative properties bestowed upon it.
* HorseOfADifferentColor: Tharn wolf riders ride duskwolves. Blackclad mist riders ride Skirovik mountain goats.
* AnIcePerson: Winter argus can manifest a supernatural cold to cripple enemies.
* KidnappingBirdOfPrey: Scarsfell griffons lift prey aloft to be eaten high in their nests, leaving little sign on the ground.

to:

[[folder:Circle Orboros]]
[[folder:Gorax]]
----
* AbsurdlyDedicatedWorker: Once a wold receives a command from its master, it will follow BeastMan: Great, hulking brutes that command indefinitely, even waiting centuries to carry it out.
* AmazonBrigade: Tharn bloodtrackers, bloodweavers and wolf riders are exclusively female.
* AmplifierArtifact: Woldwraths can help blackclads tap the energy of ley lines and augment their own magic by leveraging the woldwrath's power.
* BarbarianTribe: The Circle's allies
inhabit every sizable forest, mountain range, swamp, desert, and other wild place in the deepest wilds of western Immoren.
* DecadentCourt: The political machinations within the Circle
Immoren, gorax are many-layered and treacherous.
* {{Druid}}: Members of the order are called druids.
* FaunsAndSatyrs: Satyrs have muscular, man-like upper bodies, and the legs and hooves of a goat. They walk upright, towering twice as tall as the average human. They are hostile and aggressive
primitive creatures with a limited capacity for reason.
* FightingAShadow: Entities such as Wurmwood
that blur the line between man and the Lord of the Feast are manifestations of the Devourer Wurm on Caen. Each reflects one of the Wurm's aspect, and has its own personality, functions and purposes.
* GiantFlyer: Storm raptors are giant birds of prey native to the Stormlands.
* {{Golem}}: Wolds are constructs given a semblance of life through druidic magic.
* GreenThumb: Woldwardens' natural power allows them to cause trees and foliage to erupt around them.
* HealingFactor: A warpwolf's wounds heal quickly in response to the regenerative properties bestowed upon it.
* HorseOfADifferentColor: Tharn wolf riders ride duskwolves. Blackclad mist riders ride Skirovik mountain goats.
* AnIcePerson: Winter argus can manifest a supernatural cold to cripple enemies.
* KidnappingBirdOfPrey: Scarsfell griffons lift prey aloft to be eaten high in their nests, leaving little sign on the ground.
beast.



* LeanAndMean: Shadowhorns possess a slenderer build than other satyrs, but they are even more aggressive and display a particularly savage glee when closing with the enemy.

to:

* LeanAndMean: Shadowhorns possess a slenderer build than other satyrs, but they are even more aggressive and display a particularly savage glee when closing with ToServeMan: Gorax that taste the enemy.blood of mankind seek it out, which has caused some of the beasts to move from their wilderness domains closer to the fringes of civilisation.
[[/folder]]

[[folder:Griffon]]
----
* KidnappingBirdOfPrey: Scarsfell griffons lift prey aloft to be eaten high in their nests, leaving little sign on the ground.



* ManEatingPlant: Gallows groves sustain themselves on blood. Though they are unable to actively strike out at prey, they are irresistibly drawn to blood-drenched soil.
* ManipulativeBastard: As much as possible, the blackclads avoid risking their own lives, preferring instead to sacrifice the many minions, pawns, and vassals in their service. In many instances, this relationship is one-sided: the Circle requires its allies to fight on its behalf as payment for services the blackclads may have performed generations earlier, or to prevent some vague impending calamity. Some of these arrangements are little more than extortion. In other cases the blackclads manipulate the beliefs of certain groups so they think they share the same goals as the Circle, even if that is not actually true.
* MookMaker: Sentry stones can cobble together animated mannikins from sticks and vines.
* {{Multishot}}: Reeves of Orboros prefer double crossbows that can fire in rapid succession.
* OrderVersusChaos: The blackclads (Chaos) focus on limiting civilisation (Order) wherever possible.



* OurWerewolvesAreDifferent: Warpwolves are more protean than most: in addition to shifting from human to wolf forms, they can also mutate themselves to be stronger, faster, or tougher from moment to moment. Warpwolves may mate with others to produce purebloods that never take on human form. Warpborn skinwalkers are smaller and less powerful than warpwolves but also have much more control on their shapeshifting ability.
* PowerFloats: Woldstalkers, woldwyrds and celestial fulcrums float silently over the earth.
* RayGun: Woldwyrds can fire a deadly beam of emerald fire.
* SadistTeacher: Mentors to young druids are often cruel and unforgiving, subjecting them to a gauntlet of trials and severe training. Initiates learn to fear and respect their mentors, seeing them as all-powerful and all-knowing.
* SapientEatSapient: The Tharn relish ritual consumption of their enemies’ flesh.
* SavageWolves: Argus are huge two-headed canines tamed, breeded, and trained by the druids for battle and protection.
* ShockAndAwe: Storm raptors are rife with electrical energies.
* SuicideAttack: Although a wold wight's blazing lanterns are fearsome weapons, their true purpose is to set the wight ablaze. It then closes with its enemies to consume both in a pyre that only leaves behind the wold wight's stone heart, which can then be salvaged by the blackclads.
* {{Teleportation}}: Long-distance teleportation is one of the greatest tools of the Circle.
* ToServeMan: Gorax appreciate the taste of human flesh, and some prefer it above all other food.
* UseYourHead: A satyr employs its massive horns to ram foes.
* WasOnceAMan: Warpwolves who have lived in this state for long periods accept their condition and abandon their humanity, losing their memory, the ability to speak and entering an entirely feral state.
* WeatherControlMachine: Celestial fulcrums can evoke the powers of the seasons, summoning lightning storms, blasts of heat or killing winds.
* WellIntentionedExtremist: The Circle insists violence on any scale against civilisation is justified and unleashes natural disasters of all sorts to cull thousands of people at a time, but they sincerely believe that if they don't, civilisation will eventually interfere with the flow of Orboros to the extent that it will compel the Devourer Wurm to come back to Caen and destroy humanity entirely in order to replenish the flow of nature's power that sustains it. The blackclads ultimately seek to preserve a place for humanity on Caen.
* WolverineClaws: Razorwing griffons use their sharp-edged blades to slash through the enemy ranks.

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

* AsskickingEqualsAuthority
* BackFromTheDead: After Lylyth killed him, his soul stayed in Urcaen for a while before the Devourer returned him to Caen.
* {{Golem}}: His specialization in 'warbeasts'
* OnlySaneMan: Was this for the circle, but now is closer to RoaringRampageOfRevenge
* TakenForGranite: His sword, Tritus, has this effect.

!!Bradigus Thorle the Runecarver
-->''"His eyes behold the raw power of Caen. His hands shape for us the tools to wield it."''

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

!!Cassius the Oathkeeper & Wurmwood, Tree of Fate
-->''"I seal the Oath with my blood, my life. I am nothing before Orboros."''

* ForcedTransformation: Cassius's weapon turns killed enemies into trees
* MouthOfSauron: The Oathkeepers are the speakers for the Wurmwood.
* StealthHiBye: A rare example of a tree(!) doing this. As seen his conversation with Bradigus Thorle.

!!Grayle the Farstrider
-->''"Men follow courage, not treachery."''

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

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

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

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

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

to:

* OurWerewolvesAreDifferent: Warpwolves are more protean than most: in addition to shifting from human to wolf forms, they can also mutate themselves to be stronger, faster, or tougher from moment to moment. Warpwolves may mate with others to produce purebloods that never take on human form. Warpborn skinwalkers are smaller and less powerful than warpwolves but also have much more control on their shapeshifting ability.
* PowerFloats: Woldstalkers, woldwyrds and celestial fulcrums float silently over the earth.
* RayGun: Woldwyrds can fire a deadly beam of emerald fire.
* SadistTeacher: Mentors to young druids are often cruel and unforgiving, subjecting them to a gauntlet of trials and severe training. Initiates learn to fear and respect their mentors, seeing them as all-powerful and all-knowing.
* SapientEatSapient: The Tharn relish ritual consumption of their enemies’ flesh.
* SavageWolves: Argus are huge two-headed canines tamed, breeded, and trained by the druids for battle and protection.
* ShockAndAwe: Storm raptors are rife with electrical energies.
* SuicideAttack: Although a wold wight's blazing lanterns are fearsome weapons, their true purpose is to set the wight ablaze. It then closes with its enemies to consume both in a pyre that only leaves behind the wold wight's stone heart, which can then be salvaged by the blackclads.
* {{Teleportation}}: Long-distance teleportation is one of the greatest tools of the Circle.
* ToServeMan: Gorax appreciate the taste of human flesh, and some prefer it above all other food.
* UseYourHead: A satyr employs its massive horns to ram foes.
* WasOnceAMan: Warpwolves who have lived in this state for long periods accept their condition and abandon their humanity, losing their memory, the ability to speak and entering an entirely feral state.
* WeatherControlMachine: Celestial fulcrums can evoke the powers of the seasons, summoning lightning storms, blasts of heat or killing winds.
* WellIntentionedExtremist: The Circle insists violence on any scale against civilisation is justified and unleashes natural disasters of all sorts to cull thousands of people at a time, but they sincerely believe that if they don't, civilisation will eventually interfere with the flow of Orboros to the extent that it will compel the Devourer Wurm to come back to Caen and destroy humanity entirely in order to replenish the flow of nature's power that sustains it. The blackclads ultimately seek to preserve a place for humanity on Caen.
* WolverineClaws: Razorwing griffons use their sharp-edged blades to slash through the enemy ranks.

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

* AsskickingEqualsAuthority
* BackFromTheDead: After Lylyth killed him, his soul stayed in Urcaen for a while before the Devourer returned him to Caen.
* {{Golem}}: His specialization in 'warbeasts'
* OnlySaneMan: Was this for the circle, but now is closer to RoaringRampageOfRevenge
* TakenForGranite: His sword, Tritus, has this effect.

!!Bradigus Thorle the Runecarver
-->''"His eyes behold the raw power of Caen. His hands shape for us the tools to wield it."''

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

!!Cassius the Oathkeeper & Wurmwood, Tree of Fate
-->''"I seal the Oath with my blood, my life. I am nothing before Orboros."''

* ForcedTransformation: Cassius's weapon turns killed enemies into trees
* MouthOfSauron: The Oathkeepers are the speakers for the Wurmwood.
* StealthHiBye: A rare example of a tree(!) doing this. As seen his conversation with Bradigus Thorle.

!!Grayle the Farstrider
-->''"Men follow courage, not treachery."''

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

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

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

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

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

[[folder:Hornbeak Trask]]



%%* BloodKnight
* DualWielding: His first incarnation wields two axes until he discards them in favour of Rathrok.
* HulkingOut: Can enter Beast Form, were he is really strong but loses his spells. Beast form is something every Tharn can use.
* MyNaymeIs: His name is spelt Kromac instead of Cormac.

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

%%* AxCrazy
* BurnTheWitch: Krueger would have got burnt at the stake by his Menite father if Mohsar hadn't rescued him in time.
* DealWithTheDevil: Has struck a deal with Blighterghast, one of the most powerful dragons, to make the dragon alliance hunt Everblight.
* {{Flight}}: In fluff, he is often portrayed as hovering over the battlefield
* OffingTheOffspring: As a child, when Krueger manifested his wilding, his father, a Menite priest, attempted to burn him alive, but a timely intervention from the Circle saved his life.
%%* ShockAndAwe

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

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

* BlindSeer: Mohsar's eyes are milky and clouded, signifying he's blind. This hinders him little as his awareness of Orboros is perfect.
* InTheHood
* OldMaster: He is the oldest of the omnipotents in the Circle.
* SinkOrSwimMentor: Mohsar is a harsh master renowned for teaching the power of desert and ocean by cruel example. He once stripped Krueger and abandoned him in the desert hills east of Acrennia, forcing him to return using his own strength and cunning.
* TeleFrag: He can teleport by turning on of his warriors into sand

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

* BloodMagic
* ManipulativeBitch

!!Tanith the Feral Song

!!Lord of the Feast

to:

%%* BloodKnight
* DualWielding: His first incarnation wields two axes until he discards them in favour of Rathrok.
* HulkingOut: Can enter Beast Form, were he is really strong but loses his spells. Beast form is something every Tharn can use.
* MyNaymeIs: His name is spelt Kromac instead of Cormac.

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

%%* AxCrazy
* BurnTheWitch: Krueger would have got burnt at the stake by his Menite father if Mohsar hadn't rescued him in time.
* DealWithTheDevil: Has struck a deal with Blighterghast, one
consume any ready source of the most powerful dragons, to make the dragon alliance hunt Everblight.
* {{Flight}}: In fluff, he is often portrayed as hovering over the battlefield
* OffingTheOffspring: As a child, when Krueger manifested his wilding, his father, a Menite priest, attempted to burn him alive, but a timely intervention from the Circle saved his life.
%%* ShockAndAwe

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

He is actually one of the omnipotents, the highest rank inside the Circle, along with the fluff-only characters Dahlekov
meat they can find: rats, stray dogs, gobbers, and Lortus. Not a nice guy.

* BlindSeer: Mohsar's eyes are milky and clouded, signifying he's blind. This hinders him little as his awareness of Orboros is perfect.
* InTheHood
* OldMaster: He is the oldest of the omnipotents in the Circle.
* SinkOrSwimMentor: Mohsar is a harsh master renowned for teaching the power of desert and ocean by cruel example. He once stripped Krueger and abandoned him in the desert hills east of Acrennia, forcing him to return using his own strength and cunning.
* TeleFrag: He can teleport by turning
even larger prey on of his warriors into sand

!!Morvahna the Dawnshadow
-->''"Do not mistake her sweet words for aught but naked ambition. She is as cruel as she is beautiful, and every flower
occasion. Virtually anything that blooms at her touch exacts moves is considered as a price in blood."''
-->''"All things move toward their end, both brightest day and darkest night."''

* BloodMagic
* ManipulativeBitch

!!Tanith the Feral Song

!!Lord of the Feast
food source.
[[/folder]]

[[folder:Hull Grinder]]



* CreepyCrows: The Lord of the Feast's only companion on the fields of carnage is a jet-black raven that ranges ahead of its master and summons its lord to fresh victims.
* ImAHumanitarian: The Lord of the Feast rends the flesh of the fallen and claims the viscera and vital organs within.
* ResurrectiveImmortality: Like a force of nature itself, the Lord of the Feast is impossible to destroy completely through combat. If slain, the Lord of the Feast restores its physical form with the next rising of the Eye of the Wurm. It forms from a gathering of carrion birds or dramatically rips free from some beast that consumed its prior body. As a rule, the only way to get rid of the Lord of the Feast is to sate its desire for carrion prizes.
* SummonToHand: While those who vanquish the Lord of the Feast may take its Wurmblade with them, when it reforms the blade will vanish and reappear with it. It has been known to seek vengeance on any who steals the weapon.
* WasOnceAMan: According to legend, the Lord of the Feast was a famed human chieftain who was both a skilled hunter and a deadly warrior. He devoted all he killed to the Devourer Wurm, and as he neared death, he beseeched the Devourer for a benediction—that he would never die of starvation, and that death would not claim him as long as he was hungry. The Wurm granted this request, transforming the chieftain into the horrifying creature known as the Lord of the Feast.

to:

* CreepyCrows: The Lord of the Feast's only companion on the fields of carnage is a jet-black raven FiendishFish: Hull grinders are massive predatory fish that ranges ahead usually grow to a length of its master and summons its lord to fresh victims.
* ImAHumanitarian: The Lord of the Feast rends the flesh of the fallen and claims the viscera and vital organs within.
* ResurrectiveImmortality: Like a force of nature itself, the Lord of the Feast is impossible to destroy completely through combat. If slain, the Lord of the Feast restores its physical form
fifteen feet, with remarkable specimens reaching over thirty feet long. A hull grinder is prone to attack any vessel it has mistaken for its prey. The collection of barbs on its back can damage the next rising hulls of the Eye of the Wurm. It forms from a gathering of carrion birds or dramatically rips free from almost any ship.
* ImprovisedWeapon: Hull grinder barbs are sharp and durable enough that
some beast that consumed its prior body. As a rule, the only way to get rid of the Lord of the Feast is to sate its desire for carrion prizes.
* SummonToHand: While those who vanquish the Lord of the Feast may take its Wurmblade with them, when it reforms the blade will vanish
coastal and reappear with it. It has been known to seek vengeance on any who steals the weapon.
* WasOnceAMan: According to legend, the Lord of the Feast was a famed human chieftain who was both a skilled hunter and a deadly warrior. He devoted all he killed to the Devourer Wurm, and
riverside communities use them as he neared death, he beseeched the Devourer for a benediction—that he would never die of starvation, and that death would not claim him as long as he was hungry. The Wurm granted this request, transforming the chieftain into the horrifying creature known as the Lord of the Feast.weapons.



[[folder:Skorne]]
* AndIMustScream: All skorne that do not get exalted or chosen by an exalted to be its revered companions (that is, the majority of them, including all non-warriors with very few exceptions) will, upon death, be flung into the yawning Void to experience endless pain and agony and inevitably go mad.
* AppropriatedAppellation: When the elves still ruled much of central Immoren, before the Abyss was created, they called the primitive skorne godless. The skorne took it as a compliment, in the belief that the elven gods pampered the elves, making them weak and dependent on the gods.
* BarrierWarrior: The basilisk krea is a support beast with the primary function of protecting your army from ranged attacks with its Force Aura.
* TheBerserker: Nihilators hurl themselves wildly into the fray, seeking the most violent deaths in the quest for exaltation.
* {{Cyclops}}: The one-eyed, large, brutish cyclopes are one of the most common warbeasts used by the skorne.
* EyepatchOfPower: Skorne extollers ritually cut out an eye and replace it with a device called Oculus.
* FantasticCasteSystem: All skorne have a caste which largely defines one's role in skorne society. The skorne castes are, in descending order: warrior, worker, slave, and outcast. Typically a character’s caste is determined early in life, but some skorne belong to castes other than the one they were born into.
* FantasticRacism: Skorne tribes used to raid the elven empire of Lyoss long before the events of the game, and the enmity continues to this day. For this reason, Makeda chose Ios as the target for her invasion.
* FeelNoPain: Skorne nihilators use self-inflicted agonies to achieve a waking meditative state that allows them to ignore even the most crippling injuries.
* FlechetteStorm: Venators' reivers fire bursts of iron needles that shred their targets.
* HordesFromTheEast: The skorne originate in Eastern Immoren, and come to the western half of the continent for one purpose: conquest.
* LivingStatue: Skorne ancestral guardians and immortals are statues animated by the souls of the exalted and their revered companions.
* MageSpecies: Unlike the other races, all skorne have the potential to use magic in the form of mortitheurgy. As a result, in the RPG, in contrast to characters of other races can only have an ARC stat or take magic careers if they have the Gifted archetype, skorne non-Gifted characters start with an ARC stat of 1 and can take magic careers as long as they meet the prerequisites (the only exception being the Extoller career). A skorne character with the Gifted archetype is either a particularly powerful individual or one who committed early to the study of magic.
* NayTheist: The skorne know that gods exist. They just don't have any of their own, and view worshipping gods as a weakness, and in fact, held the Iosans' dependence on their gods against them for several millennia before the current storyline.
* TheNothingAfterDeath: Skorne philosophy does not include an afterlife. Avoiding this fate is the goal of ''hoksune'', earning enough glory and prestige through battle to deserve preservation in a sacral stone so the warrior may advise future generations.
* SufferTheSlings: The sling has served as a primary hunting tool since the skorne's days as nomads and remains in use by Venators, especially those from less wealthy houses that cannot equip them with reivers and other advanced weapons.
* ATasteOfTheLash: Lashes are an important tool of paingiver beast handlers in the task of conditioning warbeasts.
* TortureTechnician: All skorne paingivers are masters of torture.
* TouchOfDeath: Void spirits can siphon away an enemy’s vitality through a single touch.
* VertebrateWithExtraLimbs: The titans and mammoths used by the skorne have six limbs each.
* WarElephants: Titans (which can be described as small, four-armed elephants) and their larger cousins, the mammoths, are widely used as warbeasts by skorne warlocks.

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

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

* ActionGirl: In a society as martial as the skorne, she'd have to be.
* AncestralWeapon: Makeda initially wields the [[DualWielding Swords of Balaash]].
* AsskickingEqualsAuthority: Fought her way to her position. Only Vinter has ever beaten her.
* CainAndAbel: And Adam, too! Makeda killed her brother to claim control of her House, after he did the same to their father.
* TheEmperor: After overthrowing Vinter Raelthorne, Makeda also claims his title of Supreme Archdomina, ruler of the entire Skorne Empire.
* TheStarscream: To Vinter Raelthorne.
* SurvivalMantra: Before she killed her brother, he had her poisoned. She fought the poison for ten days and ten nights, reciting the [[BigBookOfWar hoksune code]] the entire time.
* UnPerson: Makeda orders all mention of her brother's name wiped from skorne history.
* WorthyOpponent: What she considered Tyrant Naram, the first enemy she fought as a commader, to be. Her brother's failure to live up to this in the end is the reason she has his name struck from history.

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

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

* {{BFS}}: Xerxis weapons of choice are the Pillars of Halaak, a pair of gigantic maces that most Cataphracts struggle to lift even only one of them.
* BloodKnight: Xerxis lives for battle.
* {{Determinator}} : even when ganged up on by two Circle Warlocks, bleeding profusely, and with both lungs punctured, Xerxis still won't go down.
* DualWielding
* FourStarBadass
* HandicappedBadass: After being crippled in a two-on-one fight against Circle Orboros, Xerxis demanded to be released back to the frontlines. Rather than a wheelchair, though, Xerxis now rides a war rhino. And people wondered how Creator/PrivateerPress could ever make him even more awesome.
* MadeOfIron
* MightyGlacier: Xerxis is the second slowest skorne warlock, with only [[FatBastard Rasheth]] being slower, but Xerxis hits like an avalanche.
* StoutStrength: While by no means fat, Xerxis is still a very bulky warrior, making the speed with which he fight all the more impressive given the bulk of his armor and the weight of his weapons.

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

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

* AdiposeRex: His position is tantamount to that of a king, so this fits.
* TheBeastMaster: Rasheth is so fat and lazy, he litterally needs his warbeasts to fight for him.
* EvilSorcerer: Rasheth's disdain for the Hoksune code means that he's no great warrior, but he more than compensates for that deficiency with his impressive magical abilities.
* FatBastard: Oh so very much...
* TheHedonist: Rasheth spends much of his time snacking on skorne delicacies, like glazed eyeballs and pieces of tongue, even in battle.
* PlagueMaster: Several of Rasheth's spells center around.
* TooImportantToWalk: Rasheth is carried into battle atop a lectice carried by a trio of Agonizers.
* VillainousGlutton: He's an obese skorne and is so vile that skorne and other races alike view him as evil.
* WeakButSkilled: Rasheth cannot fight and has bad stats, but is one of the most skilled mortitheurges in the Skorne Empire.

!!Lord Arbiter Hexeris

* TheStarscream: To Makeda.

!!Master Tormentor and Lord Assassin Morghoul

* BodyguardBabes: Both of Dominar Morghoul's escorts are female paingivers with a prominent CleavageWindow.
* CombatHandFan: Morghoul wields the Fan of Shadows in his second incarnation.
* TortureTechnician: He's a master tormentor.

!!Zaal, the Ancestral Advocate

to:

[[folder:Skorne]]
* AndIMustScream: All skorne that do not get exalted or chosen by an exalted to be its revered companions (that is, the majority of them, including all non-warriors with very few exceptions) will, upon death, be flung into the yawning Void to experience endless pain and agony and inevitably go mad.
* AppropriatedAppellation: When the elves still ruled much of central Immoren, before the Abyss was created, they called the primitive skorne godless. The skorne took it as a compliment, in the belief that the elven gods pampered the elves, making them weak and dependent on the gods.
* BarrierWarrior: The basilisk krea is a support beast with the primary function of protecting your army from ranged attacks with its Force Aura.
* TheBerserker: Nihilators hurl themselves wildly into the fray, seeking the most violent deaths in the quest for exaltation.
* {{Cyclops}}: The one-eyed, large, brutish cyclopes are one of the most common warbeasts used by the skorne.
* EyepatchOfPower: Skorne extollers ritually cut out an eye and replace it with a device called Oculus.
* FantasticCasteSystem: All skorne have a caste which largely defines one's role in skorne society. The skorne castes are, in descending order: warrior, worker, slave, and outcast. Typically a character’s caste is determined early in life, but some skorne belong to castes other than the one they were born into.
* FantasticRacism: Skorne tribes used to raid the elven empire of Lyoss long before the events of the game, and the enmity continues to this day. For this reason, Makeda chose Ios as the target for her invasion.
* FeelNoPain: Skorne nihilators use self-inflicted agonies to achieve a waking meditative state that allows them to ignore even the most crippling injuries.
* FlechetteStorm: Venators' reivers fire bursts of iron needles that shred their targets.
* HordesFromTheEast: The skorne originate in Eastern Immoren, and come to the western half of the continent for one purpose: conquest.
* LivingStatue: Skorne ancestral guardians and immortals are statues animated by the souls of the exalted and their revered companions.
* MageSpecies: Unlike the other races, all skorne have the potential to use magic in the form of mortitheurgy. As a result, in the RPG, in contrast to characters of other races can only have an ARC stat or take magic careers if they have the Gifted archetype, skorne non-Gifted characters start with an ARC stat of 1 and can take magic careers as long as they meet the prerequisites (the only exception being the Extoller career). A skorne character with the Gifted archetype is either a particularly powerful individual or one who committed early to the study of magic.
* NayTheist: The skorne know that gods exist. They just don't have any of their own, and view worshipping gods as a weakness, and in fact, held the Iosans' dependence on their gods against them for several millennia before the current storyline.
* TheNothingAfterDeath: Skorne philosophy does not include an afterlife. Avoiding this fate is the goal of ''hoksune'', earning enough glory and prestige through battle to deserve preservation in a sacral stone so the warrior may advise future generations.
* SufferTheSlings: The sling has served as a primary hunting tool since the skorne's days as nomads and remains in use by Venators, especially those from less wealthy houses that cannot equip them with reivers and other advanced weapons.
* ATasteOfTheLash: Lashes are an important tool of paingiver beast handlers in the task of conditioning warbeasts.
* TortureTechnician: All skorne paingivers are masters of torture.
* TouchOfDeath: Void spirits can siphon away an enemy’s vitality through a single touch.
* VertebrateWithExtraLimbs: The titans and mammoths used by the skorne have six limbs each.
* WarElephants: Titans (which can be described as small, four-armed elephants) and their larger cousins, the mammoths, are widely used as warbeasts by skorne warlocks.

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

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

* ActionGirl: In a society as martial as the skorne, she'd have to be.
* AncestralWeapon: Makeda initially wields the [[DualWielding Swords of Balaash]].
* AsskickingEqualsAuthority: Fought her way to her position. Only Vinter has ever beaten her.
* CainAndAbel: And Adam, too! Makeda killed her brother to claim control of her House, after he did the same to their father.
* TheEmperor: After overthrowing Vinter Raelthorne, Makeda also claims his title of Supreme Archdomina, ruler of the entire Skorne Empire.
* TheStarscream: To Vinter Raelthorne.
* SurvivalMantra: Before she killed her brother, he had her poisoned. She fought the poison for ten days and ten nights, reciting the [[BigBookOfWar hoksune code]] the entire time.
* UnPerson: Makeda orders all mention of her brother's name wiped from skorne history.
* WorthyOpponent: What she considered Tyrant Naram, the first enemy she fought as a commader, to be. Her brother's failure to live up to this in the end is the reason she has his name struck from history.

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

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

* {{BFS}}: Xerxis weapons of choice are the Pillars of Halaak, a pair of gigantic maces that most Cataphracts struggle to lift even only one of them.
* BloodKnight: Xerxis lives for battle.
* {{Determinator}} : even when ganged up on by two Circle Warlocks, bleeding profusely, and with both lungs punctured, Xerxis still won't go down.
* DualWielding
* FourStarBadass
* HandicappedBadass: After being crippled in a two-on-one fight against Circle Orboros, Xerxis demanded to be released back to the frontlines. Rather than a wheelchair, though, Xerxis now rides a war rhino. And people wondered how Creator/PrivateerPress could ever make him even more awesome.
* MadeOfIron
* MightyGlacier: Xerxis is the second slowest skorne warlock, with only [[FatBastard Rasheth]] being slower, but Xerxis hits like an avalanche.
* StoutStrength: While by no means fat, Xerxis is still a very bulky warrior, making the speed with which he fight all the more impressive given the bulk of his armor and the weight of his weapons.

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

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

* AdiposeRex: His position is tantamount to that of a king, so this fits.
* TheBeastMaster: Rasheth is so fat and lazy, he litterally needs his warbeasts to fight for him.
* EvilSorcerer: Rasheth's disdain for the Hoksune code means that he's no great warrior, but he more than compensates for that deficiency with his impressive magical abilities.
* FatBastard: Oh so very much...
* TheHedonist: Rasheth spends much of his time snacking on skorne delicacies, like glazed eyeballs and pieces of tongue, even in battle.
* PlagueMaster: Several of Rasheth's spells center around.
* TooImportantToWalk: Rasheth is carried into battle atop a lectice carried by a trio of Agonizers.
* VillainousGlutton: He's an obese skorne and is so vile that skorne and other races alike view him as evil.
* WeakButSkilled: Rasheth cannot fight and has bad stats, but is one of the most skilled mortitheurges in the Skorne Empire.

!!Lord Arbiter Hexeris

* TheStarscream: To Makeda.

!!Master Tormentor and Lord Assassin Morghoul

* BodyguardBabes: Both of Dominar Morghoul's escorts are female paingivers with a prominent CleavageWindow.
* CombatHandFan: Morghoul wields the Fan of Shadows in his second incarnation.
* TortureTechnician: He's a master tormentor.

!!Zaal, the Ancestral Advocate
[[folder:Raevhan Buffalo]]



* EyepatchOfPower: As with all extollers, Zaal has removed one of his eyes and replaced it with an oculus.
* OldMaster: He's the leader of all skorne extollers and over 170 at the beginning of the game.

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

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

* BladeBelowTheShoulder: Naaresh fights with a pair of Katara, bladed weapons that work as push daggers/swords.
* CombatSadomasochist: Naaresh, like most nihilators, draws strength from his own pain. He doesn't seem to enjoy the suffering of others much, however.
* DualWielding: He wields a ''katara'' on each of his hands.
* MadeOfIron: The amount of punishment this guy can take is astonishing.
* Really700YearsOld: Skorne live about 120 years on average. Naaresh has lived over 80 years past that without slowing down, so presumably he's doing something right.
* SinkOrSwimMentor: Whenever someone has sought out Naaresh to study under him, they've died.
* WalkingShirtlessScene: As can be seen in his model and artwork.

!!Void Seer Mordikaar

* BackFromTheDead: In some way or another, Mordikaar has managed to return from the Void with his body and sanity fully intact.
* SwallowedWhole: Mordikaar is [[spoiler:drawn into the maw of the Devourer Wurm when the beast briefly returns to Caen]].

!!Beast Master Xekaar

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

to:

* EyepatchOfPower: As TheBerserker: Male Raevhan buffalo are extremely territorial and will fearlessly charge intruders with all extollers, Zaal little regard for their own lives.
* DyingRace: Development of northern Khador
has removed one of his eyes caused their habitat to steadily dwindle, forcing Raevhan buffalo into smaller and replaced it with an oculus.
* OldMaster: He's the leader of all skorne extollers
smaller territories. Their population has declined steadily for centuries, and over 170 at the beginning of the game.

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

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

many believe they have gone extinct.
* BladeBelowTheShoulder: Naaresh fights with a pair HornAttack: A Raevhan buffalo boasts an enormous rack of Katara, bladed weapons that work as push daggers/swords.
antlers ideally suited for battering aside a target.
* CombatSadomasochist: Naaresh, like most nihilators, draws strength from his own pain. He doesn't seem to enjoy the suffering of others much, however.
* DualWielding: He wields a ''katara'' on each of his hands.
* MadeOfIron: The amount of punishment this guy can take is astonishing.
* Really700YearsOld: Skorne live about 120 years on average. Naaresh has lived over 80 years past that without slowing down, so presumably he's doing something right.
* SinkOrSwimMentor: Whenever someone has sought out Naaresh to study under him, they've died.
* WalkingShirtlessScene: As can be seen in his model and artwork.

!!Void Seer Mordikaar

* BackFromTheDead: In some way or another, Mordikaar has managed to return from the Void with his body and sanity fully intact.
* SwallowedWhole: Mordikaar is [[spoiler:drawn into the maw of the Devourer Wurm
MamaBear: Female Raevhan buffalo are ferocious when the beast briefly returns to Caen]].

!!Beast Master Xekaar

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



[[folder:Legion of Everblight]]
* ArmlessBiped: A shredder's body consists of a tooth-filled maw, a tail and two legs attached to a torso.
* AsteroidsMonster: Dragons draw upon the blighted power in their blood to produce dragonspawn, and Everblight is no exception. An important difference is that he is capable of producing much greater volumes of them through his warlocks.
* TheBerserker: Blighted ogrun possess an unquenchable bloodlust that only the most sturdy-minded can keep in check, and then only for so long. Reeking of slaughter, they're unmindful of their carnage, and willing to slay friend or foe alike.
* BreathWeapon: Many Legion warbeasts employ blighted breath as a primary weapon.
* CreatingLife: Everblight's dragonspawn are spawned for the express purpose of war and slaughter. Each warbeast is designed for a specific purpose, its form perfectly suited to that task.
* FeelNoPain: Dragonspawn have limited reactions to impulses like pain or extremes in temperature. If their tasks require it, they can ignore even the most drastic damage to their bodies without flinching.
* HybridMonster: Nephilim are born from pregnant Nyss who has been exposed to the blood of a warlock.
* HyperactiveMetabolism: When given ample nourishment, they can be restored to full vitality and size with alarming speed.
* ImAHumanitarian: Shredders are naturally prone to cannibalism and in moments of frenzy might attempt to consume others of their ilk.
* InASingleBound: A raek can catch is prey with a single great leap.
* JavelinThrower: Blighted ogrun warspears hurl their massive spears with enough force to pierce iron and impale a human at thirty paces.
* MentalFusion: Everblight and his warlocks can share thoughts, memories, and experiences across the network forged from slivers of his athanc no matter how widely separated they are; distance means nothing to them.
* OminousFog: From a distance, ash expelled from a blightbringer’s body appears as a roiling wall of grey cloud.
* OurBansheesAreLouder: Banshees are grotesques who possess strengthened vocal cords, expanded chest cavities and highly elastic lungs, allowing them to emit high-frequency cries intense enough to collapse the bones and rupture the organs of Everblight's enemies.
* OvernightAgeUp: Everblight’s influence has wrought a change in the reproductive cycle of the Nyss. Their birthrates have increased markedly, as has their rate of maturation.
* PoisonousPerson:
** A single dose of blight wasp toxin is enough to kill a human.
** Each stinger bears a massive barbed tail capable of injecting a victim with venom.
** Nagas can use their fanged maws to spew their caustic venom from a distance.
* ScaledUp: Blighted Nyss have become more draconic in their forms and more instinctive and animalistic in their thinking. Patches of scales erupt across flesh, giving each of them an unquestionably reptilian cast.
* SuperToughness: Lgeion warlocks are able to endure even extreme injury without being slain.
* ThroatLight: A blue glow produced by the heat within the Ravagore's belly emanates from its maw.
* TookALevelInJerkass: In almost all instances the blighted Nyss have become more prone to cruelty, their ethics and morality eroded by their devotion to Everblight.
* WingedHumanoid: Leathery wings sprout from grotesques' backs, along with drastically altered musculature, which they use to propel themselves in flight.
* XRayVision: Dragonspawn see through special organs that give feedback through the blighted energies they radiate. They can view their surroundings unhindered by smoke or the nightfall, giving them a distinct advantage in conditions of low visibility.

!!Everblight
-->''"Men die. Empires crumble. Only the power of dragon is eternal."''

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

* TheCorrupter: How he built his army.
* EldritchAbomination
* EvilutionaryBiologist
* TheGhost: If he wanted to, he could regenerate his whole body and act on his own, but at the moment his staying in his athanc form since it lets him stay hidden.
* AGodAmI: He has his followers worship him, and being a dragon in the Iron Kingdoms world, he pretty much is a god.
* HealingFactor: As with all other dragons. If his athanc is not consumed, he can simply reform his body.
* ItsAllAboutMe: Standard for a dragon, everything he does is aimed at the goal of consuming the other dragons' athancs.
* MadArtist: Considers his creations to be works of art.
* MoreThanMindControl: Every Nyss afflicted by his blight becomes instinctually loyal to Everblight. Though not bound to his will, the blighted Nyss are predisposed to basking in his glory. This loyalty cannot be broken, for it is woven into the very being of each affected Nyss; to unravel it would be to unravel that individual’s mind and body.
* NamesToRunAwayFromReallyFast: '''Ever blight'''.
* NormalFishInATinyPond: The other dragons are bigger and stronger than him, but he is still nothing to sneeze at.
* SummonBiggerFish: When he was chased by Toruk, Everblight decided to lure his father to the lair of his more powerful brother Nektor. Exactly as he planned, Toruk left him alone to fight and consume Nektor's bigger athanc.
* WeakButSkilled: Everblight is one of the weakest dragons by himself, but since he learned to shape his blight he has a deadly weapon other dragons lack.

!!Thagrosh Hellborne, Messiah of Everblight
-->''"Even this most lowly vessel is made godlike in my image."''

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

* BreathWeapon: Due the mutations from Everblight
* DarkMessiah: It's even in his epic version's title.
* DoubleWeapon: Rapture
* TheDragon: To Everblight, as the holder of his biggest athanc piece.
* FromNobodyToNightmare: He started out as a simple ogrun slave. He escaped, Everblight's whispers reached him and he opened his chest to shove in the dragon's athanc. Next thing we know, he's destroying and corrupting an elven civilization.
* HornedHumanoid: Grows two horns after he became Everblight's servant.
* LargeAndInCharge: He's an [[OurOgresAreHungrier ogrun]], so not only his he bigger than the Legion's warriors, he's at least as big as some of its warbeasts.
* MightyGlacier: Standard for an ogrun model, his speed is nothing to write home about (though his epic incarnation being able to fly gives him some extra mobility), but both his incarnations have pretty good melee skill and hit pretty damn hard, his epic one being able to hit harder than most of warbeasts.
* MouthOfSauron: Thagrosh is the physical embodiment of Everblight’s will and the closest thing the dragon possesses to a physical form.
* NamesToRunAwayFromReallyFast: Thagrosh Hellborne.
* TheOneGuy: Thagrosh is the only male warlock in the Legion of Everblight (Kallus is also referred to with masculine pronouns but is a sexless, artificial creature).
* PhlebotinumOverdose: He expects this may happen to him someday as Everblight is getting stronger, as he holds the majority of his master's athanc, and thus power.
* PowerGivesYouWings: When Everblight consumed his brother Pyromalfic, the power boost he got also powered up Thagrosh, the effects among which include wings.
* PraetorianGuard: The blighted Nyss legionnaires serve as the personal guard of Thagrosh.
* SmarterThanYouLook: One of the main reasons why Everblight hasn't fully taken over.
* WalkingShirtlessScene
* WasOnceAMan: Thagrosh no longer resembles what he once was, his body transformed by prolonged intimate contact with concentrated blight.
* WingedHumanoid: As Messiah.

!!Vayl, Consul of Everblight

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

* AnIcePerson
* EvilGenius
* ImprobableWeaponUser: The Oraculus which is some sort of weird [[SpikeBallsOfDoom spiky metal ball]] that [[AlwaysAccurateAttack never misses its target]] also doubles as a CrystalBall for her.
* TreacherousAdvisor: Played this role towards Bethayne.
* VainSorceress: She's offended that Thragosh and Everblight create Kallus without consulting her.

!!Lylyth, Reckoning of Everblight

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

* BareYourMidriff: Her outfit, reminiscent of a forest ranger, doesn't cover her midriff.
* BlindfoldedVision: She wears a helmet that covers her eyes, but that doesn't impede her vision at all.
* ColdSniper: With a bow rather than a rifle.
* ImprobableAimingSkills: And one of her Feats passes that improbable accuracy to the rest of her army.
* RoaringRampageOfRevenge: When some humans massacred her tribe as a revenge for killing a human, she responded in kind, kickstarting a bloody cycle of revenge among her tribe and the humans.

!!Rhyas and Saeryn, Talons of Everblight

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

* BareYourMidriff: Both of them in their second incarnation, though much more prominent with Saeryn.
* {{BFS}}: Rhyas' weapon of choice in both her incarnations.
* BladeOnAStick: Saeryn's weapon in her second incarnation.
* GlassCannon: Both of them, but in different ways.
%%* [[MasterSwordsman Master Swordswoman]]: Rhyas.
%%* SwordAndSorcerer: Rhyas and Saeryn, respectively.
* TagTeamTwins: They fight together as a unit in their 2nd incarnation.

!!Absylonia, Daughter of Everblight

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

* GlassCannon: Really strong in melee, but not durable
* {{Flight}}: She gains fully functional wings in her second version.
* VoluntaryShapeshifting: Her first version could switch between reach increasing tentacles, wings and increased strength.

!!Bethayne, Voice of Everblight

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

* AnimatedArmor -> PoweredArmor: Belphagor's main function.
* WolverineClaws: In both forms.

!!Kallus, Wrath of Everblight

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

* ArtificialHuman: Kallus is created from a piece of Everblight's athanc.
* {{BFS}}: His main weapon is a two-handed sword, remarkably different from the claymores used by the blighted Nyss of the Legion.
* GoodThingYouCanHeal: As long as his piece of athanc is intact, he can heal. Crosses over to GrandTheftMe by way of HeartDrive when he is killed.
* NoSocialSkills: Due to being an unnatural being spawned by an EldritchAbomination, he fails to understand even basic body language. Vayl notes that while kneeling in submission his facial expression suggests lordly arrogance.
* ShouldersOfDoom: Warcraft level.
* UnskilledButStrong

!!Kryssa, Conviction of Everblight

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/kryssa_horz.jpg]]

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

* BladeOnAStick: Her weapon of choice
* HeroicSelfDeprecation: As she wasn't chosen like the other warlocks of Everblight, she doesn't feel like she belongs with them. In an after battle report to Thragosh, she downplays her achievements, prompting him to a YouAreBetterThanYouThinkYouAre speech.
* HornedHumanoid
* KillItWithFire: One of her spells is a spray of fire

to:

[[folder:Legion of Everblight]]
[[folder:Razorbat]]
----
* ArmlessBiped: A shredder's body consists of a tooth-filled maw, a tail and two legs attached to a torso.
* AsteroidsMonster: Dragons draw upon the blighted power in their blood to produce dragonspawn, and Everblight is no exception. An important difference is that he is capable of producing much greater volumes of them through his warlocks.
* TheBerserker: Blighted ogrun possess an unquenchable bloodlust that only the most sturdy-minded can keep in check, and then only for so long. Reeking of slaughter, they're unmindful of their carnage, and willing to slay friend or foe alike.
* BreathWeapon: Many Legion warbeasts employ blighted breath as a primary weapon.
* CreatingLife: Everblight's dragonspawn are spawned for the express purpose of war and slaughter. Each warbeast is designed for a specific purpose, its form perfectly suited to that task.
* FeelNoPain: Dragonspawn have limited reactions to impulses like pain or extremes in temperature. If their tasks require it, they can ignore even the most drastic damage to their bodies without flinching.
* HybridMonster: Nephilim are born from pregnant Nyss who has been exposed to the blood of a warlock.
* HyperactiveMetabolism: When given ample nourishment, they can be restored to full vitality and size with alarming speed.
* ImAHumanitarian: Shredders are naturally prone to cannibalism and in moments of frenzy might attempt to consume others of their ilk.
* InASingleBound: A raek can catch is prey with a single great leap.
* JavelinThrower: Blighted ogrun warspears hurl their massive spears with enough force to pierce iron and impale a human at thirty paces.
* MentalFusion: Everblight and his warlocks can share thoughts, memories, and experiences across the network forged from slivers of his athanc no matter how widely separated they are; distance means nothing to them.
* OminousFog: From a distance, ash expelled from a blightbringer’s body appears as a roiling wall of grey cloud.
* OurBansheesAreLouder: Banshees are grotesques who possess strengthened vocal cords, expanded chest cavities and highly elastic lungs, allowing them to emit high-frequency cries intense
BatOutOfHell: Any creature unlucky enough to collapse disturb a razorbat roost is quickly set upon by a shrieking cloud of bats and torn to pieces.
* BewareMyStingerTail: Razorbats are easily identified by
the bones and rupture the organs of Everblight's enemies.
* OvernightAgeUp: Everblight’s influence has wrought a change in the reproductive cycle of the Nyss. Their birthrates have increased markedly, as has
pronounced talons on their rate wings and their wickedly barbed tail.
* MakeMeWannaShout: The combined shrieks
of maturation.
* PoisonousPerson:
** A single dose of blight wasp toxin is
a razorbat colony working in tandem are loud enough to kill a human.
** Each stinger bears a massive barbed tail capable of injecting a victim with venom.
** Nagas can use their fanged maws to spew their caustic venom from a distance.
* ScaledUp: Blighted Nyss have become more draconic in their forms
crack lantern glass, shatter eardrums, and more instinctive leave a target reeling and animalistic in their thinking. Patches of scales erupt across flesh, giving each of them an unquestionably reptilian cast.
* SuperToughness: Lgeion warlocks are able to endure even extreme injury without being slain.
* ThroatLight: A blue glow produced by the heat within the Ravagore's belly emanates from its maw.
* TookALevelInJerkass: In almost all instances the blighted Nyss have become more prone to cruelty, their ethics and morality eroded by their devotion to Everblight.
* WingedHumanoid: Leathery wings sprout from grotesques' backs, along with drastically altered musculature, which they use to propel themselves in flight.
* XRayVision: Dragonspawn see through special organs that give feedback through the blighted energies they radiate. They can view their surroundings unhindered by smoke or the nightfall, giving them a distinct advantage in conditions of low visibility.

!!Everblight
-->''"Men die. Empires crumble. Only the power of dragon is eternal."''

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

* TheCorrupter: How he built his army.
* EldritchAbomination
* EvilutionaryBiologist
* TheGhost: If he wanted to, he could regenerate his whole body and act on his own, but at the moment his staying in his athanc form since it lets him stay hidden.
* AGodAmI: He has his followers worship him, and being a dragon in the Iron Kingdoms world, he pretty much is a god.
* HealingFactor: As with all other dragons. If his athanc is not consumed, he can simply reform his body.
* ItsAllAboutMe: Standard for a dragon, everything he does is aimed at the goal of consuming the other dragons' athancs.
* MadArtist: Considers his creations to be works of art.
* MoreThanMindControl: Every Nyss afflicted by his blight becomes instinctually loyal to Everblight. Though not bound to his will, the blighted Nyss are predisposed to basking in his glory. This loyalty cannot be broken, for it is woven into the very being of each affected Nyss; to unravel it would be to unravel that individual’s mind and body.
* NamesToRunAwayFromReallyFast: '''Ever blight'''.
* NormalFishInATinyPond: The other dragons are bigger and stronger than him, but he is still nothing to sneeze at.
* SummonBiggerFish: When he was chased by Toruk, Everblight decided to lure his father to the lair of his more powerful brother Nektor. Exactly as he planned, Toruk left him alone to fight and consume Nektor's bigger athanc.
* WeakButSkilled: Everblight is one of the weakest dragons by himself, but since he learned to shape his blight he has a deadly weapon other dragons lack.

!!Thagrosh Hellborne, Messiah of Everblight
-->''"Even this most lowly vessel is made godlike in my image."''

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

* BreathWeapon: Due the mutations from Everblight
* DarkMessiah: It's even in his epic version's title.
* DoubleWeapon: Rapture
* TheDragon: To Everblight, as the holder of his biggest athanc piece.
* FromNobodyToNightmare: He started out as a simple ogrun slave. He escaped, Everblight's whispers reached him and he opened his chest to shove in the dragon's athanc. Next thing we know, he's destroying and corrupting an elven civilization.
* HornedHumanoid: Grows two horns after he became Everblight's servant.
* LargeAndInCharge: He's an [[OurOgresAreHungrier ogrun]], so not only his he bigger than the Legion's warriors, he's at least as big as some of its warbeasts.
* MightyGlacier: Standard for an ogrun model, his speed is nothing to write home about (though his epic incarnation being able to fly gives him some extra mobility), but both his incarnations have pretty good melee skill and hit pretty damn hard, his epic one being able to hit harder than most of warbeasts.
* MouthOfSauron: Thagrosh is the physical embodiment of Everblight’s will and the closest thing the dragon possesses to a physical form.
* NamesToRunAwayFromReallyFast: Thagrosh Hellborne.
* TheOneGuy: Thagrosh is the only male warlock in the Legion of Everblight (Kallus is also referred to with masculine pronouns but is a sexless, artificial creature).
* PhlebotinumOverdose: He expects this may happen to him someday as Everblight is getting stronger, as he holds the majority of his master's athanc, and thus power.
* PowerGivesYouWings: When Everblight consumed his brother Pyromalfic, the power boost he got also powered up Thagrosh, the effects among which include wings.
* PraetorianGuard: The blighted Nyss legionnaires serve as the personal guard of Thagrosh.
* SmarterThanYouLook: One of the main reasons why Everblight hasn't fully taken over.
* WalkingShirtlessScene
* WasOnceAMan: Thagrosh no longer resembles what he once was, his body transformed by prolonged intimate contact with concentrated blight.
* WingedHumanoid: As Messiah.

!!Vayl, Consul of Everblight

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

* AnIcePerson
* EvilGenius
* ImprobableWeaponUser: The Oraculus which is some sort of weird [[SpikeBallsOfDoom spiky metal ball]] that [[AlwaysAccurateAttack never misses its target]] also doubles as a CrystalBall for her.
* TreacherousAdvisor: Played this role towards Bethayne.
* VainSorceress: She's offended that Thragosh and Everblight create Kallus without consulting her.

!!Lylyth, Reckoning of Everblight

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

* BareYourMidriff: Her outfit, reminiscent of a forest ranger, doesn't cover her midriff.
* BlindfoldedVision: She wears a helmet that covers her eyes, but that doesn't impede her vision at all.
* ColdSniper: With a bow rather than a rifle.
* ImprobableAimingSkills: And one of her Feats passes that improbable accuracy to the rest of her army.
* RoaringRampageOfRevenge: When some humans massacred her tribe as a revenge for killing a human, she responded in kind, kickstarting a bloody cycle of revenge among her tribe and the humans.

!!Rhyas and Saeryn, Talons of Everblight

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

* BareYourMidriff: Both of them in their second incarnation, though much more prominent with Saeryn.
* {{BFS}}: Rhyas' weapon of choice in both her incarnations.
* BladeOnAStick: Saeryn's weapon in her second incarnation.
* GlassCannon: Both of them, but in different ways.
%%* [[MasterSwordsman Master Swordswoman]]: Rhyas.
%%* SwordAndSorcerer: Rhyas and Saeryn, respectively.
* TagTeamTwins: They fight together as a unit in their 2nd incarnation.

!!Absylonia, Daughter of Everblight

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

* GlassCannon: Really strong in melee, but not durable
* {{Flight}}: She gains fully functional wings in her second version.
* VoluntaryShapeshifting: Her first version could switch between reach increasing tentacles, wings and increased strength.

!!Bethayne, Voice of Everblight

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

* AnimatedArmor -> PoweredArmor: Belphagor's main function.
* WolverineClaws: In both forms.

!!Kallus, Wrath of Everblight

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

* ArtificialHuman: Kallus is created from a piece of Everblight's athanc.
* {{BFS}}: His main weapon is a two-handed sword, remarkably different from the claymores used by the blighted Nyss of the Legion.
* GoodThingYouCanHeal: As long as his piece of athanc is intact, he can heal. Crosses over to GrandTheftMe by way of HeartDrive when he is killed.
* NoSocialSkills: Due to being an unnatural being spawned by an EldritchAbomination, he fails to understand even basic body language. Vayl notes that while kneeling in submission his facial expression suggests lordly arrogance.
* ShouldersOfDoom: Warcraft level.
* UnskilledButStrong

!!Kryssa, Conviction of Everblight

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/kryssa_horz.jpg]]

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

* BladeOnAStick: Her weapon of choice
* HeroicSelfDeprecation: As she wasn't chosen like the other warlocks of Everblight, she doesn't feel like she belongs with them. In an after battle report to Thragosh, she downplays her achievements, prompting him to a YouAreBetterThanYouThinkYouAre speech.
* HornedHumanoid
* KillItWithFire: One of her spells is a spray of fire
deafened.



[[folder:Grymkin]]
* TheAlcoholic: Cask imps and mad caps are grymkin arising from the lost souls of drunkards and alcoholics.
* BetterToDieThanBeKilled: Some grymkin, like the murder crows, will allow their prey to end their own lives to evade existence as a grymkin. When faced with that horror, many find it a price easy to pay.
* ChainedByFashion: Rattlers are wrapped in a network of iron chains.
* CharmPerson: Witchwoods can turn enemies against each other, sowing confusion and betrayal.
* ChildEater: Although trapperkin will claim and eat any victim they can get their talons on, they seem to prefer abducting children from their beds.
* CorruptPolitician: Murder crows were once corrupt bureaucrats, thieving through the larceny of graft.
* DeityOfHumanOrigin: Each Defier has become an ageless creature of unfathomable power that borders on godhood.
* EarlyBirdCameo: Gremlins, the first playable grymkin units, are of the Sneak Peek type. They were introduced in 2015 as minions that can work for all four Hordes faction, two years before the release of the whole grymkin faction.
* EveryoneCallsHimBarkeep: Since their banishment, the real names of the Defiers have been lost. Instead, they are most commonly identified by the fundamental concepts that each represents: the Child, the Dreamer, the Heretic, the King of Nothing, the Wanderer.
* EyeScream: Glimmer imps crave stealing the eyes of others to see through them.
* TheFairFolk: All grymkin have a desire to bring mischief and danger to the world of the living, to invoke fear and nightmares, to punish the wicked.
* FallenAngel: Defiled archons are Menite archons who were captured by grymkin and dragged down into their nightmarish reality.
* FateWorseThanDeath: Menoth punished the Defiers by subjecting them to torment from their own nightmares for all eternity.
* GenuineHumanHide: The Skin & Moans wears a cloak stitched together from the flesh of the cursed.
* GripingAboutGremlins: Gremlins are mischievous grymkin that delight in rooting around in mechanikal constructs with the intent of causing as much damage as possible for their own amusement. They are attracted to the hiss and clank of warjacks on the battlefield and have been known to bring mechanika grinding to a halt at the most inopportune times.
* HellHound: Gorehounds are nightmares bearing a strong resemblance to hounds.
* LivingDream: Grymkin nightmares are dreamed into existence by the horrifying visions the Defiers endured during their imprisonment in Urcaen.
* MentalFusion: Urcaen forced them together for so long that all Defiers can feel one another’s presence no matter the distance, whispering into each other’s minds and dreams with but a thought.
* MirrorMonster: Glimmer imps lurk behind the looking glass and fall upon those enraptured by their own reflections.
* MixAndMatchCritters: A crabbit resembles a monstrous rabbit with crab claws.
* MovingBuildings: A home or that has been the site of unspeakable cruelty or violence can attract gremlins like moths to a flame. The residual malevolence of the acts performed inside the house begins to solidify and coagulate, and if the gremlins are not dealt with in time, the house will spring to 'life' and uproot itself from its foundations, becoming a slaughterhouse.
* ObjectShifting: A cask imp can switch between its true form and a body of alcoholic liquid with the same approximate volume as its normal form.
* OurFairiesAreDifferent: Grymkin are classified as fey in both ''TabletopGame/DungeonsAndDragons'' 3rd and 5th Editions, and share many aspects with traditional fey (being known primarily through bedtime stories and children's rhymes and serving as cautionary tales against certain vices), but they are something else altogether. They are denizens of the wilderness of Urcaen, twisted by their existence in Urcaen and the presence of the Defiers. Shaped by the sins they indulged in while they were alive, each grymkin is marked by some expression of wicked, selfish behaviour and forced to exist as a mockery of humanity.
* PumpkinPerson: Dread rots are grymkin with the heads of pumpkins.
* RageAgainstTheHeavens: The Defiers once rebelled against Menoth to be free of his demands and the gifts he thought to offer humanity.
* TheScourgeOfGod: The Wicked Harvest's prey is the malfeasants who were the greatest allies of the infernals on Caen. As the grymkin take their toll, they would provide a warning to others who might fall to similar corruption.
* TimeAbyss: The Defiers are nearly as old as civilisation and the Gifts of Menoth themselves, and the oldest grymkin are only slightly younger.
* TheVirus: Some grymkin possess the power to transform others to become like them, spreading their nature like an infection.
* WasOnceAMan: The grymkin were originally sinners who died and wandered in Urcaen until stumbling into the Defiers' domain.
* YourWorstNightmare: The physical bodies and essence of the nightmares are a reflection of the deepest, most secret fears of the Defiers.

!!The Child

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

to:

[[folder:Grymkin]]
* TheAlcoholic: Cask imps and mad caps are grymkin arising from the lost souls of drunkards and alcoholics.
* BetterToDieThanBeKilled: Some grymkin, like the murder crows, will allow their prey to end their own lives to evade existence as a grymkin. When faced with that horror, many find it a price easy to pay.
* ChainedByFashion: Rattlers are wrapped in a network of iron chains.
* CharmPerson: Witchwoods can turn enemies against each other, sowing confusion and betrayal.
* ChildEater: Although trapperkin will claim and eat any victim they can get their talons on, they seem to prefer abducting children from their beds.
* CorruptPolitician: Murder crows were once corrupt bureaucrats, thieving through the larceny of graft.
* DeityOfHumanOrigin: Each Defier has become an ageless creature of unfathomable power that borders on godhood.
* EarlyBirdCameo: Gremlins, the first playable grymkin units, are of the Sneak Peek type. They were introduced in 2015 as minions that can work for all four Hordes faction, two years before the release of the whole grymkin faction.
* EveryoneCallsHimBarkeep: Since their banishment, the real names of the Defiers have been lost. Instead, they are most commonly identified by the fundamental concepts that each represents: the Child, the Dreamer, the Heretic, the King of Nothing, the Wanderer.
* EyeScream: Glimmer imps crave stealing the eyes of others to see through them.
* TheFairFolk: All grymkin have a desire to bring mischief and danger to the world of the living, to invoke fear and nightmares, to punish the wicked.
* FallenAngel: Defiled archons are Menite archons who were captured by grymkin and dragged down into their nightmarish reality.
* FateWorseThanDeath: Menoth punished the Defiers by subjecting them to torment from their own nightmares for all eternity.
* GenuineHumanHide: The Skin & Moans wears a cloak stitched together from the flesh of the cursed.
* GripingAboutGremlins: Gremlins are mischievous grymkin that delight in rooting around in mechanikal constructs with the intent of causing as much damage as possible for their own amusement. They are attracted to the hiss and clank of warjacks on the battlefield and have been known to bring mechanika grinding to a halt at the most inopportune times.
* HellHound: Gorehounds are nightmares bearing a strong resemblance to hounds.
* LivingDream: Grymkin nightmares are dreamed into existence by the horrifying visions the Defiers endured during their imprisonment in Urcaen.
* MentalFusion: Urcaen forced them together for so long that all Defiers can feel one another’s presence no matter the distance, whispering into each other’s minds and dreams with but a thought.
* MirrorMonster: Glimmer imps lurk behind the looking glass and fall upon those enraptured by their own reflections.
* MixAndMatchCritters: A crabbit resembles a monstrous rabbit with crab claws.
* MovingBuildings: A home or that has been the site of unspeakable cruelty or violence can attract gremlins like moths to a flame. The residual malevolence of the acts performed inside the house begins to solidify and coagulate, and if the gremlins are not dealt with in time, the house will spring to 'life' and uproot itself from its foundations, becoming a slaughterhouse.
* ObjectShifting: A cask imp can switch between its true form and a body of alcoholic liquid with the same approximate volume as its normal form.
* OurFairiesAreDifferent: Grymkin are classified as fey in both ''TabletopGame/DungeonsAndDragons'' 3rd and 5th Editions, and share many aspects with traditional fey (being known primarily through bedtime stories and children's rhymes and serving as cautionary tales against certain vices), but they are something else altogether. They are denizens of the wilderness of Urcaen, twisted by their existence in Urcaen and the presence of the Defiers. Shaped by the sins they indulged in while they were alive, each grymkin is marked by some expression of wicked, selfish behaviour and forced to exist as a mockery of humanity.
* PumpkinPerson: Dread rots are grymkin with the heads of pumpkins.
* RageAgainstTheHeavens: The Defiers once rebelled against Menoth to be free of his demands and the gifts he thought to offer humanity.
* TheScourgeOfGod: The Wicked Harvest's prey is the malfeasants who were the greatest allies of the infernals on Caen. As the grymkin take their toll, they would provide a warning to others who might fall to similar corruption.
* TimeAbyss: The Defiers are nearly as old as civilisation and the Gifts of Menoth themselves, and the oldest grymkin are only slightly younger.
* TheVirus: Some grymkin possess the power to transform others to become like them, spreading their nature like an infection.
* WasOnceAMan: The grymkin were originally sinners who died and wandered in Urcaen until stumbling into the Defiers' domain.
* YourWorstNightmare: The physical bodies and essence of the nightmares are a reflection of the deepest, most secret fears of the Defiers.

!!The Child

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



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

!!The Dreamer

to:

* BigGuyLittleGuy: GiantFlyer: The Child saqu is the little guy; the big guy is Dolly, a powerful and terrible beast gigantic raptor that utterly loves stands up to fifteen feet tall when fully grown and has a wingspan in excess of thirty feet.
* KidnappingBirdOfPrey: The saqu more difficult prey high into
the Child as much as air, tearing away with its beak all the Child loves it.
* CreepyChild: She looks like a child that can control nightmares made manifest
while, before dropping the victim to its death and puts continuous fire on everything in her control range.
* {{Delinquents}}: Menoth’s laws place parents above children, and they were expected to devise and enforce petty rules about what was acceptable and what forbidden, what could be done and what shouldn't. The Child hated these laws because they prevented her from doing what she wanted for no good reason at all. The Child chose to be defiant and would not obey.
* TheDividual: The Child and Dolly are treated as one single unit for all gameplay-related purposes.

!!The Dreamer
eating whatever remains.
[[/folder]]

[[folder:Satyr]]



* DreamWeaver: She dreams so powerfully she shapes the world around her.
* IRejectYourReality: The Dreamer wanted nothing to do with the reality Menoth had created, and she refused to accept the laws he wrote defining what is and what isn't. Instead, she dreamed up wholly new realities to reside in.
* RealityWarper: The Dreamer dreams up wholly new realities so vivid and vibrant that the world around her takes on fanciful life in its envy of what she imagines.
* SpawnBroodling: The Dreamer can create Phantasm allies from boxed enemies.
* SquishyWizard: The Dreamer's very weak stats mean that she dies very easily to anything that can get at her.

!!The Wanderer

* WallsOfTyranny: The Wanderer wishes to walk wherever he pleases and regards the Wall as a constraint to his freedom.

!!The Heretic

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

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

!!The King of Nothing

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

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

!!Lord Longfellow

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

!!Karianna Rose

* OutlivingOnesOffspring: Karianna Rose was driven mad by the deaths of her children.

to:

* DreamWeaver: She dreams so powerfully she shapes FaunsAndSatyrs: Satyrs have muscular, man-like upper bodies, and the world around her.
legs and hooves of a goat. They walk upright, towering twice as tall as the average human. They are hostile and aggressive creatures with a limited capacity for reason.
* IRejectYourReality: The Dreamer wanted nothing HornAttack: A satyr employs its massive horns to do ram foes.
* LeanAndMean: Shadowhorns possess a slenderer build than other satyrs, but they are even more aggressive and display a particularly savage glee when closing
with the reality Menoth had created, and she refused to accept the laws he wrote defining what is and what isn't. Instead, she dreamed up wholly new realities to reside in.
* RealityWarper: The Dreamer dreams up wholly new realities so vivid and vibrant that the world around her takes on fanciful life in its envy of what she imagines.
* SpawnBroodling: The Dreamer can create Phantasm allies from boxed enemies.
* SquishyWizard: The Dreamer's very weak stats mean that she dies very easily to anything that can get at her.

!!The Wanderer

* WallsOfTyranny: The Wanderer wishes to walk wherever he pleases and regards the Wall as a constraint to his freedom.

!!The Heretic

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

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

!!The King of Nothing

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

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

!!Lord Longfellow

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

!!Karianna Rose

* OutlivingOnesOffspring: Karianna Rose was driven mad by the deaths of her children.
enemy.



[[folder:Infernals]]
Ruthless demonic predators with a thirst for mortal souls hailing from the Outer Abyss, a mysterious realm that is beyond both Caen and Urcaen. They organize themselves into various orders, and compete against the gods, and each other, for souls. Prevented from directly interfering on Caen for much of history, they would acquire a loyal infernalist via a DealWithTheDevil, and have their cults working behind the scenes.

One such order, the Nonokrion Order, eventually gained a massive foothold on Caen after a dark bargain struck centuries ago, and spent all that time preparing to collect their due: two-thirds of the souls of humanity. Now, they have come to claim their due.

The Infernals faction represents the Nonokrion Order's invasion of Immoren, known as the Claiming.

to:

[[folder:Infernals]]
Ruthless demonic predators with a thirst for mortal souls hailing from the Outer Abyss, a mysterious realm that is beyond both Caen and Urcaen. They organize themselves into various orders, and compete against the gods, and each other, for souls. Prevented from directly interfering on Caen for much of history, they would acquire a loyal infernalist via a DealWithTheDevil, and have their cults working behind the scenes.

One such order, the Nonokrion Order, eventually gained a massive foothold on Caen after a dark bargain struck centuries ago, and spent all that time preparing to collect their due: two-thirds of the souls of humanity. Now, they have come to claim their due.

The Infernals faction represents the Nonokrion Order's invasion of Immoren, known as the Claiming.
[[folder:Skigg]]



* BizarreAlienBiology: Viktor Pendrake notes that although infernal horrors have blood and tissue, their physiology defies scientific reasoning, demonstrating that they are as natural as a steamjack.
* ChronicBackstabbingDisorder: Infernals resent having to report to a master, and their relationships are treacherous and full of betrayals.
* DealWithTheDevil: Infernalists strike deals with mortals, known as infernalists, who are taught the rituals to summon infernals to Caen and are rewarded in turn with boons. The only way for a mortal to bargain with an infernal is to offer it souls—both the infernalist's own and those of the myriad victims the infernalist pledges to seize and sacrifice.
** [[spoiler: The goddess Thamar made a deal with the Infernals to help humanity fight off the Orgoth. Thamar struck a deal wherein the Infernals would reshape reality to give humanity access to arcane magic. In exchange, Thamar gave the Infernals the location of the Elven gods, and agreed to allow the Infernals to claim the souls of two-thirds of Humanity at a later date.]]
* DefeatEqualsExplosion: When a foreboder storing a spell is killed, it explodes in a burst of arcane energy.
* DemonLordsAndArchdevils: Each infernal society recognise its own distinct hierarchy. Among the Nonokrion Order, above the curators and executors are two tiers who never directly deal with mortals. Collectively known as the Cadre Architectia, architects are great planners who set the executors in motion and evaluate the harvest of resources. Above all is the Magnate Tritorium, a trio who speaks as one, whose unity is considered the absolute ruler of the Nonokrion Order. As the architects are akin to gods, the trio is beyond their comprehension.
* DemonOfHumanOrigin: Becoming a horror is the unthinkable fate awaiting the many unfortunate souls bartered to infernals by those who serve them, as well as souls stripped from mortals when infernals are summoned to Caen.
* DumbMuscle: Howlers are some of the least intelligent infernals, have no fear of destruction, and are unleashed when infernals want to smash their mortal foes in melee combat.
* EvilVersusEvil: The infernals are divided into orders who war against one another. The Nonokrion Order, from whom Thamar secured the Gift of Magic, were enemies of the Fellgoeth Order, patrons of the Orgoth.
* FateWorseThanDeath: Many believe, perhaps rightly, that becoming a horror is the worst fate any soul could experience—even worse than being imprisoned in the soul cage of a Cryxian lich. Every other possible fate holds out the hope of reversal or recovery, but nothing remains of a soul transformed into a horror.
* GodzillaThreshold: Just as it appeared inevitable that the infernals would claim their terrible price, all the nations in the land united in an unprecedented show of force to drive them off. Khador and Cygnar, enemies for ages, declared a truce. Cryxian undead fought shoulder to shoulder alongside Menite holy warriors and clockwork priests of Cyriss, while the skorne and the Iosans forged an unlikely partnership. Throughout western Immoren, bitter enemies set aside their differences to combat a shared foe, even though such arrangements would have been unthinkable in ages past.
* GreaterScopeVillain: The Magnate Tritorium, collective leader of the Nonokrion Order, is ever focused on rival infernal orders like the Fellgoeth, and have nothing whatsoever to do with the invasion of Caen. To them, it's a lowly harvesting operation, and lesser beings might as well not exist; only infernals matter.
* HeavenVersusHell: The infernals constantly battle against the gods for souls. Infernals constantly try to tempt mortals to into making a DealWithTheDevil for their souls. The various gods, meanwhile, preach against the infernals, and grant faithful souls an afterlife protected from the infernals. When the infernals directly manifested on the mortal plains, the gods responded by sending archons to aid their mortal followers against the infernals.
* HellGate: Infernal gates serve as long-lasting conduits to the outer realms, connecting to the repositories of souls held by infernal masters. Reality slips and shivers around the gate, and it can unleash bursts of spectral flame to consume those who would seek to prevent the arrival of infernal masters and horrors.
* KillTheGod: The Infernals hunted down and killed most of the Elven Pantheon, and forced the surviving gods Scyrah and Nyssor into hiding. They would love to do this to the other deities.
* TheLegionsOfHell: Invaders from the Outer Abyss beyond the worlds of both the living and the dead, infernals represent the greatest threat, both real and existential, ever faced by the people of western Immoren. Emerging onto Caen through portals of darkness and smoke, they warp and tear reality wherever they stride.
* NoBodyLeftBehind: When killed, an infernal horror's physical form slowly dissolves into a putrescent ooze before dissipating into choking vapour and vanishing from mortal sight. Invisible detritus left behind is soon collected by small, invisible parasites that descend like locusts to return this material to the infernals for future reconstitution. The rendered essence that makes up a horror is entirely useless to necromancers.
* OurDemonsAreDifferent: Infernals are incredibly powerful supernatural entities from beyond Caen and Urcaen that covet mortal souls, which they use to create horrifying creatures and lesser servants. In pursuit of this most precious resource, infernals cut deals with those willing to bargain away their souls (and the souls of others) in exchange for great power. Under ''TabletopGame/DungeonsAndDragons'' 5th Edition rules, they are classified as fiends.
* TheRemnant: Although the Nonokrion Order was defeated, many infernal agents remain throughout all the nations of western Immoren, and the work of tracking down and rooting out those who have not already been revealed, as well as those who escaped, remains.
* SpannerInTheWorks: The Old Witch releasing the grymkin, who proved wildly successfuly in finding and killing infernalists, really screwed up their plans. The Nonokrion Order was forced to accelerate their plans before they were fully prepared.
* SuddenNameChange: When the infernals became a faction in the miniature wargame, three horrors were given new English names to replace the invented names they had in the original RPG[[note]]Foreboder (Bivether), Lamenter (Quelvitar) and Desolator (Quavash)[[/note]].
* YourSoulIsMine: Infernals collect the souls of mortals, which they view as the ultimate resource.

!!Agathon, The Voice in the Darkness

!!Omodamos, The Black Gate

!!Zaateroth, The Weaver of Shadows

Leader of the Reclaiming.

* CastingAShadow: As her name implies. One of her attacks, Long Shadows, literally fires a bolt of darkness at an enemy.
* GodGuise: Worshipped as a god of darkness and entropy in times past.

to:

* BizarreAlienBiology: Viktor Pendrake notes BizarreTasteInFood: Skiggs are attracted to blasting powder and eagerly devour it.
* ExplosiveBreeder: Because they breed so quickly, a city can be all but overrun with skiggs in a matter of months.
* MadeOfExplodium: A skigg
that although infernal horrors have blood and tissue, their physiology defies scientific reasoning, demonstrating that they are as natural as has consumed a steamjack.
* ChronicBackstabbingDisorder: Infernals resent having to report to a master, and their relationships are treacherous and full
sufficient amount of betrayals.
* DealWithTheDevil: Infernalists strike deals with mortals, known as infernalists, who are taught the rituals to summon infernals to Caen and are rewarded in turn with boons. The only way for a mortal to bargain with an infernal is to offer it souls—both the infernalist's own and those of the myriad victims the infernalist pledges to seize and sacrifice.
** [[spoiler: The goddess Thamar made a deal with the Infernals to help humanity fight off the Orgoth. Thamar
blasting powder will violently explode if struck a deal wherein the Infernals would reshape reality to give humanity access to arcane magic. In exchange, Thamar gave the Infernals the location of the Elven gods, and agreed to allow the Infernals to claim the souls of two-thirds of Humanity at a later date.]]
* DefeatEqualsExplosion: When a foreboder storing a spell is killed, it explodes in a burst of arcane energy.
* DemonLordsAndArchdevils: Each infernal society recognise its own distinct hierarchy. Among the Nonokrion Order, above the curators and executors are two tiers who never directly deal
or even shaken with mortals. Collectively known as the Cadre Architectia, architects are great planners who set the executors in motion and evaluate the harvest of resources. Above all is the Magnate Tritorium, a trio who speaks as one, whose unity is considered the absolute ruler of the Nonokrion Order. As the architects are akin to gods, the trio is beyond their comprehension.
* DemonOfHumanOrigin: Becoming a horror is the unthinkable fate awaiting the many unfortunate souls bartered to infernals by those who serve them, as well as souls stripped from mortals when infernals are summoned to Caen.
* DumbMuscle: Howlers are some of the least intelligent infernals, have no fear of destruction, and are unleashed when infernals want to smash their mortal foes in melee combat.
* EvilVersusEvil: The infernals are divided into orders who war against one another. The Nonokrion Order, from whom Thamar secured the Gift of Magic, were enemies of the Fellgoeth Order, patrons of the Orgoth.
* FateWorseThanDeath: Many believe, perhaps rightly, that becoming a horror is the worst fate any soul could experience—even worse than being imprisoned in the soul cage of a Cryxian lich. Every other possible fate holds out the hope of reversal or recovery, but nothing remains of a soul transformed into a horror.
* GodzillaThreshold: Just as it appeared inevitable that the infernals would claim their terrible price, all the nations in the land united in an unprecedented show of force to drive them off. Khador and Cygnar, enemies for ages, declared a truce. Cryxian undead fought shoulder to shoulder alongside Menite holy warriors and clockwork priests of Cyriss, while the skorne and the Iosans forged an unlikely partnership. Throughout western Immoren, bitter enemies set aside their differences to combat a shared foe, even though such arrangements would have been unthinkable in ages past.
* GreaterScopeVillain: The Magnate Tritorium, collective leader of the Nonokrion Order, is ever focused on rival infernal orders like the Fellgoeth, and have nothing whatsoever to do with the invasion of Caen. To them, it's a lowly harvesting operation, and lesser beings might as well not exist; only infernals matter.
* HeavenVersusHell: The infernals constantly battle against the gods for souls. Infernals constantly try to tempt mortals to into making a DealWithTheDevil for their souls. The various gods, meanwhile, preach against the infernals, and grant faithful souls an afterlife protected from the infernals. When the infernals directly manifested on the mortal plains, the gods responded by sending archons to aid their mortal followers against the infernals.
* HellGate: Infernal gates serve as long-lasting conduits to the outer realms, connecting to the repositories of souls held by infernal masters. Reality slips and shivers around the gate, and it can unleash bursts of spectral flame to consume those who would seek to prevent the arrival of infernal masters and horrors.
* KillTheGod: The Infernals hunted down and killed most of the Elven Pantheon, and forced the surviving gods Scyrah and Nyssor into hiding. They would love to do this to the other deities.
* TheLegionsOfHell: Invaders from the Outer Abyss beyond the worlds of both the living and the dead, infernals represent the greatest threat, both real and existential, ever faced by the people of western Immoren. Emerging onto Caen through portals of darkness and smoke, they warp and tear reality wherever they stride.
* NoBodyLeftBehind: When killed, an infernal horror's physical form slowly dissolves into a putrescent ooze before dissipating into choking vapour and vanishing from mortal sight. Invisible detritus left behind is soon collected by small, invisible parasites that descend like locusts to return this material to the infernals for future reconstitution. The rendered essence that makes up a horror is entirely useless to necromancers.
* OurDemonsAreDifferent: Infernals are incredibly powerful supernatural entities from beyond Caen and Urcaen that covet mortal souls, which they use to create horrifying creatures and lesser servants. In pursuit of this most precious resource, infernals cut deals with those willing to bargain away their souls (and the souls of others) in exchange for great power. Under ''TabletopGame/DungeonsAndDragons'' 5th Edition rules, they are classified as fiends.
* TheRemnant: Although the Nonokrion Order was defeated, many infernal agents remain throughout all the nations of western Immoren, and the work of tracking down and rooting out those who have not already been revealed, as well as those who escaped, remains.
* SpannerInTheWorks: The Old Witch releasing the grymkin, who proved wildly successfuly in finding and killing infernalists, really screwed up their plans. The Nonokrion Order was forced to accelerate their plans before they were fully prepared.
* SuddenNameChange: When the infernals became a faction in the miniature wargame, three horrors were given new English names to replace the invented names they had in the original RPG[[note]]Foreboder (Bivether), Lamenter (Quelvitar) and Desolator (Quavash)[[/note]].
* YourSoulIsMine: Infernals collect the souls of mortals, which they view as the ultimate resource.

!!Agathon, The Voice in the Darkness

!!Omodamos, The Black Gate

!!Zaateroth, The Weaver of Shadows

Leader of the Reclaiming.

* CastingAShadow: As her name implies. One of her attacks, Long Shadows, literally fires a bolt of darkness at an enemy.
* GodGuise: Worshipped as a god of darkness and entropy in times past.
sufficient force.



[[folder:Orgoth]]

to:

[[folder:Orgoth]][[folder:Tatzylwurm]]



* BeastOfBattle: Vicious scavengers that live high the settled territories and along the jagged coasts of the Orgoth's homeland, the rhoks are captured, broken and trained for war.
* ShootTheMessenger: Attempts at diplomacy with the Orgoth were met only with the return of the emissaries' severed heads, or the ripping of their screaming souls from their bodies.
* ShroudedInMyth: Even though the Orgoth ruled western Immoren for centuries, very little is known about them, since when it became clear that their hold was lost, they destroyed every record they kept and demolished their citadels. It helps that, even at the height of their power, the Orgoth ruled through proxy nobles and never directly interacted with the local populace.
* SoulPoweredEngine: Where the forces of Immoren designed cortexes to interface and bond with, the Orgoth know only enslavement and dominance. To achieve their goals, the souls of tamed monsters are bound to their warjacks.
* TortureTechnician: Excruciators are the revenant spirits of Orgoth torturers. In life, they used their implements to wring information out of captured rebels, fabricate creatures such as the dread, and bind tortured souls to Orgoth implements such as fellblades. In death, they linger in Orgoth ruins scattered across western Immoren and continue this work upon those unlucky enough to encounter them.
* WillingChanneler: Orgoth warcasters, both rare and precious, are carefully insulated and guarded within their largest ships, and use their finest warriors in battle like puppets. The mightiest combatants compete for the honour of being the vessel for the will of their revered leaders.

to:

* BeastOfBattle: Vicious scavengers that live high the settled territories and along the jagged coasts of the Orgoth's homeland, the rhoks are captured, broken and trained for war.
* ShootTheMessenger: Attempts at diplomacy with the Orgoth were met only with the return of the emissaries' severed heads, or the ripping of their screaming souls
AcidAttack: When threatened, a pale tatzylwurm sprays a corrosive acid from their bodies.
* ShroudedInMyth: Even though the Orgoth ruled western Immoren for centuries, very little
special glands in its mouth. This acid is known about them, since when it became clear that their hold was lost, they destroyed every record they kept and demolished their citadels. It helps that, even at the height of their power, the Orgoth ruled through proxy nobles and never directly interacted with the local populace.
* SoulPoweredEngine: Where the forces of Immoren designed cortexes to interface and bond with, the Orgoth know only enslavement and dominance. To achieve their goals, the souls of tamed monsters are bound to their warjacks.
* TortureTechnician: Excruciators are the revenant spirits of Orgoth torturers. In life, they used their implements to wring information out of captured rebels, fabricate creatures such as the dread, and bind tortured souls to Orgoth implements such as fellblades. In death, they linger in Orgoth ruins scattered across western Immoren and continue this work upon those unlucky
powerful enough to encounter them.
dissolve iron.
* WillingChanneler: Orgoth warcasters, both rare HypnoticEyes: A black tatzylwurm can transfix any living creature that makes eye contact with it. The light plays in strange, hypnotic patterns deep in the tatzylwurm's eyes, fixing its intended target in place.
* InASingleBound: Some tatzylwurm species can leap an impressive distance. By coiling their powerful bodies, they can clear obstacles
and precious, reach into a tree's high branches.
* PoisonousPerson: Every tatzylwurm species has a potent and fatal venom. Some
are carefully insulated fast-acting and guarded can cause death within their largest ships, moments, while others are slower and use their finest warriors in battle like puppets. The mightiest combatants compete more debilitating.
* TemporaryBlindness: When introduced into the bloodstream, black tatzylwurm venom causes almost immediate blindness. While the venom quickly breaks down, returning sight to the prey, this may be too late
for it to survive the honour of being tatzylwurm's follow-up attack.
* TrackingSpell: Tatzylwurm viper venom rapidly alters
the vessel for victim's sweat, causing the prey to emit a scent that is both irresistible and powerfully apparent to any viper tatzylwurm in the vicinity. Even a victim who successfully evades the initial bite will of their revered leaders.be relentlessly and unerringly tracked down.



[[folder:Mercenaries and Minions]]
* AnchorsAway: A Mariner can clear a deck of defenders with a single anchor sweep.
* AngelicTransformation: Morrowan, Thamarite and Menite archons are the spirits of the greatest practitioners of the faith, given a special purpose in the afterlife.
* TheBerserker: Primal archons fight with unpredictable ferocity and an utter lack of hesitation or self-preservation.
* BreakOutTheMuseumPiece: The common Talon, Mule and Nomad are all decommissioned Cygnaran warjacks that continue to see use among mercenaries.
* BuriedAlive: The fourth step in the creation of a blind walker is to bury the blackhide in question for at least two days. How it survives this process is unknown, though some scholars believe the venom of Kossk may slow respiration to a point that little oxygen is needed.
* CastFromHitPoints: Mercenary companies and pirate crews often graft a jury-rigged arcane turbine to a Freebooter's engine, allowing warcasters to infuse it with a surge of speed at the cost of a few shredded gears.
* CivilWarcraft: Discussed in the charter of the Steelheads. From time to time different chapters of Steelheads end up fighting on both sides of a conflict, but they even have a code of conduct in this case, mainly to treat each other as enemies but make sure the Steelheads on the losing side get returned to the company and not fed to something large and nasty. The dwarves, on the other hand, defy this trope: they might be hired on both sides of a conflict but always take care during negotiations to ensure members of the same company do not face each other in battle, preferably by having them fight on two different ends of the same front.
* DemBones: Boneswarms are masses of skeletal remains, animated by dark spirits that are drawn to the skeletons of those who died in swamps, transforming them into a gestalt entity driven by horrible predatory instincts.
* DropTheHammer: Horgenhold Forge Guard wield massive, two-handed pneumatic hammers.
* DumbMuscle: Farrow have a tendency to give birth to offspring of exceptional size and limited intelligence. As a rule, these farrow are much more brutish and bestial than average and grow to tremendous size at an accelerated rate. If the tribe has a warlock, this individual will take control of the brutes; if not, they are beaten into submission by other members of the tribe and used as simpleminded labourers or shock troopers.
* ExactWords: Most successful mercenary companies have become adept at interpreting the letter of their charters to suit their needs. Additionally, any mercenary worth his salt must learn contract negotiation and trade laws as a side vocation. Less legitimate outfits tend to have vague, incomplete, or contradictory charters, or no charter at all.
* FedToPigs: Razor boar training includes feeding them fresh kills of diverse races so they develop a strong taste for the flesh of humans, trollkin, skorne and farrow. The victims' screams of pain and fear ring out from the butchering complex before each feeding, and the beasts learn to associate them with an impending meal.
-->'''Alten Ashley:''' I like bacon as much as the next man, but I won't touch the meat of a razor boar. There's something wrong about eatin' a creature that has, itself, probably eaten someone you knew.
* AFormYouAreComfortableWith: Void archons change their appearance to take on whatever form best suited those they protect. To elves, they are divine heralds whose forms were reminiscent of Iosan sculptures of the gods' servants; to the skorne, they are physical manifestations of ancestors who had returned from the Void through sheer strength of will.
* TheGrimReaper: Death archons are massive, hooded creatures borne aloft on wings of bone and wielding fierce Iron Reapers. No one is sure where these creatures came from or who they answer to, if anyone.
* HamsterWheelPower: A scorching-hot steel cylinder holding panicked razor boars allows a meat thresher to move.
* HumanResources: Gatormen place no sacred value on bodies of their dead, seeing them as functional resources. Their meat is repurposed as food for warbeasts or as raw material for bokors fabricating arcane totems and fetishes.
* ImprovisedWeapon: The majority of Rhulic warjacks are actually nothing more than excavation equipment re-purposed to use against enemies instead of rocks.
* ItsPersonal: Some dwarves in Horgenhold have kinsmen or friends who died on the Khadoran attack on the Llaelese town of Riversmet, make it clear that they'd prefer Llael to be free of its occupants, and as a result refuse Khadoran coin while accepting payment from the Protectorate of Menoth.
* MagicEater: Thrullgs consume arcane energy as if it were some sort of bizarre foodstuff.
* MeanBoss: The relationship between a farrow warlock and farrow warbeasts is an adversarial one based purely on domination. Farrow warlocks subject their beasts to pain, beatings and subdual, abusing and harassing the creatures to instil a healthy measure of respect or fear.
* MercenaryUnits: Mercenary and Minion models normally can included in the armies of other factions as friendly, non-faction models on a theme-by-theme basis. Mercenaries and Minions can also be run as armies in their own right, comprised of numerous, mostly unrelated theme forces that allow wildly different models from nearly every faction in the game.
* MultipleHeadCase: Biboars are rare conjoined twins born among the farrow, whose two heads are in constant conflict. Roaring and squealing, each head does what it can to rip away a meal from the other. Each struggles for control of the body, and whichever wins out is just as likely to batter the other head as it is to act for their mutual benefit.
* NoBiologicalSex: Cephalyx are born with vestigial aspects of the biological sexes, although this distinction is largely meaningless. Reproduction is handled entirely in laboratories, and all members of a hive contribute genetic material sufficient for ongoing production of new cephalyx.
* OnlyInItForTheMoney: Whether offered Cygnaran, Khadoran, or Cryxian coin, Steelheads never ask why and have no interest in the broader implications of their battles.
* OurAngelsAreDifferent: The archons of the Iron Kingdoms are awe-inspiring and terrifying spiritual entities who act as agents of the gods, enacting their will on the mortal world. They are as diverse as the deities they serve: Morrow, Thamar, Menoth, the Devourer Wurm, or Dhunia. Some, like the enigmatic void archons, are aligned to no specific god and represent the unconscious and collective will of all souls in Urcaen, and while they do share a striking resemblance to the Empyreans of ''Warcaster Neo-Mechanika'', whether that was intentional remains a mystery. Under ''TabletopGame/DungeonsAndDragons'' 5th Edition rules, they are classified as celestials.
* OurDwarvesAreAllTheSame: Downplayed. Apart from being gun-wielding, mecha-commanding, short folk, the dwarves of Rhul often have no beards.
* PigMan: Farrow are porcine humanoids with boar-like faces, prominent tusks, coarse, sparse fur, broad three-fingered hands and cloven hoofs.
* {{Pirate}}: A motley assortment of pirates and privateers are available for hire.
* PrivateMilitaryContractors: The long history of bloody conflict in the Iron Kingdoms has created endless opportunity for soldiers of fortune whose only loyalty lies on the paymaster currently filling their pockets.
* LaResistance: The Llaelese Resistance fights an endless war against the Khadorans who invaded their homeland and took over the country. They are mercenaries by necessity, taking contracts to help pay the enormous costs of their rebellion.
* RockMonster: Primal archons are made of granite, obsidian, and chunks of crystal, and are as durable as living stone.
* SuperPersistentPredator: Totem hunters are among the most relentless predators in existence. Once a totem hunter selects a target, the death of either the totem hunter or its quarry is almost certain; the only exception is if a totem hunter determines its quarry is somehow unworthy of the hunt.
* SuperSerum: Each battle boar augmented by Dr. Arkadius is fitted with an alchemical pump system that supplements natural adrenaline. A complex mixture of strength-inducing chemicals is stored in a tank mounted to the boar's back, and connected to the circulatory system by a series of tubes. When the system is engaged, it pumps the glowing green serum directly into the battle boar's heart and bloodstream, inducing an immediate surge of strength and speed and facilitating battle instincts.
* TeamSwitzerland: The dwarven nation of Rhul has maintained their neutrality in foreign affairs for many millennia, while maintaining an extensive network of expatriate mercenaries. Throughout recorded history, this policy was only broken twice: when the Orgoth attempted an invasion (and, after being repelled, never bothered the dwarves again before they were pushed out of Immoren altogether), and during the Claiming, since the infernals were seen as a threat that could threaten the future of Caen itself.
* ViciousCycle: Unsuccessful companies can enter a downward spiral when they lose battles, then clients, and finally become unable to afford the equipment they need to be effective combatants.

!! Durgen Madhammer

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

* {{BFG}}: His signature cannon, Buster, is an arm-mounted artillery cannon that can cause wide spread destruction or crack heavy armor from significant range.
* {{BFS}}: His signature hammer, Leveler, is a huge maul with a head that causes a large detonation every time he hits someone with it.
* EnergyAbsorption: Rounding out Madhammer's weaponry is his Blast Armor, absorbing any blast damage and turning it back into the arcane energy common amongst all warcasters. This means his exploding troopers and his weapons end up making him more durable where any other warcaster/warlock would end up hurting themselves.
* MadBomber: Started out as a demolitionist for a Rhulic mining venture. Winds up a wandering warcaster who blows everything up and has crafted an enviable suite of arms and armor to do so. Given that his spell list encompasses generating some of the most powerful explosive effects in the game, and his feat makes even the least distressing blast damage rolls significantly moreso, and it's plain to see how neatly Durgen fits this trope.
* MadeofExplodium: Durgen's signature spell Primed makes his troops much, much better at killing things. The downside is they're easier to kill. The upside is that if they die, they explode. The downside is that they explode. The upside is that they explode.
* PsychoForHire: see MadBomber.
* StuffBlowingUp: If this isn't happening, you're not using him properly.
* ThereIsNoKillLikeOverkill: Every single one of Durgen's abilities is conductive to him destroying whatever he needs to die, and if he can't get to you before you get to him, he has the means to punish you astoundingly for getting there first. Rhulic warcasters and their battlegroups are all capable of huge damage potential, but none spread it on quite as thick as Madhammer.

!! Asheth Magnus the Warlord

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

to:

[[folder:Mercenaries and Minions]]
* AnchorsAway: A Mariner can clear a deck of defenders with a single anchor sweep.
* AngelicTransformation: Morrowan, Thamarite and Menite archons are the spirits of the greatest practitioners of the faith, given a special purpose in the afterlife.
* TheBerserker: Primal archons fight with unpredictable ferocity and an utter lack of hesitation or self-preservation.
* BreakOutTheMuseumPiece: The common Talon, Mule and Nomad are all decommissioned Cygnaran warjacks that continue to see use among mercenaries.
* BuriedAlive: The fourth step in the creation of a blind walker is to bury the blackhide in question for at least two days. How it survives this process is unknown, though some scholars believe the venom of Kossk may slow respiration to a point that little oxygen is needed.
* CastFromHitPoints: Mercenary companies and pirate crews often graft a jury-rigged arcane turbine to a Freebooter's engine, allowing warcasters to infuse it with a surge of speed at the cost of a few shredded gears.
* CivilWarcraft: Discussed in the charter of the Steelheads. From time to time different chapters of Steelheads end up fighting on both sides of a conflict, but they even have a code of conduct in this case, mainly to treat each other as enemies but make sure the Steelheads on the losing side get returned to the company and not fed to something large and nasty. The dwarves, on the other hand, defy this trope: they might be hired on both sides of a conflict but always take care during negotiations to ensure members of the same company do not face each other in battle, preferably by having them fight on two different ends of the same front.
* DemBones: Boneswarms are masses of skeletal remains, animated by dark spirits that are drawn to the skeletons of those who died in swamps, transforming them into a gestalt entity driven by horrible predatory instincts.
* DropTheHammer: Horgenhold Forge Guard wield massive, two-handed pneumatic hammers.
* DumbMuscle: Farrow have a tendency to give birth to offspring of exceptional size and limited intelligence. As a rule, these farrow are much more brutish and bestial than average and grow to tremendous size at an accelerated rate. If the tribe has a warlock, this individual will take control of the brutes; if not, they are beaten into submission by other members of the tribe and used as simpleminded labourers or shock troopers.
* ExactWords: Most successful mercenary companies have become adept at interpreting the letter of their charters to suit their needs. Additionally, any mercenary worth his salt must learn contract negotiation and trade laws as a side vocation. Less legitimate outfits tend to have vague, incomplete, or contradictory charters, or no charter at all.
* FedToPigs: Razor boar training includes feeding them fresh kills of diverse races so they develop a strong taste for the flesh of humans, trollkin, skorne and farrow. The victims' screams of pain and fear ring out from the butchering complex before each feeding, and the beasts learn to associate them with an impending meal.
-->'''Alten Ashley:''' I like bacon as much as the next man, but I won't touch the meat of a razor boar. There's something wrong about eatin' a creature that has, itself, probably eaten someone you knew.
* AFormYouAreComfortableWith: Void archons change their appearance to take on whatever form best suited those they protect. To elves, they are divine heralds whose forms were reminiscent of Iosan sculptures of the gods' servants; to the skorne, they are physical manifestations of ancestors who had returned from the Void through sheer strength of will.
* TheGrimReaper: Death archons are massive, hooded creatures borne aloft on wings of bone and wielding fierce Iron Reapers. No one is sure where these creatures came from or who they answer to, if anyone.
* HamsterWheelPower: A scorching-hot steel cylinder holding panicked razor boars allows a meat thresher to move.
* HumanResources: Gatormen place no sacred value on bodies of their dead, seeing them as functional resources. Their meat is repurposed as food for warbeasts or as raw material for bokors fabricating arcane totems and fetishes.
* ImprovisedWeapon: The majority of Rhulic warjacks are actually nothing more than excavation equipment re-purposed to use against enemies instead of rocks.
* ItsPersonal: Some dwarves in Horgenhold have kinsmen or friends who died on the Khadoran attack on the Llaelese town of Riversmet, make it clear that they'd prefer Llael to be free of its occupants, and as a result refuse Khadoran coin while accepting payment from the Protectorate of Menoth.
* MagicEater: Thrullgs consume arcane energy as if it were some sort of bizarre foodstuff.
* MeanBoss: The relationship between a farrow warlock and farrow warbeasts is an adversarial one based purely on domination. Farrow warlocks subject their beasts to pain, beatings and subdual, abusing and harassing the creatures to instil a healthy measure of respect or fear.
* MercenaryUnits: Mercenary and Minion models normally can included in the armies of other factions as friendly, non-faction models on a theme-by-theme basis. Mercenaries and Minions can also be run as armies in their own right, comprised of numerous, mostly unrelated theme forces that allow wildly different models from nearly every faction in the game.
* MultipleHeadCase: Biboars are rare conjoined twins born among the farrow, whose two heads are in constant conflict. Roaring and squealing, each head does what it can to rip away a meal from the other. Each struggles for control of the body, and whichever wins out is just as likely to batter the other head as it is to act for their mutual benefit.
* NoBiologicalSex: Cephalyx are born with vestigial aspects of the biological sexes, although this distinction is largely meaningless. Reproduction is handled entirely in laboratories, and all members of a hive contribute genetic material sufficient for ongoing production of new cephalyx.
* OnlyInItForTheMoney: Whether offered Cygnaran, Khadoran, or Cryxian coin, Steelheads never ask why and have no interest in the broader implications of their battles.
* OurAngelsAreDifferent: The archons of the Iron Kingdoms are awe-inspiring and terrifying spiritual entities who act as agents of the gods, enacting their will on the mortal world. They are as diverse as the deities they serve: Morrow, Thamar, Menoth, the Devourer Wurm, or Dhunia. Some, like the enigmatic void archons, are aligned to no specific god and represent the unconscious and collective will of all souls in Urcaen, and while they do share a striking resemblance to the Empyreans of ''Warcaster Neo-Mechanika'', whether that was intentional remains a mystery. Under ''TabletopGame/DungeonsAndDragons'' 5th Edition rules, they are classified as celestials.
* OurDwarvesAreAllTheSame: Downplayed. Apart from being gun-wielding, mecha-commanding, short folk, the dwarves of Rhul often have no beards.
* PigMan: Farrow are porcine humanoids with boar-like faces, prominent tusks, coarse, sparse fur, broad three-fingered hands and cloven hoofs.
* {{Pirate}}: A motley assortment of pirates and privateers are available for hire.
* PrivateMilitaryContractors: The long history of bloody conflict in the Iron Kingdoms has created endless opportunity for soldiers of fortune whose only loyalty lies on the paymaster currently filling their pockets.
* LaResistance: The Llaelese Resistance fights an endless war against the Khadorans who invaded their homeland and took over the country. They are mercenaries by necessity, taking contracts to help pay the enormous costs of their rebellion.
* RockMonster: Primal archons are made of granite, obsidian, and chunks of crystal, and are as durable as living stone.
* SuperPersistentPredator: Totem hunters are among the most relentless predators in existence. Once a totem hunter selects a target, the death of either the totem hunter or its quarry is almost certain; the only exception is if a totem hunter determines its quarry is somehow unworthy of the hunt.
* SuperSerum: Each battle boar augmented by Dr. Arkadius is fitted with an alchemical pump system that supplements natural adrenaline. A complex mixture of strength-inducing chemicals is stored in a tank mounted to the boar's back, and connected to the circulatory system by a series of tubes. When the system is engaged, it pumps the glowing green serum directly into the battle boar's heart and bloodstream, inducing an immediate surge of strength and speed and facilitating battle instincts.
* TeamSwitzerland: The dwarven nation of Rhul has maintained their neutrality in foreign affairs for many millennia, while maintaining an extensive network of expatriate mercenaries. Throughout recorded history, this policy was only broken twice: when the Orgoth attempted an invasion (and, after being repelled, never bothered the dwarves again before they were pushed out of Immoren altogether), and during the Claiming, since the infernals were seen as a threat that could threaten the future of Caen itself.
* ViciousCycle: Unsuccessful companies can enter a downward spiral when they lose battles, then clients, and finally become unable to afford the equipment they need to be effective combatants.

!! Durgen Madhammer

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

* {{BFG}}: His signature cannon, Buster, is an arm-mounted artillery cannon that can cause wide spread destruction or crack heavy armor from significant range.
* {{BFS}}: His signature hammer, Leveler, is a huge maul with a head that causes a large detonation every time he hits someone with it.
* EnergyAbsorption: Rounding out Madhammer's weaponry is his Blast Armor, absorbing any blast damage and turning it back into the arcane energy common amongst all warcasters. This means his exploding troopers and his weapons end up making him more durable where any other warcaster/warlock would end up hurting themselves.
* MadBomber: Started out as a demolitionist for a Rhulic mining venture. Winds up a wandering warcaster who blows everything up and has crafted an enviable suite of arms and armor to do so. Given that his spell list encompasses generating some of the most powerful explosive effects in the game, and his feat makes even the least distressing blast damage rolls significantly moreso, and it's plain to see how neatly Durgen fits this trope.
* MadeofExplodium: Durgen's signature spell Primed makes his troops much, much better at killing things. The downside is they're easier to kill. The upside is that if they die, they explode. The downside is that they explode. The upside is that they explode.
* PsychoForHire: see MadBomber.
* StuffBlowingUp: If this isn't happening, you're not using him properly.
* ThereIsNoKillLikeOverkill: Every single one of Durgen's abilities is conductive to him destroying whatever he needs to die, and if he can't get to you before you get to him, he has the means to punish you astoundingly for getting there first. Rhulic warcasters and their battlegroups are all capable of huge damage potential, but none spread it on quite as thick as Madhammer.

!! Asheth Magnus the Warlord

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



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

!!Ashlynn d'Elyse

* RebelLeader: She leads the Llaelese Resistance, with the goal of driving the Khadorans from occupied Llael.

!!Drake [=MacBain=]

* BloodKnight: Drake [=MacBain=] fights because he enjoys it. Additionally, his deft handling of clients and his subtle yet deviously effective contract manipulations are akin to a man playing a game against opponents who have little chance of besting him. To Drake [=MacBain=] war is a game, and he is the greatest of players.
* OnlyInItForTheMoney: Drake [=MacBain=] is the archetypical amoral professional mercenary whose only concern is coin.

!!Fiona Galraith

* AlmightyJanitor: She is not officially the captain of her ship, but it is widely known that the captain is only her puppet.

!!Bartolo Montador

* SeadogBeard: A very prominent one.

!!Amador Damiano

!!Phinneus Shae

!!Exulon Thexus

* MyBrainIsBig: Thexus has massively expanded his brain mass.

!!Cognifex Cyphon

!! Bloody Barnabas

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

to:

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

!!Ashlynn d'Elyse

* RebelLeader: She leads the Llaelese Resistance, with the goal of driving the Khadorans from occupied Llael.

!!Drake [=MacBain=]

* BloodKnight: Drake [=MacBain=] fights because he enjoys it. Additionally, his deft handling of clients and his subtle yet deviously effective contract manipulations are akin to a man playing a game against opponents who have little chance of besting him. To Drake [=MacBain=] war is a game, and he is the greatest of players.
* OnlyInItForTheMoney: Drake [=MacBain=] is the archetypical amoral professional mercenary whose only concern is coin.

!!Fiona Galraith

* AlmightyJanitor: She is not officially the captain of her ship, but it is widely known that the captain is only her puppet.

!!Bartolo Montador

* SeadogBeard: A very prominent one.

!!Amador Damiano

!!Phinneus Shae

!!Exulon Thexus

* MyBrainIsBig: Thexus has massively expanded his brain mass.

!!Cognifex Cyphon

!! Bloody Barnabas

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

[[folder:Widow Bear]]



* AuthorityEqualsAsskicking
* DeityOfHumanOrigin: During a clash with the Thornfall Alliance, the proof of Barnabas' divinity was made manifest. When his chest was torn open by Carver's cleaver, this killing strike only served to trigger his transformation. His body was already filled with the energies arisen from the carnage around him. He eluded death to become the Lord of Blood, the god he had long boasted it was his destiny to become.
* GodEmperor: Whether by choice or coercion, every gatorman in the Congregation is expected to worship Barnabas, the Lord of Blood.
* GodhoodSeeker: Barnabas had long dreamt of escaping his own flesh and the limitations of mortality to become a god.
* OlderThanTheyLook:

!!Calaban the Grave Walker

Another warlock from the Blindwater Congregation, he is subserviant to Bloody Barnabas.
----
* DragonWithAnAgenda: Calaban had never truly believed Barnabas would succeed in his goal, anticipating instead his inevitable destruction. Were Barnabas to be toppled, Calaban was perfectly situated to declare himself supreme.
* TheManBehindTheMan: Fancies himself the brains to Barnabas' brawn.
* NotSoDifferentRemark: During their meeting, both Calaban and Dr. Arkadius remark that they are the more cerebral, distrusted advisors to the headstrong leaders of their faction, [[spoiler:who've recently found their advice ignored by their leaders in favor of the female Warlocks of their factions (in Barnabas' case, he's ignoring Calaban's advice in favor of Jaga-Jaga, who supports him more actively in his goals to become a God, since she sees Barnabas as an avatar of Kossk, where Calaban only sees him as an easily manipulated figurehead.]]

!!Maelok the Dreadbound

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

* PeoplePuppets: Is one, due to Calaban betraying and then resurrecting him.
* TheUndead: An undead Crocodile.

!!Jaga-Jaga the Death Charmer
----
* HighPriest: As the high priestess of Barnabas' faith, Jaga-Jaga commands greater power and influence than nearly any other living gatorman, with the possible exception of Calaban.
* ImprobableWeaponUser: Her weapon is an undead snake

!! Lord Carver, BMMD, Esq. III

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

* AuthorityEqualsAsskicking
* BigBookOfWar: Carver has gone so far as to publish a book about how he intends to conquer the world: [[LongTitle The Glorious Rise of the Mighty Lord Carver: In His Own Words]].
* LongTitle: Judging by his own name, the name of the book he's published, and the name of his elite regiment ("Lord Carver's First Assault Brigade Company"), he seems to be fond of these.
* OverlyLongName: His full name reads "Lord Carver, Bringer of Most Massive Destruction, Esquire III".
* PigMan
* SmallNameBigEgo: Part of his motivation for waging war is that the more civilized nations treat him like a regular mercenary captain, instead of the king amongst Farrow he thinks himself.
* TakeOverTheWorld: His end goal.

!! Dr. Egan Arkadius

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

* BadassLongcoat
* DeadlyDoctor
* EvilutionaryBiologist
* InstantSedation: One of the functions of his main weapon.
* MadDoctor: Was thrown out of the University of Corvis for his unethical experiments, altering the physiology of the Farrow.
* NotSoDifferentRemark: During their meeting, both Arkadius and Calaban remark that they are the more cerebral, distrusted advisors to the headstrong leaders of their faction, [[spoiler:who've recently found their advice ignored by their leaders in favor of the female Warlocks of their factions (in Carver's case, he's ignoring Arkadius' advice for caution in favor of bold actions to win the favor of Helga the Conqueror.]]

!!Sturm & Drang

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

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

!!Midas

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

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

!!Helga, the Conqueror

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

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

to:

* AuthorityEqualsAsskicking
* DeityOfHumanOrigin: During a clash with
BearsAreBadNews: Widow bears are aggressive and can be extremely quick over short distances. Their size affords them the Thornfall Alliance, the proof luxury of Barnabas' divinity was made manifest. When his chest was torn open by Carver's cleaver, this killing strike only served to trigger his transformation. His body was already filled with the energies arisen from the carnage around him. He eluded death to become the Lord of Blood, the god he had long boasted it was his destiny to become.
* GodEmperor: Whether by choice or coercion, every gatorman in the Congregation is expected to worship Barnabas, the Lord of Blood.
* GodhoodSeeker: Barnabas had long dreamt of escaping his own flesh and the limitations of mortality to become a god.
* OlderThanTheyLook:

!!Calaban the Grave Walker

Another warlock from the Blindwater Congregation, he is subserviant to Bloody Barnabas.
----
* DragonWithAnAgenda: Calaban had never truly believed Barnabas would succeed in his goal, anticipating instead his inevitable destruction. Were Barnabas to be toppled, Calaban was perfectly situated to declare himself supreme.
* TheManBehindTheMan: Fancies himself the brains to Barnabas' brawn.
* NotSoDifferentRemark: During their meeting, both Calaban and Dr. Arkadius remark
trundling over anything that they are the more cerebral, distrusted advisors to the headstrong leaders of their faction, [[spoiler:who've recently found their advice ignored by their leaders in favor of the female Warlocks of their factions (in Barnabas' case, he's ignoring Calaban's advice in favor of Jaga-Jaga, who supports him more actively in his goals to become a God, since she sees Barnabas as an avatar of Kossk, where Calaban only sees him as an easily manipulated figurehead.]]

!!Maelok the Dreadbound

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

* PeoplePuppets: Is one, due to Calaban betraying and then resurrecting him.
* TheUndead: An undead Crocodile.

!!Jaga-Jaga the Death Charmer
----
* HighPriest: As the high priestess of Barnabas' faith, Jaga-Jaga commands greater power and influence than nearly any other living gatorman, with the possible exception of Calaban.
* ImprobableWeaponUser: Her weapon is an undead snake

!! Lord Carver, BMMD, Esq. III

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

* AuthorityEqualsAsskicking
* BigBookOfWar: Carver has gone so far as to publish a book about how he intends to conquer the world: [[LongTitle The Glorious Rise of the Mighty Lord Carver: In His Own Words]].
* LongTitle: Judging by his own name, the name of the book he's published, and the name of his elite regiment ("Lord Carver's First Assault Brigade Company"), he seems to be fond of these.
* OverlyLongName: His full name reads "Lord Carver, Bringer of Most Massive Destruction, Esquire III".
* PigMan
* SmallNameBigEgo: Part of his motivation for waging war is that the more civilized nations treat him like a regular mercenary captain, instead of the king amongst Farrow he thinks himself.
* TakeOverTheWorld: His end goal.

!! Dr. Egan Arkadius

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

* BadassLongcoat
* DeadlyDoctor
* EvilutionaryBiologist
* InstantSedation: One of the functions of his main weapon.
* MadDoctor: Was thrown out of the University of Corvis for his unethical experiments, altering the physiology of the Farrow.
* NotSoDifferentRemark: During their meeting, both Arkadius and Calaban remark that they are the more cerebral, distrusted advisors to the headstrong leaders of their faction, [[spoiler:who've recently found their advice ignored by their leaders in favor of the female Warlocks of their factions (in Carver's case, he's ignoring Arkadius' advice for caution in favor of bold actions to win the favor of Helga the Conqueror.]]

!!Sturm & Drang

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

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

!!Midas

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

* DefeatMeansFriendship: Joined Lord Carver and the Thornfall Alliance after Carver spared his life after their clash with eachother.
* ThePowerOfBlood: Bonegrinders make us of all possible remains of their enemies
gets in their spellcasting and fetish crafting. The more fresh (and thus bloodier) the better.

!!Helga, the Conqueror

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

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



!Gods
[[folder:Gods]]
Immoren is home to many deities, each of which are active in the setting. With the arrival of the Infernals of the Nonokrian Order and the initiation of their Claiming, many of the gods have summoned Archons, supernatural champions sent into battle by the gods themselves to aid mortals against the infernals.

to:

!Gods
[[folder:Gods]]
!Wargame Factions
[[folder:Cygnar]]
* AmplifierArtifact: The Squire robot enhances the innate powers of the warcaster controlling it.
* ArchaicWeaponForAnAdvancedAge: Whereas some modern orders carry advanced mechanika, sword knights fight with the same weapons and armour they have borne for centuries.
* ChurchMilitant: The Precursor Knights are a martial order dedicated to the warrior philosophies of the god Morrow.
* DoubleStandard: Warcasters are theoretically accountable to the same code of honour and behaviour as the rest of the military, but they are seldom harshly disciplined. Some soldiers resent the double standard.
* DropTheHammer: The Hammersmith's massive twin forge hammers are clearly designed for pounding metal flat.
* EarthquakeMachine: The Avenger's cannon fires projectiles that unleash a violent localised earthquake upon impact.
* ElectiveMonarchy: Woldred’s Covenant allows Cygnaran royalty to determine their own successors from among the noble families of Cygnar.
* EnemyMine: The brief alliance between Khador and Cygnar to drive Cryx from the Thornwood in 609 AR. It doesn't last.
* TheEngineer: Field mechaniks dive into the midst of battle and make necessary repairs to warjacks and armour.
* GatlingGood: Cyclones are capable of displaying rapid firepower with dual chain guns.
* TheGoodKingdom: While it operates as a monarchy, Cygnar boasts the most progressive government in western Immoren, at least under the leadership of Leto and Julius Raelthorne.
* TheGunslinger: Gun mage captain adepts would be among the deadliest pistoleers in all of western
Immoren even without their sorcerous talents.
* LightningCanDoAnything: Cygnar can use it as artillery, a steroid, magnetic shield, and a tractor beam.
* MageMarksman: Arcane Tempest gun mages harness arcane powers to augment their gunfighting prowess.
* PerilousPowerSource: The Storm Chamber, an arcane capacitor used to power the [[LightningCanDoAnything lightening]] [[{{Magitek}} mechanika]] extensively used by the Cygnarian military, has the side-effect of electrocuting anyone who comes in contact with it while active. As a result, it
is home only used on larger machines where it can be kept isolated from dangerous discharges, or by those wearing extensive galvanic protection (such as the Storm Knights and their armor.)
* RobotBuddy: The Squire will follow your warcaster around and generally improve his ability at casting.
* SpiderTank: The Storm Strider is a four-legged walker.

!!Coleman Stryker

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/commanderstryker_final.jpg]]

-->''"There is no defeat so total that Stryker cannot snatch victory from it. He will personally pay any price
to many deities, each protect the Cygnaran people."'' -- King Leto Raelthorne

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

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

* AntiHero: WellIntentionedExtremist to Type III, [[spoiler:after killing Hierarch Voyle.]]
* AuthorityEqualsAsskicking: Like many Warcasters, he is an officer and an unstoppable warrior.
* BadAssInCharge: Like above, he is a Commander of the King's army. Also, when he was promoted to Lord Commander his authority rivaled one of a general.
* {{BFS}}: The Quicksilver, later the Quicksilver MKII, which gives him the reach ability because of how big it is.
* CaptainPatriotic: He is described in-universe as such : "Coleman in a word ? Patriot."
* FourStarBadass: In his second Epic incarnation he was promoted to a full-blown general.
* HeroicBSOD: a brief one in "The Blood of Kings", after [[spoiler:witnessing the monster that is Vinter Raelthorn IV in battle]]
* JackOfAllStats: The spell selection his prime version has. It led that version being considered a SkillGateCharacter since although he was great for people trying to learn to the play the game, hence being included in Cygnar's starter box set, he wasn't very good due his MasterOfNone prevent him from being good enough at anything to be effective in competive play.
* LightningBruiser: His Epic Incarnation is VERY powerful, VERY hard too hurt and thanks to the Velocity spell, very fast when he needs to be.
* GameplayAndStorySegregation: His Epic version's suit has a FatalFlaw; it can give him a massive power boost but overlords. This was fixed in story but still in game for balance reasons.
* WellIntentionedExtremist: Years of war made him this. So much that he his former teacher, Nemo, gave him a WhatTheHellHero speech.

!!Constance Blaize, Knight of the Prophet

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

!!Markus 'Siege' Brisbane

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

Voice by David Fennoy (Warmachine: Tactics).

[[quoteright:251:https://static.tvtropes.org/pmwiki/pub/images/siege.jpeg]]

* DropTheHammer: Havoc his battle hammer.
* TheMentor: Markus was Kara Sloan's mentor during her tenure as a Journeyman warcaster. His no-nonsense personality shaped her future as a soldier.
* OldSoldier: One of the veteran warcaster in the Cyrnaran Army.
* ScaryBlackMan: If you are the enemy, then yes, you should run scared.
* SergeantRock: He is tough, professional and will not coddle his pupils or soldiers, but he is not prone to cruelty. Siege just want to get the job done.

!!Allister Caine
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/caine_4mwp.jpg]]
* TheAlcoholic: He's described as a fairly heavy drinker.
* FlashStep: He can blink short distances, though it is very draining.
* TheGunslinger: As a gun mage warcaster, he knows all the tricks.
* GunsAkimbo: He dual wields specialized rapid-fire mage-lock pistols.
* JerkWithAHeartOfGold
* MageMarksman: Like all gun mages.
* RuleOfThree: His third incarnation, where Caine is accompanied by the two surviving members of the Black 13th.

!!Edward Dominic Darius

* PowerArmor: All warcasters have steam-powered magical armor, but Darius takes it up to eleven by wearing a full body suit that borders on MiniMecha, complete with ShoulderCannon and a crane.

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

* ArtificialLimbs: She lost an arm, and it was replaced with a mechanical one. After her death, she restored her arm when the regained her body.
* BackFromTheDead: It's pretty hard to ''keep'' the Haley sisters dead. Victoria managed to pull it off on her own, though.
* BladeOnAStick: Her weapon of choice is a spear.
* CainAndAbel: The Abel to her sister Deneghra's Cain.
* MyFutureSelfAndMe: Her third incarnation can summon different versions of herself from the past and the future.

!!Jeremiah Kraye

* CavalryOfficer

!!Sebastian Nemo

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

* CoolOldGuy
* {{Expy}}: His wild hair is reminiscent of Albert Einstein.
* GadgeteerGenius: His understanding of warjacks and technology is unmatched by anyone in Cygnar, and he is the pioneer of numerous innovations in warjack cortex and weapons technology.
* WhatTheHellHero: delivered one to Stryker, as mentioned above.

!!Kara Sloan

* AnimeHair
* {{BFG}}: The calibre of her sniper rifle is huge
* FriendlySniper
* SecretRelationship: She has a relationship with one of her subordinates, which is not ok in the Cygnaran army.

!!Dalin Sturgis

Mentor of Alison Jakes.

!!Allison Jakes

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

!!Major Elizabeth Maddox

!!Black 13th

* TheGreatestStoryNeverTold: The Black 13th are usually assigned secret missions that earn them little recognition other than a handshake and the quiet thanks of their superiors.
* GunsAkimbo: Darsey Ryan wields a magelock in each hand.
* KilledOffForReal: Captain Dixon Lynch is one of the first playable characters to kick the bucket (for real) after Creator/PrivateerPress rescinded their PlotArmor between Mark II and Mark III.
* MageMarksman: All three of them are gun mages of the Arcane Tempest order.
* PrivateMilitaryContractors: After Lynch's death, Ryan and Watts join forces with the renegade Allister Caine in his quest to establish his own private army.
* TwoGuysAndAGirl:
With Dixon Lynch and Samuel Watts as the arrival guys and Darsey Ryan as the girl; Allister Caine later replaces Lynch after his death. Absolutely no romance is ever considered.

!!Corporal Rourke

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

* MageMarksman
* TheGunslinger: Like any Gun Mage from Cygnar he perfectly combines both.


[[/folder]]

[[folder:Khador]]

* ArmyOfThievesAndWhores: Doom reavers are conscripted from the ranks
of convicted criminals.
* AscendedMeme: Khador players joked that the Grolar warjack was a myth and would never be released. The official lore now states that production suffered numerous setbacks, delaying its deployment by years.
* TheBerserker: A few.
** Set loose in war, doom reavers exhibit only minimal control and may strike down anyone, friend or foe, as their bloodlust grows.
** The aptly named Berserker warjack is prone to erratic and extremely aggressive behavior caused by its decaying cortex.
* BiggerIsBetter: Khador doesn't have reliable access to a lot of the very particular resources to create cortexes, but they do have access to lots of more mundane steel and coal. As a consequence, they build their warjacks to last, with very heavy armour and weapons, doctrinally favoring fewer but larger and more powerful warjacks.
* CanineCompanion: Khadoran officers commonly bring war dogs to the battlefield and look to them as both companions and protectors.
* {{Conscription}}: Khadoran law requires all its male citizens to serve in the military. A single tour is required of all men, with the exception of those with extreme physical disability.
* TheEmpire: To its enemies, Khador is the wolf at the gates, a warlike nation characterised by vast armies and dedicated to the dream of empire.
* EnemyMine: The brief alliance between Khador and Cygnar to drive Cryx from the Thornwood in 609 AR. It doesn't last.
* EvilWeapon: As befits Orgoth creations, the fellblades unearthed by the Greylords have a nasty tendency to whisper to the mind of their wielders, driving them to bloodthirsty madness and turning them into hulking muscle-bound killers. Despite, or perhaps because of their tendency to blindly slaughter whatever happens to be in their way, Khador military uses those doom reavers as suicidal shock troopers. There are also implications that the Greylord Covenant have learnt how to manufacture new fellblades.
* FeelNoPain: Survivors of countless battlefield injuries, Black Dragons are all but inured to pain, and tales of Black Dragons fighting on despite terrible injuries are not uncommon.
* GenderBlenderName: Khards mostly have normal [[UsefulNotes/RussianNamingConvention Russian]] or Russian-sounding surnames with one exception: they are not inflected for gender like in real life; so we have the female warcaster Sorscha Kratikoff who has a masculine surname, and there are plenty of male Khard background characters with surnames ending in the feminine suffix ''-a''.
* AnIcePerson: Greylord magic draws power from the frozen landscape, with cold itself as a weapon.
* JoustingLance: Iron Fang uhlans ride in tight formations, clearing the way with blasting lances.
* MadeOfExplodium: Berserker cortexes have become critically compromised by decay and are prone to massive concussive overload.
* TheMafiya: The kayazy are tycoons all too willing to resort to violence to deal with the cutthroat competition; as they take interest in the conflict, they lend elite assassins to Khadoran forces to 'protect their investments'.
* MasterSwordsman: Kayazy assassins boast expertise in swordplay equal or superior to that of noble blade masters.
* MightyGlacier: While Khadoran warjacks are slower than those of the other Human kingdoms, they are all heavily armored and can deal quite a bit of damage once they get in close.
** The same goes for Man-O-Wars who have comparable speed.
* MoreDakka: The Victor's autocannons can maintain continuous fire without long reload times.
* MotherRussiaMakesYouStrong: The expies of Russians are known for their rugged, relentless and even brutish nature. Their military goes a long way in reflecting this.
* OldMaster: According to the Black Dragons, a group of veteran Iron Fangs, their experience and skill make them as capable, if not more so, than their younger comrades.
* PatrioticFervor: Khadorans are willing to lay down their lives for the empire. Their soldiers march forward in the name of the Motherland with steadfast resolve and a love for their country.
* PoweredArmor: Men-O-War are encased in mechanikal armour that grants them the strength of steamjacks.
* ShieldBash: The Devastator's shield fists can shove aside nearly anything in its path.
* ShortRangeShotgun: The blunderbuss issued to Winter Guard infantry, which consists of little more than a steel canister with a wooden stock, small enough to be held and aimed single-handedly. It's effective range may be short, but it packs a considerable punch, is [[SimpleYetAwesome so simply it practically can't jam]], and is easy enough to mass produce that literally every member of the Winter Guard (which is to say, close to half Khador's young adult population) can be equipped with one.
* SimpleYetAwesome: One of Khador's defining characteristics is their preference for simpler technology, and belief that the more complicated something is the more likely it is to break and fail. What Khador lacks in sophistication they make up for in durability and damage potential.
* TrampledUnderfoot: The Winter Guard Gun Carriage serves to crash through enemy lines, slamming, and knocking them down and disrupting their formation.

!!Sorscha Kratikoff

A warcaster who first rose to the rank of kovnik in the Winter Guard, displaying her 'caster abilities later in life during a battle in which her superior was slain. She has since risen first to the rank of Kommander and then the Forward Kommander of the prestigious 5th Border Legion.
[[quoteright:244:https://static.tvtropes.org/pmwiki/pub/images/khador_female.jpeg]]
* AnIcePerson: Many of her spells, her weapon, and her first version's Feat involve freezing her enemies solid.
* FourStarBadass: She is promoted to Kommandant during the time skip between MK II. and MK III.
* MyNaymeIs: Her name is spelt as Sorscha with an extra S compared to the normal name [[UsefulNotes/IrishNames Sorcha]].
* PowerArmor: She goes through intense physical training and dons Man-O-War armor after becoming a Kommandant.
* SinisterScythe: A weapon named Frostfang, which can freeze enemies before Sorscha smashes them into pieces.
* StarCrossedLovers: With Vlad. Time spent with him is the only time she is seen to thaw out, but their duties have a tendency to keep them apart.
* YouKilledMyFather: Her father was among the Winter Guard killed in the Boarsgate Massacre by Orsus Zoktavir, THE BUTCHER OF KHARDOV! Notably she left the Butcher to die at the Battle of Fellig, and despite not regretting her choice has come to worry if the Butcher will someday respond to her quiet revenge.

!!Gurvaldt Irusk
[[quoteright:272:https://static.tvtropes.org/pmwiki/pub/images/irusk_09.png]]
The Supreme Kommandant of Khador, the leader of the Motherland's front-line armies credited with the conquest of Llael and the Thornwood.

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

!!Zevanna Agha, the Old Witch of Khador

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

* AppropriatedAppellation: The name 'Zevanna Agha' was originally given to her by the northerners, which she adopted as her own name.
* CoolOldLady
* EveryoneCallsHerBarkeep: She is usually just called the Old Witch.
* {{Expy}}: With Khador in general being so obviously [[RecycledInSpace Russians In Immoren]] it should as no surprise that the Old Witch is Literature/BabaYaga [[RecycledInSpace In Khador]]
* GeniusLoci: It's implied the Old Witch is the living will of Khard and Khador itself.
* GenuineHumanHide: Her cloak is stitched together from the time-worn hides of countless kills.
* GreaterScopeParagon: She knew
the Infernals of the Nonokrian Order were coming all along, and the initiation of has been acting to thwart their Claiming, many of the gods have summoned Archons, supernatural plans. Ensuring that there would be mortal champions sent like Vlad to challenge them, and summoning the Grymkin to kill off those weak-willed enough to be swayed into battle by betraying humanity for their own gain.
* HumanoidAbomination: The Old Witch might look like an old human woman, but her true nature is that of a keen-eyed and razor-taloned thing in a cave.
* NeverMessWithGranny
* OlderThanTheyLook: She looks like a crone of over 90 years of age, but she's older than civilisation itself.
* TimeAbyss: Nobody knows how old
the gods themselves Old Witch really is. According to aid mortals historical records she was an advisor of Priest-King Khardovic, founder of Khard, and legends have her already waiting for Menoth when he arrived on Caen.
* ToServeMan: In her early days, this creature (long before she became known as Zevanna Agha the Old Witch) preyed upon the ancestors of today's Khadorans.
* WellIntentionedExtremist: She summoned the [[HumanoidAbomination Defiers]] from the Void and unleashed the nightmarish Grymkin upon the world, but only because she needed to stop the [[TheLegionsOfHell Infernals]].

!!Vladimir Tzepesci
[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/vlad.jpeg]]
[[caption-width-right:225:Captain No-Peripheral-Vision himself]]

* AncestralWeapon: His suit of armor has been in his family since well before the coming of the Orgoth, and he wears it proudly as a symbol of his connection to history.
* ArrangedMarriage: Vladimir enters into an engagement with Empress Ayn Vanar, even if his feelings are only for Sorscha Kratikoff.
* {{Expy}}: Of {{Dracula}}...kinda. He started out as a straight homage to him in Mk I. He's since been changed into a much more noble and heroic(though still grim) character in Mk II.
* ReasonableAuthorityFigure: Only human leader who takes the threat of Cryx seriously.
* RoyaltySuperPower: The Tzepesci family has a long history of siring strong warriors and powerful wizards. Vlad is both, and can draw on this strength to further empower himself.
* RoyalsWhoActuallyDoSomething: Quite a bit of something. He works through much of the fluff to [[OnlySaneMan get the nations to unite
against Cryx instead of killing each other.]]
** WarriorPrince
* ShouldersOfDoom: Hence
the infernals.
nickname "Captain No-Peripheral-Vision"

!!Orsus Zoktavir, THE BUTCHER OF KHARDOV!
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/butcher_of_khardov_09.png]]

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



* EnemyMine: Regardless of their disagreements, all are united against the Infernals.
* HeavenVersusHell: Each of the gods has a very distinct agenda and values, and they often clash with each other. However, they do provide their followers with an afterlife, and shelter them from the Infernals. When the Infernals directly manifested on the mortal plains, the gods have even manifested their own angelic beings, the Archons, to aid their mortal followers against the Infernals.
* OurGodsAreDifferent: What they are remains an open mystery. They seem to be lifeforms that native to Urcaen. Some say they are kin to the Infernals.

!!Cyriss, the Maiden of Gears, Mistress of Numbers
-->'''Alignment:'''Neutral\\
'''Symbol:''' Usually, a pile of gears shaped like the face of a woman\\
'''Epithets:'''the Maiden of Gears, Clockwork Goddess, Hidden Goddess, Mother of Mathematics, Mistress of Numbers

A relatively new goddess whose faith has only emerged in the last three hundred years. The Cult of Cyriss became known only when Men and dwarves began to build sophisticated machines and delve into new kinds of math and philosophy. Cyriss is a very secretive goddess, who seems to spend most of her time with overseeing the natural laws that govern the realm of science and engineering, though she will take action directly or through her followers when something threatens the natural order of things.

Her followers believe that her will is revealed through studying mathematical formulae, and natural science, her mortal clergy spend much of their time studying the motions of the planets and advancing the sciences of mathematics and engineering. Her cults tend to be small and private affairs, attracting mainly philosophers, scientists, engineers and other members of the intelligentsia.

to:

* EnemyMine: Regardless AndThereWasMuchRejoicing: The general reaction to his supposed death. A lot of their disagreements, all are united against people felt like he had it coming and the Infernals.High Kommand let out a collective sigh of relief to finally have him gone. It didn't last long.
* AtopAMountainOfCorpses: His epic model has him, literally, standing on a pile of dead troops. Some from his own side...
* AttackAttackAttack: His one and only strategy in battle, to the point where he sees anything that isn't causing harm to the enemy as cowardice. He charges his forces head long into the enemy and doesn't stop until they're dead or he is.

* HeavenVersusHell: Each of AxCrazy: He does not take prisoners, he just butchers entire towns.
* BadBoss: For
the gods has a very distinct agenda and values, and record, he killed 80 of his own men when they often clash with each other. However, attempted to restrain him.
* BeastOfBattle: In his third incarnation, the Butcher is accompanied by two argus (aka two-headed wolves).
* BloodKnight: More than a hundred men died at Boarsgate. He killed every single one, and he really hasn't stopped since.
* TheButcher: Orsus Zoktavir earned the sobriquet 'Butcher of Khardov' after he slaughtered his own men when
they do provide their followers with an afterlife, and shelter them from the Infernals. When the Infernals directly manifested on the mortal plains, the gods have even manifested their own angelic beings, the Archons, tried to aid their mortal followers convince him against killing surrendered enemies.
* ButForMeItWasTuesday: Zoktavir doesn't even remember
the Infernals.
name of Luka Kratikoff, Sorscha's father, when she confronts him about his murder.
* OurGodsAreDifferent: What they CanineCompanion: The Butcher's third incarnation is accompanied by two argus companions.
* DisproportionateRetribution: He'll murder just about any man for anything he perceives as wrong
* DraftDodging: As a youth, his boss paid off the officials to keep Orsus' name off the conscription census, so he wouldn't have to serve in the Winter Guard.
* TheDreaded: Very much. His own men
are remains an open mystery. They seem likely to be lifeforms that native to Urcaen. Some say they are kin more scared of him than the enemy.
* EveryoneCallsHimBarkeep: His real name is Orsus Zoktavir, though most people just call him 'The Butcher'.
* TheFettered: Surprisingly so. The only thing keeping him in check is his promise
to the Infernals.

!!Cyriss,
Empress to obey orders.
* GeneralRipper: He's violent and uncontrollable, so much so that he will always completely wipe all enemy opposition, including whole towns, regardless of whether or not they surrender, which has much of Khador brass concerned his massacres will make their enemies less willing to accept Khador's rule. Pretty much nobody likes him but
the Maiden of Gears, Mistress of Numbers
-->'''Alignment:'''Neutral\\
'''Symbol:''' Usually, a pile of gears shaped like
Empress likes him, which is also what kept him from getting executed.
* ICallItVera: His axe is named Lola, after TheLostLenore.
* LargeAndInCharge: By far
the face of a woman\\
'''Epithets:'''the Maiden of Gears, Clockwork Goddess, Hidden Goddess, Mother of Mathematics, Mistress of Numbers

A relatively new goddess whose faith has only emerged
largest human in the last three hundred years. game. Standing 7'6 and and almost 4 feet wide, Zoktavir's model has to be put on a medium base, which is normally reserved to male Tharn, gatormen, trollkin, ogrun and light 'jacks/beasts.
* MagicKnight:
The Cult Butcher is a warcaster and one of Cyriss became the strongest men in western Immoren.
* MightyGlacier: Orsus is a killing machine in all incarnations, possess the highest combination of Melee Attack and Power + Strength, is a durable as light warjack, and his spell lists are geared towards dealing damage, especially by aiding him in it. But he's always very slow.
* OneManArmy: Every warcaster is capable of it on the table but he's the only one explicitly stated to be one in the story too. His third version goes into overdrive, offering nothing to his army and being a singular powerhouse.
* RedBaron: He is far better
known as the Butcher of Khardov than as his real name Orsus Zoktavir.
* RoaringRampageOfRevenge: After being wounded he was found and nursed back to health by a servant girl. After discovering how her lord had been abusing her, Orsus killed him and destroyed his estate. Sadly this didn't help at all as it simply left the girl with no home or job.
* StoutStrength: The strongest human in Immoren, with a size to match.
%%* UnstoppableRage
* TheFriendNobodyLikes: Most of the Khador army hates him and
only puts up with him because of the Empress wants him around. And with good reason, not only did he kill his own men when Men and dwarves began they tried to build sophisticated machines and delve into new kinds of math and philosophy. Cyriss is a very secretive goddess, who seems to spend most of her time with overseeing the natural laws restrain him from killing that govern the realm of science and engineering, though she will take action directly or through her followers when surrendering garrison, he wipes out entire settlements rather than accepting surrenders, something threatens Khador does not want as it will make the natural order of things.

Her followers believe
people they conquer more opposed to their rule.
* YouWillNotEvadeMe: His third form has a spell
that her will is revealed reels anyone nearby into his melee range. Its name? Impending Doom...

!!Oleg Strakhov

* BloodKnight: Strakhov lives to test himself in the heat of battle.
* EyePatchOfPower: He gains one during the time skip between Mk II and III.
* GogglesDoSomethingUnusual: The alchemically treated lenses in his goggles allow him to see
through studying mathematical formulae, and natural science, her mortal clergy spend much smoke clouds.
* MilitaryMaverick: Strakhov has a bad habit
of their time studying the motions of the planets and advancing the sciences of mathematics and engineering. Her cults tend executing his own operations without waiting for approval from his superiors. The only reason Irusk has yet to be small and private affairs, attracting mainly philosophers, scientists, engineers and other members of the intelligentsia. punish him being how often these unsanctioned missions succeed.

!!Alexander Karchev
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/059738_minit_warmachine_khador_karchev_t.jpg]]



* AboveGoodAndEvil: A major focus of the Cult of Cyriss is to transcend common notions of morality.
* BrainUploading: Considered to be a divine work.
* GeniusLoci: Cyriss' celestial body is a whole constellation that would become the setting of ''TabletopGame/WarcasterNeoMechanika''.
* ThePlan: They followers of Cyriss seek to control ley lines and natural magical sites to power their Great Work of turning all of Immoren into a vessel in which Cyriss can manifest.
* SpannerIntheWorks: At the Battle of Hedge Hold, the ritual was reversed. Rather than bring Cyriss here, the ritual opened a portal to the Cyriss galaxy, to which various people could flee the Infernals. The descendants of these people would eventually set up the various factions that would spark the events of ''Warcaster Neo-Mechanika''.

!!Devourer Wurm, the Beast of Many Shapes, Lord of Predators
->'''Alignment:'''Chaotic Neutral\\
'''Symbol:''' A swirl of talons or fangs around a central sphere of darkness called the Wurm's Maw, Wurm's talons, or the Wurm's Eye\\
'''Epithets:''' Beast of All Shapes, Great Beast, Menoth's Bane, Vomiter of Darkness, Unsleeping One

The Devourer Wurm is the spirit of raw, natural chaos, of nature red in tooth and claw. It no single form, and depicted as a wide variety of enormous monsters and distorted beasts. It is opposed to everything civilized, which makes it a particular enemy of Menoth. Many pair see a connection between the Devourer and Dhunia, and some even say they are two aspects of one entity.

With the spread of science and civilization, there are no longer any large territories dedicated to the Devourer. Nevertheless, the Devourer has always drawn worshipers among many races, particularly those living in the wilds or of chaotic alignment.

to:

* AboveGoodAndEvil: A major focus AlmightyJanitor: In spite of his seniority, Karchev only holds the rank of Kommander, the lowest rank of full-fledged Khadoran warcasters and the equivalent of a Cygnaran captain. That being said, the High Kommand, who technically outrank him, views him as a national treasure and listens when he speaks.
* TheArchmage: He was already the most powerful Khadoran warcaster before his integration into the warjack frame.
* {{Cyborg}}: Ever since he lost all four limbs in the Thornwood War, Karchev has lived in a modified warjack chassis combined with life-sustaining machinery.
* DeathOrGloryAttack: He channeled all of his magic into one cataclysmic spell to win a battle against a rival Cygnaran warcaster, completely obliterating his opponent but destroying his body in the process.
* FusionDance: In the ''Riot Quest'' timeline, as the world ended at Henge Hold, Karchev's warjack frame was wrecked, but he was too stubborn to die. Instead, he crawled along using his sole functioning mechanikal limb, tore the Skulls of Hate from the remains
of the Cult Deathjack, and clamped them onto his own frame. Karchev and the Deathjack were thus fused into a single mechanikal horror.
* HandicappedBadass: The loss
of Cyriss his limbs didn't stop Karchev from demanding a warjack frame to continue serving in the front line, which he has done for nearly a century since then.
* ManInTheMachine: He
is the TropeNamer via his special rule, "the man in the machine". Karchev was a Khadoran wizard who suffered grievous wounds during a battle, resulting in paralysis of all his limbs. He was hooked up to transcend common notions a life-support system that was installed into a chassis of morality.a Warjack to allow him to continue serving the Motherland in battle.
* BrainUploading: Considered MechanicallyUnusualClass: In many ways Karchev resembles a warjack more than the standard warcaster. He is neither a warrior nor a warjack, but a mix of both. He gets damaged and repaired like a warjack (except his Body system, which is healed like a warrior). He treats water like a warrior would and can make warjack power attacks for free except for headbutts. Karchev generally behaves like a warjack himself, even hitting as hard as one.
* MercyKill: When imprisoned inside the Cryxian necrofactorium in the Thornwood, Karchev asks Oleg Strakhov
to be kill him so the Cryxians can't turn him into a divine work.weapon against the Motherland, but Strakhov adamantly refuses until he can rescue Karchev.
* MightyGlacier: Karchev has the statline of a heavy warjack, which makes him extremely slow, durable and hard-hitting compared to other warcasters.
* MysteriousPast: Information on Karchev’s childhood is scant, and it is unclear whether he was an orphan or whether records of his parentage were systematically eliminated.
* OldMaster: He's over a hundred years old[[note]]Specifically ''150''[[/note]] and able to kick even ''more'' ass than he could as a young man due to his heavy warjack chassis.

!!Izak Harkevich

* ManlyFacialHair: He sports a magnificent beard.

!!Aleksandra Zerkova

* AdventurerArchaeologist: Like other Greylords she spends a lot of time plundering old Orgoth tombs for valuable relics and artifacts. With her halls being filled with many prized treasures she has discovered.
* BodyguardBabes: Gender flipped. Her Epic version is accompanied by a pair of musclebound and bare chested Doom Reavers.

* GeniusLoci: Cyriss' celestial body is a whole constellation that would become CoatCape: Epic Zerkova uses neither of her coat's sleeves, letting it flow behind her in the setting of ''TabletopGame/WarcasterNeoMechanika''.wind.
* ThePlan: They followers EvilSorcerer: She's a high-ranking member of Cyriss seek to control ley lines the Greylords Covenant and natural magical sites to power their Great Work one of turning all the more evil Khadoran characters.
* MagicWand: The Rod
of Immoren into a vessel in Whispers, which Cyriss can manifest.
she wields in her first incarnation.
* SpannerIntheWorks: At ScrewTheRulesIHaveConnections: Zerkova has violated many of the Battle of Hedge Hold, Greylord Covenant's rules, however the ritual was reversed. Rather than bring Cyriss here, favor she holds with the ritual opened a portal to head of the Cyriss galaxy, order has allowed her to which various people could flee not only get away with it, but achieve a very high ranking position within the Infernals. The descendants organization.

!!Lord Rikard Kozlov, Viscount
of these people would eventually set up Scarsgrad

* BlueBlood: As his title assesses, he's
the various factions that would spark son of a Kossite nobleman and a Ruscar tribeswoman.
* ChildOfTwoWorlds: He has to juggle
the events responsibilities of ''Warcaster Neo-Mechanika''.

!!Devourer Wurm, the Beast of Many Shapes, Lord of Predators
->'''Alignment:'''Chaotic Neutral\\
'''Symbol:''' A swirl of talons or fangs around
being a central sphere of darkness called the Wurm's Maw, Wurm's talons, or the Wurm's Eye\\
'''Epithets:''' Beast of All Shapes, Great Beast, Menoth's Bane, Vomiter of Darkness, Unsleeping One

The Devourer Wurm is the spirit of raw, natural chaos, of nature red in tooth
noble and claw. It no single form, and depicted as a wide variety of enormous monsters and distorted beasts. It is opposed warcaster, while staying close to everything civilized, which makes it a particular enemy of Menoth. Many pair see a connection between the Devourer and Dhunia, and some even say they are two aspects of one entity.his tribe.

With !!Kommander Andrei Malakov

* BlueBlood: He was born
the spread son of science a Khardic count.
* EarlyBirdCameo: While he only first became playable in ''Warmachine: Vengeance'', alongside the other character Journeyman Warcasters, his first appearance in the lore was actually in one of the short stories in ''Warmachine: Colossals'' alongside General Ossrum.
* GameplayAndStoryIntegration: In his introductory story, Malakov's main contribution was taking command of one of Khador's first colossals when the convoy transporting them was attacked. For a good while in that edition of the game, the main thing you'd see most players using Malakov's first incarnation for was to operate a colossal on behalf of the army's main warcaster.
* SurrenderBackfire: Malakov once executed enemy soldiers after they surrendered because he could not spare the men to watch them.
* WeHaveReserves: Malakov has earned an infamous reputation of seeing the lives of his men as expendable. This has drawn scrutiny from his colleagues
and civilization, there eroded the morale of his soldiers.
[[/folder]]

[[folder:Protectorate of Menoth]]
* AmazonBrigade: Daughters of the Flame
are drawn from the widows, daughters, mothers, and sisters of fallen Menite soldiers.
* AncestralWeapon: The Knights Exemplar's ancient relic blades and sacred armour have been passed down through the generations.
* BareFistedMonk: The Order of the Fist is a group of monastic warriors with an emphasis on unarmed fighting.
* BurnTheWitch: In the past, most nascent sorcerers in the Protectorate were burnt to death. Though this is
no longer the case, most sorcerers are marked and set aside to live under careful surveillance and are never fully trusted.
* CastFromHitPoints: The invocation of miracles withers the ancient bones each Vessel of Judgement carries, crumbling a little more.
* {{Conscription}}: All Protectorate citizens are expected to contribute to the nation’s military might when called upon. Citizens not enlisted in
any large territories of the martial orders can be levied at a moment’s notice by local priests.
* DisproportionateRetribution: The Protectorate has a very brutal judiciary system. Public drunkenness? Torture! Petty theft? Wracking! No less than eleven crimes on a list of fourteen have death by burning as a possible punishment, including burglary, smuggling, tax evasion, counterfeiting, and improper speech.
* FlamingSword: When a paladin strikes with his Firebrand sword, it erupts in holy fire like a sliver of the sun.
* TheFundamentalist: Although not every Menite is equally pious, their aggregate beliefs bestow a degree of conviction, efficiency and zealous fanaticism that strengthens them through the most difficult ordeals and setbacks. Enemies of the faith fear this zealotry, as they must rely on less certain traits like loyalty and duty. The Protectorate military has proven that faith has a tangible power. There is no army in western Immoren as singularly united.
* GhostCity: At the height of the Protectorate's power, Imer was a teeming city of thousands, but today it holds barely a tenth of that number. Empty, boarded-up buildings outnumber populated dwellings, and most of those who stay in the capital are either guards of the Visgoths or attendants of the Holy See. In what was once the seat of Menoth's power on Caen, the streets are now eerily empty and silent.
* GodBeforeDogma: The code of the Order of the Wall in a nutshell: they view themselves only answerable to the Creator himself, not to any individual priest or scrutator, not even the hierarch - the primary distinguishing feature between them and the Knights Exemplar, who obey a code of absolute obedience to the priesthood. They are eager to prevent persecution, torture, and execution of the innocent; by contrast, the scrutators consider such things trivial when done while rooting out perceived heresy; this ultimately leads to many incidents of paladins openly disobeying orders given by the priests and scrutators.
* HighPriest: The hierarch is both head of state and the highest priest of the Temple, thus combining both secular and religious authority.
* KillItWithFire: The Protectorate loves to employ flame weaponry and many of their warcasters have fire based spells and abilities.
* KnightInShiningArmor: Paladins of the Order of the Wall prioritise forbearance and protection of the innocent, which can put them at odds with the scrutators.
* MacrossMissileMassacre: The Redeemer's rockets are launched in great number into enemy ranks.
* MagicIsEvil: One of the teachings of Menoth, and consequently a hallmark of the Protectorate's worldview. They resorted to use mechanika only by adding extensive purification rituals, such as engraving prayers of penance and passages of the True Law into 'jack hulls to sanctify them.
* MyMasterRightOrWrong: The order of the Knights Exemplar has been traditionally defined by its code of absolute obedience to the priests and scrutators.
* NameAmnesia: All reclaimers surrender their names.
* ThePaladin: The Order of the Wall is
dedicated to preserving the Devourer. Nevertheless, faithful from the Devourer perils of the wild. Paladins of the order have long been heroes to the common people, seen as embodying the protective aspects of Menoth sometimes neglected by clergy.
* PatrioticFervor: Nowhere else in the Iron Kingdoms does such a high percentage of the population stand ready to fight and die for their nation and their beliefs.
* {{Pirate}}: The Protectorate’s main sea power lies in the Idrian corsairs who protect its coastline.
* PoliceState: The Menite priesthood keeps itself frighteningly well informed about the activities of the people. Indeed, no other Iron Kingdom polices its citizenry as closely.
* ReligionIsMagic: The priesthood is capable of manifesting miracles of faith. That they have become more powerful in doing so since forming the Protectorate is seen as a sign that Menoth favors them and they do his will. Their belief that [[MagicIsEvil mechanika is unhallowed]]
has always drawn worshipers less to do with it being ''magic'' and more to do with a belief that the only magic humanity should wield is that which is directly sanctioned by the Creator of Man himself.
* SecretPolice: The Order of the Fist has served to maintain order within the population of the Protectorate. Allegiants, requiring no weapon or special clothing, easily blend in with the general population and serve as an unobtrusive secret police force, complementing the scrutators in rooting out heresy and sedition.
* TheTheocracy: The Protectorate is a pure theocracy, with priests assuming positions of secular authority. All aspects of the Protectorate are devoted to the glorification of Menoth, and all state functions are steeped in ceremony, ancient tradition, and faith.
* VestigialEmpire: In the aftermath of the Claiming and the exodus of much of the population to Zu, with so many people gone and divisions rife
among many races, those who remained, the Protectorate collapsed, its borders now existing only on maps. A skeleton clergy continue to hold church services in once-grand cathedrals and to denounce enemies of the Creator, but fewer and fewer faithful hear their words. Today, the few Protectorate citizens who remain are subjected to a ruling priesthood that has become increasingly paranoid.
* TheVoiceless: Protectorate reclaimers are all required to take a vow of silence.
* WeirdCurrency: Unlike every other Iron Kingdom which mints currency according to weights and measures standardized in the Corvis Treaty, the Protectorate makes its coins from fired clay. This was done to discouraged the vice of greed from influencing the populace by making the currency out of virtually valueless material, and incidentally keeps the population from accumulating any wealth with which they might leave the Protectorate.

!!Hierarch Severius
-->''Death and destruction are not our purpose. We require only submission to the Creator. However, those who refuse to bow shall burn.''

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

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

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

* AngelicTransformation: Some of the faithful have reported seeing Hierarch Severius striding into battle in the form of a Menite archon several years after his death.
* AsskickingEqualsAuthority: One of the reasons he became Hierarch.
** The Harbinger also helped.
* BadassInCharge[=/=]FourStarBadass: Of a whole frigging country.
* BadassPreacher: No seriously, before he became a Warcaster he was ambassador famous for this. He was ''banned from Khador'' after he walked out with over a thousand newly converted followers. It's telling that he's one of the few people in the Protectorate who would rather try to convert his enemies before he kills them.
* CoolOldGuy
* GlassCannon: Grand Scrutator Severius (his 1st version) has an absolutely brutal spell list that can pump out solid damage to all types of targets, an excellent FOCUS of 8, and a feat that can completely crush the enemy in a single stroke (it completely denies the enemy warcaster their focus allotment for next turn). His primary weakness is that he's made of paper even by Protectorate standards, so he absolutely must be kept back.
* GuileHero: Beyond belief. His capture of Leryn is the best example of this. For reference this is the alchemical heart of Llael. The entire city is a fortress that not even the Orgoth could breach and Khador didn't even try. Severius walks up to the city gates and has it occupied in a day! How? He gives a speech! That's it!!
* KilledOffForReal: Severius succumbs to injuries inflicted by Hexeris between the end of Mark II and the beginning of Mark III, marking the first time a playable character has died (for real) after Creator/PrivateerPress rescinded their PlotArmor between the two editions.
* PersonaNonGrata: As mentioned before, he's not welcome in Khador.
* ReasonableAuthorityFigure: Unlike most Protectorate leader he's willing to work with the other factions. He's definitely a step up from Voyle.
* OnlySaneMan: Feels this way at times.
* SquishyWizard: Severius is the squishiest Protectorate warcaster, mostly due to the fact that he's 83.
* WeakButSkilled: Much like the Harbinger below.
* YouAreInCommandNow: How he became Hierarch, normally it takes a few years to find a new one and all of the Visgoths to agree on him/her. In this case, however, the Harbinger basically made him because she said so.

!!Intercessor Mikael Kreoss
-->''"If you didn't believe in the Creator before, you will today"''

* AntiMagic: Prime Kreoss; Not only can he get rid of your spells, but can severely hamper your ability to cast more.
** Kreoss3's feat will instantly end all enemy upkeeps in his control area and then lets him cast all of his own upkeeps for free. Doesn't impair the enemy's spellcasting the following turn, but it does mean they'll be wasting additional Focus/Fury to re-cast those lost spells.
* AuthorityEqualsAsskicking
* CoolMask
* EpicFlail: His weapon as High Exemplar, Spellbreaker. Before he upgraded to...
** BladeOnAStick: Justifier
* TheFettered: Despite being an Exemplar (normally LawfulNeutral {{Knight Templar}}s) he is genuinely one of the Protectorate's most heroic characters because of this. Which says a lot about the rest of the Protectorate.
* {{Foil}}: In-universe, he is often compared to his NumberTwo within his order, High Exemplar Sarvan Gravus. While Kreoss is admired for his [[TokenGoodTeammate dignity and defence of the faithful]], Gravus is respected by the people for his [[MyMasterRightOrWrong merciless pragmatism and unwavering adherence to the Exemplar code]].
* FourStarBadass: After his promotion to Intercessor, Kreoss becomes the supreme commander of the Protectorate's armed forces.
* HeroWorshipper: Back when he was a child he use to dream of becoming a Paladin, seeing how the quote about Dartan (see below) comes form Kreoss, its safe to say he still has great respected for the Order.
* JackOfAllStats: The Protectorate's version anyway. Doesn't have the same all round stats as Stryker, but doesn't quite fall to MasterOfNone by actually having a lot of useful spells in one place and a really nasty feat. His Epic version is more of a MightyGlacier while his third incarnation is a
particularly those tough LightningBruiser, as that one he's a cavalry model.
* KillItWithFire: The Protectorate as a whole has a fondness for this trope, so as the faction's poster boy it shouldn't be surprising.
* YouAreInCommandNow: He's now currently head of the entire Protectorate force after Hierarch Severius gave him the rank of Intercessor.

!!The High Reclaimer / Testament of Menoth
-->''"The language of Urcaen is unknown to all men but one, for he has seen the face of the Creator and lived. How can any hope to stand against him?"''

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

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

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

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

!!Feora, Priestess and Protector of the Flame

* ActionGirl
* AuthorityEqualsAsskicking
* DualWielding: Flamethrowers!
* OnlyOneName: Feora is only known by her first name, since Flameguard have to abandon their family names.
* OutOfTheInferno: She ''is'' the inferno.
* PlayingWithFire: The whole faction has an [[BurnTheWitch unhealthy obsession with it]], but Feora takes the cake. And her Epic version takes that cake [[SerialEscalation and stuffs it with more cake]] (and possibly some napalm)!

!!The Harbinger of Menoth
-->''"I am the Harbringer of Menoth, His vessel on Caen. Through me the Creator speaks, and He has much to say."''

* ActionGirl: Played with, her combat stats are insanely poor as she's an untrained teenage girl. However she has the highest focus in the game and her weapon [[AlwaysAccurateAttack autohits]].
* AlwaysAccurateAttack: The Harbinger's sword Providence automatically hits anything attacked by her. This becomes a plot point when she gives the sword to Coleman Stryker during his duel with Garrick Voyle, rendering Voyle's attempts to defend himself futile and allowing Stryker to kill him.
* AntiMagic: Her Purification spell.
* BeingEvilSucks: She's a kind-hearted girl but her boss is a JerkAssGod.
* BetterToDieThanBeKilled: She let Vladimir Tzepesci stab her so as not to allow Lich Lord Asphyxious to kill her and gain access to the millions of souls from Menoth in Urcaen.
* BlindfoldedVision
* GlassCannon: Has the highest focus in the game and a very strong spell list, but she dies just easily as you'd expect a teenage girl to.
* LittleMissBadass: She was fifteen when she was discovered by the scrutators. She is for all intent and purpose the [[OurAngelsAreDifferent angel of Menoth]], and as such wields tremendous divine powers.
* MouthOfSauron: It's implied she's the voice of Menoth on Caen.
* PowerFloats: Sadly, said power cannot quite ''steer'' - the Harbinger has to be guided around the battlefield by a group of men who keep her [[ChainedByFashion tethered with sanctified chains]].
* TakingTheBullet: When Hierarch Voyle prepares to execute Dartan Vilmon after he defied him, the Harbinger interposed herself to save Vilmon.
* WeakButSkilled: Her base stats are pretty terrible, but she has the highest focus in the game and a lot of interesting spells and abilities to make up for it.

!!High Executioner Servath Reznik
* {{BFS}}: His sword [[NamedWeapons Confessor]].
* CruelAndUnusualDeath: He crucifies people in battle.
* TheDreaded
* JudgeJuryAndExecutioner: He's bound by no protocol or procedure beyond the word of his hierarch in carrying out his duties. Those whose names appear upon Reznik’s writs are immediately judged to be inherently damned without question as to their actual guilt.
* KnightTemplar: And he's considered a KnightTemplar by the ''other'' Knights Templar.
* NecessarilyEvil: The only reason why Hierarch Severius keeps him around.
* TokenEvilTeammate: Of course when you're in a LawfulNeutral nation run by LawfulEvil priests the 'token' part is just that.
* TortureTechnician: Almost literally. He's certainly a torturer, and he's associated with the local ([[KnightTemplar slightly overzealous]]) ChurchMilitant.
* TheWitchHunter

!!Amon Ad-Raza

* EpicFlail: Unlike his fellow allegiants who fight bare-fisted, Amon has a flail named Oblivion.
* WalkingShirtlessScene: Amon is never seen wearing a shirt.

!!Vice Scrutator Vindictus

* DualWielding: A sword named Lawgiver and a flail named Solace.

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

* AFatherToHisMen: Durst views the men under his command to be far more valuable than the warjacks that fight alongside them.
* KnightInShiningArmor
* MightyGlacier: He's slow, but hits almost as hard as the Butcher and is able to brick up his entire army.
* ThePaladin: A member of the Order of the Wall.

!!Malekus, the Burning Truth

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

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

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

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

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

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

* {{BFS}}: [[NamedWeapons Censure]]
* ChildProdigy: Vilmon was already a MasterSwordsman at the age of thirteen, and took only three years to graduate opposed to the normal six years.
* KnightInShiningArmor: Being a member of the Order of the Wall, he embodies the noblest aspects of his faith and serves as a defender of his people in their time of greatest need.
* MasterSwordsman: Even when only an initiate, he could see the split-second openings in his opponents' defences as they moved - something that many experienced warriors cannot do.
* MightyGlacier: He can literally become invincible to everything but magic and hits like a truck, but only hits once per turn and is very slow.
* ThePaladin: You think?
* ScrewTheRulesImDoingWhatsRight: When Hierarch Voyle went DrunkWithPower and ordered [[MoralEventHorizon a few thousand unarmed civilians to be killed]], Dartan openly defied him by saying it's not the will of Menoth to let the innocents die.
* ToBeLawfulOrGood: In the end Dartan chooses good.
* TokenGoodTeammate: Being a paladin of the Order of the Wall, Vilmon is one of the few genuinely good characters in the fanatical theocracy that is the Protectorate.
* YouShallNotPass
[[/folder]]

[[folder:Cryx]]
* ArtificialLimbs: Necrotechs replace their own flesh with an array of customized mechanikal limbs.
* BloodMagic: The Satyxis have long been versed in the power connected to blood as the essence of
living vitality.
* BodyHorror: Living priests of Toruk are horribly rotted from intense blight. Their flesh undergoes a perpetual cycle of decay, rot, and regeneration, sprouting disfiguring cancerous deformities.
* ClingyCostume: When a dragon knight dons the black armour of their knighthood, it is grafted onto their flesh and bound shut, preventing them from ever removing it.
* DeadWeight: Bile thralls and bloat thralls are noted for their bloated and swollen bodies.
* DefeatEqualsExplosion: If a bloat thrall is ruptured, it explodes and showers the surrounding area in corrosive fluids.
* DemBones: Iron Liches are skeletal liches... which have had [[ExactlyWhatItSaysOnTheTin their bones plated with iron]], meaning that they are no simple SquishyWizard.
* DragonKnight: Dragon knights are those who choose to serve the Dragonfather in life and eternally after, even when their frail mortal forms succumb to age and the ravages of blight.
* TheEngineer: Using a combination of necromancy and mechanikal ingenuity, the necrotechs of Cryx are responsible for creating and maintaining the undead forces that serve the Nightmare Empire.
* TheGunslinger: Pistol wraiths are restless spirits of duellists that walk the earth searching for fresh victims.
* ImprobableWeaponUser: Satyxis wield bladed, hooked whips, which in real life would be both insanely difficult to wield and insanely hazardous to the wielder's health.
* KlingonPromotion: Calculated betrayal is routine in Cryx, where only those brilliant and strong enough to retain their positions survive. Lich lords are ever watchful of their underlings, knowing inattention can all too quickly lead to their own displacement.
* ManySpiritsInsideOfOne: Iron lich overseers are composite beings with a single body and a unified consciousness. The restoration process ensures some degree of cooperation between competing personalities, and in time they merge into a single mind.
* MeaningfulName: The liches of Cryx seem to have this one down pat, Asphyxious (asphyxia, suffocating) and Terminus (the end of something) being two examples.
* MechanicalMonster: The Deathjack is a nightmare construct that has haunted the Iron Kingdoms for over two centuries. Between prolonged periods of inactivity, it emerges to indulge in wanton slaughter, harvesting the souls of its victims to feed its infernal engine. Two infernal lanterns mounted on the Deathjack's shoulders seem to feed it and are the source of its many powers; it needs to warcaster to guide its rampages.
* MookCommander:
** Skarlock commanders serve as intermediaries between Cryx’s generals and the hordes of thralls.
** An iron lich overseer exists to extend the will of its masters beyond their ordinary reach.
* TheNecrocracy: While the supreme ruler, Toruk, is a dragon and not undead, everyone else near the top is undead. While they do have a living populace, they're just as evil as the undead.
* {{Necromancer}}: Cryx is home to numerous profane and shadowy arcane arts, among them necromancy.
* OmnicidalManiac: Being Zombie Robots controlled by an EldritchAbomination, Cryx qualifies as an entire country of omnicidal maniacs.
* OurCentaursAreDifferent: Soulhunters are thralls fused with the body of a Scharde charger.
* OurGhostsAreDifferent: Revenants, bound to specific ships, make up the majority of the Ghost Fleet. A number of wraiths also haunt Cryx, some fused with necrotech and put to specialised uses, or driven to kill by the violence of their own deaths. Lastly there are the banes, remnants of ancient warriors used to house maddened void spirits.
* OurLichesAreDifferent: An iron lich is an unliving fusion of necromancy and mechanika, who replaced its mortal body with a complex mechanikal apparatus that sustains its existence in an attempt to attain immortality. Its form is not constrained to any particular configuration and need not bear any resemblance to its living form. Iron liches store their spirit essence in a phylactery—a physical receptacle that houses the soul. So long as a lich's phylactery remains intact, the creature cannot truly be destroyed.
* OurZombiesAreDifferent: Thralls are corpses reanimated through the power of complex runes carved into their flesh that form the backbone of the armies of Cryx.
* {{Pirate}}: Cryx’s mortal pirate fleet is the largest but least ordered of its armadas.
* PirateGirl: The Satyxis serve as leaders of the pirate fleet and make up a large portion of the Black Fleet.
* PoweredByAForsakenChild:
** Most Cryxian magic is powered by the captured souls of slain foes.
** Cryxian machines are fuelled by necrotite, a foul fuel found in soils thick with carnage and resonant with atrocities, gathering power from the ambient suffering and considered too evil for other factions to even consider. Necrotite burns like coal but lasts significantly longer and is as toxic as it is efficient.
* PowerFist: Mechanithralls and brute thralls are augmented with two heavy gauntlets that greatly enhance their strength.
* RaisingTheSteaks:
** Scylla flocks consist of undead birds corrupted by the blight of Toruk the Dragonfather.
** Brine thralls are the half-consumed corpses of predatory sea creatures retrofitted with necrotite furnaces, having rotted fins replaced with bits of bonejack hull, and outfitted with augmented jaws.
* SicklyGreenGlow: Cryxians are renowned for the sickly green emanations of their jacks' necrotite-fueled engines and their tendency to stalk swampy areas.
* SkeletonsInTheCoatCloset: The lighter Cryxian warjacks are known as "bonejacks" because they tend to incorporate the bones of predatory beasts into their frames, giving them the appearance of mechanical undead SavageWolves.
* SoulPoweredEngine: Cryxian necrotechs ritually sacrifice hundreds of living victims
in the wilds creation of a wraith engine, binding the spirits within the machine.
* SuicideAttack: A bile thrall can elect to explode, creating a grisly shower of dissolving agents, flesh and metal.
* TakingTheBullet: When a Necrosurgeon is directly hit by an enemy ranged attack, the hit can be intercepted by a stitch thrall
or mechanithrall nearby.
* WeHaveReserves: Go ahead and destroy as many
of chaotic alignment. the Cryxian robot-zombies as you want. They can always make more. Out of the tattered corpses of your own fallen warriors. And their gear. And their own casualties. And the innocent civilians caught in the crossfire. And some dead guys they stumbled across last week.
* WeHaveWaysOfMakingYouTalk: This is not a threat, simply a statement of fact where the Cryxians are concerned. Someone who would rather die than give up secrets they don't want Cryxians to have will find themselves disappointed that Cryxians ''prefer'' them that way, because they can channel the spirits of even the long dead and forcibly extract information they may have had in life. This is a big reason why the Cryxians are so good at reverse-engineering things which would be well-protected state secrets of other powers: they can simply interrogate the dead.
* YouHaveFailedMe: Refusal to follow a Cryxian warcaster's orders is met with painful death and, in many cases, the imprisonment of the immortal soul for further torments.

!! Lord Toruk

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



* ChildByRape: According to many tales, the Devourer Wurm became father of all life on Caen by forcing himself upon Dhunia. Many of these tales say that Dhunia, tired of the abuse, eventually brought forth Menoth to hunt the Devourer Wurm and give Dhunia some respite.
* DestroyerDeity: Feared to be so by the Cirlce Oroboros, and the Menites.
* EternalRecurrence: A more generous interpretation of what it is. According to its believers, the Devourer Wurm clears out the stagnant, creating room for new growth.
* GaiasVengeance: One possible interpretation, at least among his worshippers.
* GodCouple: Many cults connect the Devourer Wurm with Dhunia. To followers, Dhunia is seen as "Mother" and in dichotomy, the Devourer Wurm is seen as "Father".
* GodOfChaos: Specifically of the natural world, free of any civilization.
* MakerOfMonsters: The Devourer is credited for creating many of the monsters that plague the humanity.
* NatureIsNotNice: The Wurm is revered in the wild places by those who have forsaken civilisation. It is the restless spirit of dark forests, the harsh indifference of hostile landscapes, the feral violence of wild animals, and the raw fury of barbarian berserkers. There's a reason why so many humans abandoned the Devourer Wurm for Menoth.
* NatureSpirit: In particular, of the harsh predatory aspects of nature, distinguished from Dhunia, who tends to embody the more nuturing and life-affirming aspects.
* OrderVsChaos: The chaos to Menoth's order. Even adherents to other faiths recognize the struggle between Menoth and the Devourer.
* TheMaker: According to its followers, the Devourer Worm gave shape to the world and brought forth life.

!!Dhunia, the Great Mother, Creator of Caen
->'''Alignment:'''Neutral\\
'''Symbol:''' An abstract form a fertile female\\
'''Epithets:''' Creator of Caen, Ravaged Mother, Wellspring of Life, Great Mother

Dhunia is the goddess of life itself, of Caen, of the seasons, and of the cycle of birth, death, and rebirth. Always been a distant and mysterious goddess, she nevertheless advocates community and defense of family. Although not typically associated with violence, many of her shamans are also accomplished warriors.

She has been worshipped by nonhuman races since time immemorial. Her shrines are plentiful at the edges of civilization, and some are quite impressive. Those few found in cities are only ever found in the areas dominated by trollkin, gobbers and ogrun.

to:

* ChildByRape: According ArchnemesisDad: Toruk's brood proved to many tales, be exactly like him, right down to an unwillingness to take orders. They turned on him just after they were born, and he has been seeking to consume them since then.
* AttackOfTheFiftyFootWhatever: More like "Attack of the 500 foot whatever."
* BreathWeapon: Breaths fire, he is a dragon after all.
* TheChessMaster: He claims that nearly everything that happens is part of his long term plan. While he is at least good at being patient, some of his cunning may be exaggerated since he certainly wouldn't want anybody to think he's not as omniscient as he claims.
* TheCorrupter: An expert in this, his presence on Cryx means anybody there is AlwaysChaoticEvil.
* DevilInPlainSight: Everybody is aware of his presence, but he plays OrcusOnHisThrone so much that him actually leading an attack himself doesn't seem likely, while trying to attack him is likely suicidal.
* DiabolusExNihilo: Nobody but he knows where he came from and he has no stated origin, though some in universe speculate he was spawned by
the Devourer Wurm became father of all life on Caen by forcing himself upon Dhunia. Many of these tales say that Dhunia, tired of Wurm.
* EldritchAbomination: Giant dragon whose mere presence corrupts
the abuse, eventually brought forth Menoth to hunt the Devourer Wurm land around him and give Dhunia some respite.
turns anybody near him into his slave.
* DestroyerDeity: Feared to be so by the Cirlce Oroboros, GiantFlyer: Lord Toruk's toenails alone are larger than an iron lich.
* AGodAmI: And he isn't exaggerating, he is a god in terms of power,
and the Menites.
even other religions have difficulty denying it.
* EternalRecurrence: A GodEmperor: Toruk is more generous interpretation of what it is. According to its believers, than the Devourer Wurm clears out the stagnant, creating room for new growth.
* GaiasVengeance: One possible interpretation, at least among his worshippers.
* GodCouple: Many cults connect the Devourer Wurm with Dhunia. To followers, Dhunia is seen as "Mother" and in dichotomy, the Devourer Wurm is seen as "Father".
* GodOfChaos: Specifically
ruler of the natural world, free of any civilization.
* MakerOfMonsters: The Devourer is credited for creating many of the monsters that plague the humanity.
* NatureIsNotNice: The Wurm is revered in the wild places by those who have forsaken civilisation. It
Cryx: he is the restless spirit of dark forests, Nightmare Empire's living god, and he tolerates no holds upon the harsh indifference souls of hostile landscapes, the feral violence of wild animals, and the raw fury of barbarian berserkers. There's a reason why so many humans abandoned the Devourer Wurm for Menoth.
* NatureSpirit: In particular, of the harsh predatory aspects of nature, distinguished from Dhunia, who tends to embody the more nuturing and life-affirming aspects.
* OrderVsChaos: The chaos to Menoth's order. Even adherents to
his subjects other faiths recognize the struggle between Menoth and the Devourer.
* TheMaker: According to its followers, the Devourer Worm gave shape to the world and brought forth life.

!!Dhunia, the Great Mother, Creator
than his own. The Church of Caen
->'''Alignment:'''Neutral\\
'''Symbol:''' An abstract form a fertile female\\
'''Epithets:''' Creator of Caen, Ravaged Mother, Wellspring of Life, Great Mother

Dhunia
Toruk is the goddess of life itself, of Caen, of only acknowledged religious institution in Cryx.
* GodzillaThreshold: The sole time Toruk took to wing personally was when an Orgoth fleet threatened Cryx, sending
the seasons, and of entire fleet into the cycle of birth, death, and rebirth. Always been a distant and mysterious goddess, she nevertheless advocates community and defense of family. depths.
* GreaterScopeVillain:
Although not typically associated he is THE most powerful villain in the setting, Toruk himself is rather detached from the plot of the game: he pays so little attention to the affairs of the world, including Cryx, whose most of the governance and schemes are made by Toruk's lich lord minions.
* HorrifyingTheHorror: The rest of the dragons are horrifying creatures that threaten entire kingdoms and take entire armies. But even they are terrified of their father, and have a pact to put aside their differences and ally against him if he ever takes any action.
* ItsAllAboutMe: Everything he does and every atrocity his servants carry out is aimed at benefiting him first and foremost. Anybody else gaining from it is only because it may suit his needs.
* KnowWhenToFoldEm: Despite his PhysicalGod status, he knows when it's time to bail on a fight. He did it in the past when attacked by all his offsping, [[spoiler:and does it again in ''Wrath of the Dragonfather'']].
* LargeAndInCharge: Even the Colossals are puny next to him.
* {{Necromancer}}: Started his entire empire
with violence, many it and taught his warcasters to use it.
* OffingOnesOffspring: His goal is to consume all
of her shamans are also accomplished warriors.

She has been worshipped
his sons and regain his lost power.
* OrcusOnHisThrone: As he doesn't want to attract his children's attention, he mostly sits around without taking any action himself, leaving the actual running of matters of Cryx and the invasion of the mainland to his Lich Lords. So long as the empire and its armies answer to his will, the Dragonfather affords them considerable latitude. One of the few other times he'll does something is an EnemyCivilWar breaks out in his ranks and he considers the combatants too valuable to lose. One of the few times he does take action is in ''Wrath of the Dragonfather'', where he [[spoiler:kills and consumes a dragon in a two-on-one battle, then proceeds to take on ''every other dragon in existence'' (except Everblight). And he nearly won, too.]]
* PhysicalGod
* SuperEmpowering: Toruk can directly imbue his mightiest undead minions with the ability to wield magic after they transition to undeath, among them every iron lich. This greatly contrasts with how arcane talent is normally found only in those born with the potential.
* SupervillainLair: Toruk dwells in a great citadel ornamented with metal spires resembling grasping claws, attended
by nonhuman races since time immemorial. Her shrines are plentiful his priests and the lich lords. Beneath the citadel lies the Black Temple, the centre of Toruk’s worship, where his undead clergy gather at the edges direction of civilization, and some are quite impressive. Those few found in cities are only ever found in Lich Lord Divinitus to chant obeisance to the areas dominated by trollkin, gobbers and ogrun.God of Caen.
* TimeAbyss: He claims to be as old as Caen itself.
* TheUnfettered: Short of risking his own life, their is no line he won't cross

!!Lich Lord Asphyxious the Hellbringer

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



* ChildByRape: Many mythologies say that Dhunia gave birth to life when the the Devourer Wurm forcibly impregnated her. Those same tales say that Menoth was created by Dhunia to protect her from the Devourer Wurm.
* GaiasVengeance: When she is angry
* GodCouple: Dhunia is often paired with the Devourer Wurm. Many cults connect the Devourer Wurm with Dhunia. To followers, Dhunia is seen as "Mother" and in dichotomy, the Devourer Wurm is seen as "Father".
* MotherGodess: Said by her followers to be the creator of all Caen.
* MotherNature: to a tee.
* NatureSpirit: In particular, of the more nurturing, life-afforming aspects of nature, especially when compared to the Devourer Wurm.

!!Menoth, the Lawgiver, the Creator of Man
->'''Alignment:'''Lawful Neutral\\
'''Symbol:''' The Seal of Menoth, sometimes referred to as the Menofix\\
'''Epithets:''' The Lawgiver, the Lawbringer, the Creator of Man, the Hunter of the Wurm, Wallmaker, the Masked Giant

Menoth was the (original) God of Humanity, and is normally depicted as a masked man towering over his worshippers. A primal god whose worship coincides with the invention of written human history on Caen, the worship of Menoth was once the most widespread faith among humanity, but has steadily been declining and supplanted by other faiths. Followers, known as Menites, are expected to adhere to strict commandments laid ou in the ''Canon of the True Law'', deviation from which is to be severely punished. While the faith has been forced to change over time, one primary edict is that Menoth wants humanity to bring law and order to the rest of creation. For that piety, however, he protects Man from the wilds and the predations of the Devourer Wurm in all its forms. The faithful are said to join Menoth in the City of Man in Urcaen, to serve in his ranks for eternity.

to:

* ChildByRape: Many mythologies say that Dhunia gave birth to life when the the Devourer Wurm forcibly impregnated her. Those same tales say that Menoth was created by Dhunia to protect her from the Devourer Wurm.
{{BFS}}: His third incarnation wields a huge one called Daimonion.
* GaiasVengeance: When she is angry
BladeOnAStick: What he used as a weapon in his first two incarnations.
* GodCouple: Dhunia is often paired TheChessmaster: Even prophecy can't keep up with the Devourer Wurm. Many cults connect the Devourer Wurm with Dhunia. him.
* EvilMentor:
To followers, Dhunia Deneghra.
* JackOfAllStats: His spell list
is seen as "Mother" always pretty flexible, allowing him to use his magic to either do damage or debuff enemies, and in dichotomy, the Devourer Wurm is seen as "Father".
* MotherGodess: Said by her followers to be the creator of all Caen.
* MotherNature: to a tee.
* NatureSpirit: In particular, of the
let him move around more nurturing, life-afforming aspects of nature, especially when compared to quickly, and while not a dedicated combat monster, he's no slouch in melee.
* TheStarscream: Cheerfully contrived
the Devourer Wurm.

!!Menoth, the Lawgiver, the Creator
death of Man
->'''Alignment:'''Lawful Neutral\\
'''Symbol:''' The Seal of Menoth, sometimes referred to as the Menofix\\
'''Epithets:''' The Lawgiver, the Lawbringer, the Creator of Man, the Hunter of the Wurm, Wallmaker, the Masked Giant

Menoth was the (original) God of Humanity,
Lich Lord Daeamortus, and is normally depicted as a masked man towering over then forged his worshippers. A primal god whose worship coincides with the invention of written human history on Caen, the worship of Menoth was once the most widespread faith among humanity, but has steadily been declining soul into a weapon and supplanted by other faiths. Followers, known as Menites, are expected took his rank.
* TheUnfettered: Flung himself into a volcano
to adhere to strict commandments laid ou in the ''Canon of the True Law'', deviation from which is to be severely punished. While the faith has been forced to change over time, one primary edict is that Menoth wants humanity to bring law and order to the rest of creation. For that piety, however, he protects Man from the wilds and the predations of the Devourer Wurm in all its forms. The faithful are said to join Menoth in the City of Man in Urcaen, prove his willingness to serve in Toruk, and has absolutely no depth to which he will not sink to attain power for himself, Toruk or both.

!!Wraith Witch Deneghra

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



* AntiMagic: Menoth suppressed the divine spark in humanity, denying them access to Arcane magic. His followers likewise tend to have a very negative view on mages and are practitioners of arcane magic.
* ArchEnemy: Historically, Menoth's enemy has been the Devourer Wurm.
* ClassicalHunter: He is said to spend his days hunting the beasts of the Devourer Wurm. According to the Dhunians, Dhunia wished a reprieve from the Wurm and so fostered a great hunter from the greatest of her children, which became Menoth, who was set upon the task of hunting the Devourer who had repeatedly ravaged her
* EthnicGod: Menoth is credited with the creation of humanity and tied strongly to humans. It is extremely difficult for members of races other than mankind to be accepted by Menites. Even the zealous and intolerant Protectorate has no objection to Rhulfolk or Iosans, as neither are part of Menoth's plans. Dhunian races are tolerated as long as their people are respectful and show no indications of being servants of the Wurm.
* HunterOfMonsters: A god who spends his time hunting the Devourer Wurm and its predatory offspring.
* GodOfOrder: Both in its positive connotations (structure and civilization), and its negative associations (oppression and total control).
* GoodIsNotNice: Supporters liken Menoth to a stern father who does not want to baby his children. Menoth and his followers do work to protect civilizations from the beasts of the Devourer Wurm, as well as the infernals, but such methods often include harsh punishment and torture for even the slightest disagreement.
* JerkassGod: Critics have often accused Menoth of being a cruel and uncaring tyrant. This is one of the reasons why his faith is no longer as widespread as it once was. Many of Menoth's recorded actions are certainly perceived be perceived in a negative light.
** According to some, Menoth did not even intentionally make humanity. Humans just sprang up in his shadow while he was walking the earth fighting the Devourer Wurm.
** When humanity was first created, Menoth suppressed humanity's divine spark, denying humanity access to Arcane Powers.
** The Grymkin are lead are lead by the Defiers, five humans who were banished to the wilds of Urcaen for refusing Menoth's law. Their wills were so strong that they each unlocked the divine spark within themselves and became demigods, and they have dedicated themselves to opposing Menoth and punishing his creation, which they see as corrupt and wicked.
** The faiths of Morrowism and Thamarism started out as rebellions against the oppressive rule of the Menite priests. While Menoth preached absolute obedience, the Twins Morrow and Thamar preached that anyone could achieve divinity. Eventually, Morrowism became the most popular faith among humanity, supplanting Menoth.
* TheMaker: Widely accepted as teh creator of humanity, even by rival and antagonistic faiths. Menites also view Menoth as the self-begotten creator of all reality, a claim that other faiths strongly disagree with.
* OrderVsChaos: Firmly on the side of Order.
* PetTheDog: Nevertheless, Menoth is credited with have some positive aspects.
** He did give humanity fire, and writing, and the first steps towards civilization.
** He does grant loyal followers an afterlife at his side, and protects their souls from predations in Urcaen.
** When both Thamar and Morrow ascended, he recognized them both and permitted them a place in Urcaen.
** He sent Archons to help defend mortals from the Claiming of the Infernals.

!!The Twins
According to what history remains, around 1930 BR, a pair of twins were born at the city of Caspia. Raised in a time when Menite priest-kings oppressively ruled all aspects of humanity, both eventually found ways of transcending mortality and ascending to godhood. However, Morrow preached ascension via benevolence and selflessness, while Thamar preached pragmatism and selfishness. Nevertheless, their emphasiss on individualism that drew the ire of the hierarchical Menites. The two joined forces and together overthrew the priest-king of Caspia. Thamar betrayed and killed Morrow, who at death ascended to divinity. When Morrow's followers struck Thamar down in revenge, she too became divine.

Today, the two Twins are collectively referred to as the Gods of Humanity. Despite their vast differnces regarding morality, the philosophy of self-ascension shared by both Morrowans and Thamarites has made the two gods so popular that the Twins are now considered in the eyes of many to have supplanted Menoth. Many mortals follow in their footsteps, and a very few have ascended, leaving their mortal shells behind. These ascendants of Morrow and scions of Thamar are revered as akin to patron saints.

to:

* AntiMagic: Menoth suppressed the divine spark in humanity, denying them access to Arcane magic. His followers likewise tend to have a BackFromTheDead: After she was killed by his sister, Asphyxious raised her as undead.
* BareYourMidriff: Bares her midriff at all times. Even when there's stitching across it.
* CainAndAbel: A
very negative view on mages solid Cain to Victoria's Abel.
* CastingAShadow: Gains phenomenal shadow powers after dying
and are practitioners being reborn.
* DarkIsEvil: She really, really is.
* TheDragon: For most
of arcane magic.her life, Deneghra had been Asphyxious' most trusted and valuable acolyte.
* ArchEnemy: Historically, Menoth's DragonAscendant: After Asphyxious joined the refugees and left Caen through the gateway at the battle of Henge Hold, Toruk promoted Deneghra to replace him, attaining the role he had always envisioned for her.
* EvilCounterpart: Has a number of mechanical counterpoints to her sister, such as feats that spread penalties across the
enemy lines and the same Focus stat.
* FromNobodyToNightmare: Small child + training by Asphyxious = Cryxian war witch.
* [[HoistByHisOwnPetard Hoist By Her Own Petard]]: Was ripped in half by her own Slayer when her sister hijacked it.

!!Goreshade

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

* CursedWithAwesome: Nyssor marked him as an abomination; this
has been the Devourer Wurm.
* ClassicalHunter: He is said to spend
given him exactly no negative rules on his days hunting the beasts of the Devourer Wurm. According to the Dhunians, Dhunia wished statblock.
* ElementalWeapon: Wields
a reprieve frozen blade taken from the Wurm god Nyssor.
* EvilUncle: His great-nephew Lord Arcanist Ossyan Vyre, who is a Retribution warcaster, see Goreshade as one.
* HazyFeelTurn: Goreshade eventually leaves Cryx
and so fostered a great hunter from comes back to Ios to serve the greatest Retribution, becoming known as Lord Ghyrrshyld the Forgiven. And though Cryx is clearly one of her the most evil factions in the setting, the Retribution isn't much better. The thoroughly evil undead elven vampire can proceed to rejoin his only slightly less evil cousins in destroying all human spellcasters, and with them human civilization.
* MeaningfulRename: He was born Ghyrrshyld Vyre, takes the name Goreshade after becoming an eldritch, and assumes his real name again after Scyrah purifies him and returns him to life.
* NamesToRunAwayFromReallyFast: While this is a standard trope for members of Cryx, Goreshade also has his [[RedBaron title]] of "the Bastard". Which alos tells you about how nice of a guy he is.
* PowerOfTheVoid: Has tapped rather unpleasant powers during his descent into madness.
* TestedOnHumans: During his time as leader of House Vyre, Ghyrrshyld conducted numerous horrifying experiments on soulless
children, which became Menoth, who was set upon the task of hunting the Devourer who had repeatedly ravaged her
* EthnicGod: Menoth is credited with the creation of humanity and tied strongly to humans. It is extremely difficult for members of races other than mankind to be accepted by Menites. Even the zealous and intolerant Protectorate has no objection to Rhulfolk or Iosans, as neither are part of Menoth's plans. Dhunian races are tolerated as long as their people are respectful and show no indications of being servants of the Wurm.
* HunterOfMonsters: A god who spends his time hunting the Devourer Wurm and its predatory offspring.
* GodOfOrder: Both in its positive connotations (structure and civilization), and its negative associations (oppression and total control).
* GoodIsNotNice: Supporters liken Menoth to a stern father who does not want to baby his children. Menoth and his followers do work to protect civilizations from the beasts of the Devourer Wurm, as well as the infernals, but such methods often include harsh punishment and torture for even the slightest disagreement.
* JerkassGod: Critics have often accused Menoth of being a cruel and uncaring tyrant. This is one of the reasons why his faith is no longer as widespread as it once was. Many of Menoth's recorded actions are certainly perceived be perceived in a negative light.
** According to some, Menoth did not even intentionally make humanity. Humans just sprang up in his shadow while he was walking the earth fighting the Devourer Wurm.
** When humanity was first created, Menoth suppressed humanity's divine spark, denying humanity access to Arcane Powers.
** The Grymkin are lead are lead by the Defiers, five humans who were banished to the wilds of Urcaen for refusing Menoth's law. Their wills were so strong that they each unlocked the divine spark within themselves and became demigods, and they have dedicated themselves to opposing Menoth and punishing his creation, which they see as corrupt and wicked.
** The faiths of Morrowism and Thamarism started out as rebellions against the oppressive rule of the Menite priests. While Menoth preached absolute obedience, the Twins Morrow and Thamar preached that anyone could achieve divinity. Eventually, Morrowism became the most popular faith among humanity, supplanting Menoth.
* TheMaker: Widely accepted as teh creator of humanity, even by rival and antagonistic faiths. Menites also view Menoth as the self-begotten creator of all reality, a claim that other faiths strongly disagree with.
* OrderVsChaos: Firmly on the side of Order.
* PetTheDog: Nevertheless, Menoth is credited with have some positive aspects.
** He did give humanity fire, and writing, and the first steps towards civilization.
** He does grant loyal followers an afterlife at his side, and protects their souls from predations in Urcaen.
** When both Thamar and Morrow ascended, he recognized them both and permitted them a place in Urcaen.
** He sent Archons to help defend mortals from the Claiming of the Infernals.

!!The Twins
According to what history remains, around 1930 BR, a pair of twins were born at the city of Caspia. Raised in a time when Menite priest-kings oppressively ruled all aspects of humanity, both
eventually found ways freaked the other Iosans to rebel against him.
* WellIntentionedExtremist: He will save the souls
of transcending mortality his people even if he has to destroy the world, kill the gods, experiment on innocents, and ascending to godhood. However, Morrow preached ascension via benevolence and selflessness, while Thamar preached pragmatism and selfishness. Nevertheless, their emphasiss on individualism that drew fight for the ire Nightmare Empire of Cryx.

!!Skarre, Queen
of the hierarchical Menites. Broken Coast

A Satyxis pirate with great mastery over their blood magic.

* BloodMagic:
The two joined forces name of her first feat. She has a lot of stuff that ties into that theme.
* ChainmailBikini: Her breastplate covers very little besides that.
* CleavageWindow
* HaveAGayOldTime: Let us be clear: the rule "Great Rack" refers to the antlers on her head(not to say she doesn't fit the description any ''other'' way...).
* PirateGirl: A very, very dark version.
* ShipOutOfWater: In her third incarnation, Skarre, Admiral of the Black Fleet, rides into battle atop the shattered aft section of a shipwreck, held aloft by the ancient dead as it glides across the earth.
* SimpleYetAwesome: Skarre is the Cryxian equivalent of a brick to the face. She's simple, but nobody can argue that she's ineffective,
and together overthrew she's hard as all hell to stop. Everything about her is about beating the priest-king enemy into a pulp, and she does it exceptionally well. The downside to playing her is that she has fewer tricks than most other Cryx warcasters.
* WindsOfDestinyChange: Her second feat, which plays destiny like a harp for a little while.

!!Lich Lord Terminus

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

* AuthorityEqualsAsskicking
* {{BFS}}: The Doomslayer
* BreathWeapon: Acid spray.
* GeniusBruiser: Armour on par with a helljack. A blade that hits as hard as a Seether. And a brilliant strategic mind.
* GiantFlyer: He's not just as tough as a helljack, he's the size
of Caspia. Thamar one, and is outfitted with massive wings due to blight-induced mutation.
* MightyGlacier: His size, power, and durability come at the cost of speed, though his flight means he at least ignores terrain if he doesn't land on something like a tree.
* WhyWontYouDie: One of his abilities uses the zombies under his command to heal him by sacrificing them. Normally not a problem. Except Terminus can resurrect the slain zombies at the start of his next turn.

!! Lich Lord Venethrax

* TheDragonslayer: He's Cryx's master of draconic lore, and he's supremely well-suited to root out and destroy Toruk's progeny.
* SkullForAHead: His skull is the only part remaining of his human body.

!!Witch Coven of Garlghast

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

!!Master Necrotech Mortenebra

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

!!Lord Exhumator Scaverous

* SinisterScythe: Scaverous wields a large scythe called Avernus.
* SkeletonsInTheCoatCloset: A ''lot'' of skulls are visible inside Scaverous' iron lich frame.

!!Bane Witch Agathia

* TheStarscream: In life, Agathia was a servant of Lich Lord Daeamortus until she
betrayed him and killed Morrow, who at death ascended to divinity. When Morrow's followers struck Thamar down was imprisoned in revenge, she too became divine.

Today, the two Twins are collectively referred to
a tower as the Gods of Humanity. Despite their vast differnces regarding morality, the philosophy of self-ascension shared by both Morrowans and Thamarites has made the two gods so popular that the Twins are now considered in the eyes of many to have supplanted Menoth. Many mortals follow in their footsteps, and a very few have ascended, leaving their mortal shells behind. These ascendants of Morrow and scions of Thamar are revered as akin to patron saints.punishment.

!!Bane Lord Tartarus



* DeityOfHumanOrigin: Born to human parents, both siblings ascended to godhood upon their deaths. By proving that individual humans had the power to attain divinity, the Twins gave countless souls an alternative to the worship of Menoth.
* SiblingRivalry: Aside from Thamar stabbing Morrow in the back and killing him when he was mortal, the Twins have mutually opposed doctrines. While Thamar emphasizes selfishness and pragmatism, Morrow preaches that self-improvement and transcendence are achieved through selflessness and service to others.

!!!Morrow, the Prophet, the Patient Brother
->'''Alignment:''' Neutral Good.\\
'''Symbol:''' Sunburst of Morrow, also known as The Radiance\\
'''Epithets:''' The Prophet, Lord of Light, The Healing Teacher, Patient Brother

One of the Twins who found ascension through individual self-improvement, Morrow taught that transcending the limitations of the mortal life came through individual benevolence, charity, and selflessness.

Like Thamar Morrow emphasizes the individual quest for self-improvement and transcendence from wordly bondage, but Morrow states this must be achieved by doing good works, being kind to one another, and selfless service to the common good. Those few who have successfully followed Morrow's path of ascending to divinity are known as the Ascendants of Morrow Overall, the Morrowan faith is the dominant religion of the Iron Kingdoms, with organized churches across all kingdoms, and is the state religion of Cygnar.

to:

* DeityOfHumanOrigin: Born ArtifactOfDoom: Within The Kalmieri Grimmr is a strange passage regarding Rathrok, shown gifted to human parents, both siblings ascended to godhood upon their deaths. By proving Horfar Grimmr by a crone resembling the witch Zevanna Agha. One theory is that individual humans had Rathrok was not a gift but a curse. The axe emboldened Horfar Grimmr to attack Golivant and so brought about the power to attain divinity, fall of the Twins gave countless souls an alternative to the worship of Menoth.
Molgur.
* SiblingRivalry: Aside BarredFromTheAfterlife: After Grimmr's death, Menite curses prevented his soul from Thamar stabbing Morrow ever reaching Urcaen or returning to Dhunia. For centuries, it languished in the back shadowy abyss from which banes are drawn, and in that time it changed into something new and terrible.
* CruelAndUnusualDeath: After being captured, Grimmr was put on a wrack designed to torture him for days before
killing him him.
* DefiantToTheEnd: Even
when wracked, Grimmr remains defiant, spitting curses upon curses on his hated enemy Golivant.
* FateWorseThanDeath: After his death, Grimmr's soul languished in the Void between Caen and Urcaen until Lich Lord Tenebrous recovered him and made him a general of Cryx.
* TrackingSpell: When
he regains his body after being destroyed, Tartarus immediately seeks out his axe, Rivener, and instantly knows its location regardless of the physical distance.

!!Gerlak Slaughterborn

* LargeAndInCharge: He has grown to the size of an ogrun.

!!Hellslinger Phantom

* EvilTwin: This creature
was mortal, made from a sliver of Allister Caine's soul.
* GoneHorriblyWrong: The Hellslinger Phantom was created when Allister Caine, looking for a lasting solution to avoiding Bolden Rebald's hired guns, sought help from a Thamarite witch who offered to create a decoy bearing his perfect likeness. The wraith proceeded to go on a rampage hunting people wronged by Caine in
the Twins have mutually opposed doctrines. While past.
* MageMarksman: The Phantom fires runeshots akin to the ones employed by gun mages.
* SerialKiller: Since its creation, the phantom has been conducting a murder spree.
[[/folder]]

[[folder:Retribution of Scyrah]]
* AntiMagic: A specialty of the faction.
* ArrowsOnFire: The various payloads fired by Stormfall archers include volatile incendiary charges.
* TheAtoner: In participating in the Retribution, House Vyre wishes to earn redemption for the dark actions of its former leader Ghyrrshyld in its past.
* BottomlessMagazines: Most myrmidons do not require ammunition but are also unable to charge their weapons if their generator systems are severely damaged.
* ColdSniper: Ghost snipers are secretive, cold-blooded killers armed with powerful rifles.
* DeflectorShields: House Shyeel myrmidons employs force field systems to protect their myrmidons.
* DyingRace
* TheEngineer: House Shyeel arcanists also train to master the skills necessary to maintain and repair myrmidons in the midst of battle.
* TheExtremistWasRight: Ultimately, the Retribution was proven both right and wrong about the cause of the elven gods' decline. The infernals were the source of both the Gift of Magic and the doom of the Iosan deities, having set their sights upon the gods of the elves centuries before agreeing to Thamar's terms. They're just wrong that killing off human magic users will fix the problem, or that humanity isn't about to be in an even-worse boat than they are.
* FantasticRacism: Iosans in general tend to be extremely xenophobic, while members of the Retribution are even more so. They especially hate the skorne, their ancient enemies, and human magic users, for the timing of the Rivening just so happened to nearly coincide with the time
Thamar emphasizes selfishness and pragmatism, Morrow preaches made her deal with the infernals to give humanity the Gift of sorcery.
* HoverTank: The Trident is an armoured assault platform
that self-improvement is also equipped with advanced gravity-mitigating fields, allowing it to move at great speed.
* HumanWeapon: The soulless are treated as expendable weapons rather than as individuals.
* AnIcePerson: Priests of Nyssor draw upon the powers of winter.
* InterserviceRivalry: Mage hunters do not appreciate the regimented style of the Retribution's professional army
and transcendence chafe at taking orders from them. Conversely, the Dawnguard consider mage hunters to be lacking in discipline, respect and organisation.
* KungFuWizard: House Shyeel battle mages, artificers and magisters enter battle equipped with arcanika-charged gauntlets that grant supernatural strength.
* MageKiller: The Retribution started as a splinter sect which believed that in order to save their gods and their race, they had to kill all the humans who could use magic. The faction has since grown into a full military force but they still employ many mage hunters.
* MasterSwordsman: House Ellowuyr swordsmen consider themselves second to none in swordplay within Ios.
* TheMedic: Lys Healers serve the Retribution in the front line as physicians.
* NomDeGuerre: Ghost snipers frequently adopt false names or epithets, preferring to keep their background and actual names a secret.
* OurElvesAreDifferent: Elves live longer,
are achieved more magically gifted than humans on average, tend toward fewer elite units, and lean [[GreyAndGrayMorality darker side of grey]] in terms of morality. Oh, and they have beards.
* PraetorianGuard: Both Scyrah and Nyssor benefit from the protection of Scyrah’s Fane Knights, Nyssor’s clergy and an elite cadre of ryssovass, swordsmen who once protected the Nyss homelands.
* PunchClockVillain: Most of the Dawnguard serve the Retribution because their leaders have ordered them, not out of any commitment.
* ShockAndAwe: House Vyre electromancers can summon electrical fields at will.
* TheSoulless: For centuries the Retribution has accepted soulless children from parents who could not have them killed at birth.
* SpiderTank: The Arcantrik Force Generator is a four-legged machine.
* SwirlyEnergyThingy: The Daemon's vortex cannon fires a dense field of distorted energies, rippling outward from a central point.
* TakingTheBullet: The Aspis stands ready to intercept enemy fire directed at allies, literally catching bullets with its force field before they can strike.
* TeethClenchedTeamwork: The Retribution cooperates with the Fane of Scyrah and the Seekers as necessary, but always with an undercurrent of suspicion, dislike, and distrust.
* WarriorMonk: The Nyss ryssovass were proud defenders of the winding mountain passes leading to the Shard Spires. They gave up their ties to family and shard and took to the frozen peaks to embrace an isolated existence devoted entirely to the protection of their home territories.
* WellIntentionedExtremist: They want to save their gods and their race from extinction. To do so, they are ready and willing to destroy any human arcanist they come across.
* YouCantGoHomeAgain: After the Sundering, all soldiers of the Retribution of Scyrah found their way into Ios barred by the soulless. Tired by the relentless fighting—first against the infernals, then against the skorne—most of these soldiers had no appetite for further conflict, especially against their own kind. Many subsequently crossed
through selflessness Rhul and service to others.

!!!Morrow,
established Frostbracken, a place where people could recover and regain their purpose within the Prophet, world.

!!Garryth, Blade of
the Patient Brother
->'''Alignment:''' Neutral Good.\\
'''Symbol:''' Sunburst
Retribution
* AntiMagic: Knows how to go right past enemy magic defenses, and his feat makes casting spells impossible.
* DualWielding /GunsAkimbo
* EvenEvilHasStandards: [[GreyAndGreyMorality Evil bit is debatable]], but he stops one
of Morrow, his subordinates from desecrating the remains of a human he killed. He is also known as not above giving a clean death.
* EvilOldFolks:
The Radiance\\
'''Epithets:''' The Prophet, Lord
oldest, most ruthless, and most zealous Retribution warcaster.
* MarriedToTheJob: Spends so much time in the field that he never even gets the chance to go home.
* MixAndMatchWeapon: Typical [[GunBlade gun/sword combo]], but unusual in that the blades extend from the grip back along his arm
* {{Ninja}}: In all but name
* WarriorMonk: He learned a style practiced by them.

!!Ravyn, the Eternal Light
* TheDreaded: Was such an effective military leader that enemy armies numbering a few hundred aware
of Light, The Healing Teacher, Patient Brother

her reputation would surrender when the realized who they were fighting. She had ''ten knights.''
* MixAndMatchWeapon: Her signature weapon, Hellbore, is a mix of gun, staff, and polearm.
* TheParagon: To both Ios and later the Retribution.
* TheParagonAlwaysRebels: Was one of the most respected warriors of the elf nation of Ios, which was why it was shocking when she joined an extremist organization like the Retribution.

!!Kaelyssa, the Night's Whisper
* BenevolentBoss: Treats her men as equals, and takes responsibility when something is her fault.
* {{Invisibility}}: Implied effect of her feat
* ManaDrain
* TeenGenius: Effectively. Retribution takes skill over age or seniority, so she has been able to assume a command role at a young age.

!!Adeptis Rahn
* AsskickingEqualsAuthority: He's better respected than others higher up in his House due to his sheer magic power.
* DeflectorShield:
One of his spells.
* ManipulativeBastard: Has shades. His only reason for joining
the Twins who found ascension through individual self-improvement, Morrow taught that transcending Retribution is to use its success to catapult himself into power.
* MindOverMatter

!!Dawnlord Vyros
* AuthorityEqualsAsskicking: He starts as
the limitations leader of the mortal life came through individual benevolence, charity, Dawnguard (the military arm of one of the five Great Houses) and selflessness.

Like Thamar Morrow emphasizes
eventually becomes the leader of the whole Retribution military.
* {{BFS}}: His original incarnation wields a huge hooked sword. Some of his troops (the Dawnguard Sentinels) also use them.
* GunBlade: His Epic incarnation wields a double-barreled version. Some of his troops (the Dawnguard Invictors) also use them.
* EyepatchOfPower
* {{Familiar}}: His falcon, Jyren, which gives him a TopDownView of the battlefield.
* ManipulativeBastard: Tries to turn everything to his advantage.

!!Lord Arcanist Ossyan
* ArmCannon
* TheAtoner: His house has a bad reputation because the [[OurVampiresAreDifferent last person in charge]] started a CivilWar. Ossyan is trying to make up for it.
* BadassBookworm: Made magic that can distort time...and used it to make a gun.
** AwesomeByAnalysis: He also cultivated his forces and tactics by studying humanity. Not just humans, but
the individual quest for self-improvement history of nations to figure out specific strengths and transcendence from wordly bondage, but Morrow states weaknesses.
* BrokenPedestal: Ghyrrshyld, before he became [[OurVampiresAreDifferent Goreshade]].
* DeathSeeker: He doesn't care about his own life if it means he might find redemption.
* TimeMaster

!!Issyria, Sibyl of the Dawn
* AntiMagic: Can negate spells cast at her or those around her.
* BlindedByTheLight: Her only aggressive spell has
this must be achieved by doing good works, being kind to one another, for flavor.
* TheChessmaster: Described as such.
* EvilChancellor: Issyria doesn't want power at all,
and selfless service would rather be the chess player than the King on the board.
* LevitatingLotusPosition
* SupportPartyMember: Issyria is strictly a support warcaster, she has no weapon and no offensive ability at all.
* WaifProphet: Has no weapon or even offensive spells, but she can see the future.
* WhiteMage: Issyria is a purely support caster inclined toward buffs, without any noticeable offensive capability.

!!Thyron Ellowuyr, Sword of Truth

!!Magister Helynna Vahr

!!Eiryss, Mage Hunter Commander
* BareYourMidriff: All the time, becoming more and more prominent as the story continues.
* BowAndSwordInAccord: Wields a crossbow and a saber. The Mage Hunter Strike Force troopers follow her lead and use similar weapons.
* MageKiller: As a mage hunter, she's trained to be this.
* TheMole: As a mercenary she would hire herself out to human commanders but then feed information about said commanders back
to the common good. Those few who have successfully followed Morrow's path of ascending to divinity are known as Retribution. She is currently no longer a mercenary and works for the Ascendants of Morrow Overall, the Morrowan faith Retribution full time.
* TheWatson: Eiryss
is the dominant religion one of the Iron Kingdoms, few individuals with organized churches across whom Narn shares any of his thoughts, and she has never divulged them to others.

!!Narn, Mage Hunter of Ios
%%* BaldOfEvil
* BowAndSwordInAccord: He uses a crossbow and a pair of sabers. Unlike Eiryss who uses her crossbow most of the time, he favors using his swords more often.
* MageKiller: One of the best.
* {{Ninja}}: In
all kingdoms, but name.
* RenownedSelectiveMentor: He was Eiryss' teacher
and is known among the state religion Retribution as one of Cygnar. the best (if not THE best) non-warcaster mage hunters. Many young mage hunters come to him for training but he doesn't like training them.

!!Cylena Raefyll

* {{Determinator}}: She is determined in her quest to destroy Everblight and the Legion.
* PrivateMilitaryContractors: Cylena is willing to lend her hunters to fight in any war as long as she earns favours to be turned against the Legion of Everblight.
* SmallRoleBigImpact: She makes very few appearances in the story compared to warcasters and warlocks, but it is due to her actions that the Retribution is involved in the war at the first place.
* UnwittingPawn: Goreshade hires Cylena and her hunters with the sole purpose of turning them in to the Legion so he can secure a meeting with Thagrosh and inform him about Pyromalfic, although she manages to escape.
[[/folder]]

[[folder:Dusk]]



* AllLovingHero: Among all the gods, he is the most well-known for his compassionate and benevolent nature.
* EnemyMine: He is not averse to working with other, less savoury deities if he views it as necessary to protect his flock.
** When he and his sister ascended, by all accounts he agreed to focus on the mortal world so that Menoth could focus on his fight with the Devourer Wurm in Urcaen.
** When the Orgoth came, he agreed with Thamar's proposal to make a deal with the Infernals to grant humanity arcane powers.
* GodOfGood: Morrow emphasizes compassion and charity towards others, and teaches that the path to transcending the limitations of this world is through selfless service. Among all the deities, he seems to be the one primarily associated with compassion and acceptance.
* GoodIsNotSoft: He is not afraid to throw down when necessary. As a mortal, he was a warrior that led a campaign overthrew the priest-king of Morrow. Among his followers are paladins and battle chaplains.
* HealerGod: He is known as the Healing Teacher, and his clerics often specialize in some form of healing magic.
* LightIsGood: Yes it is, especially when compared to his sister Thamar. A lot of Morrowan imagery revolves around light.
* PatronSaint: A few mortals have managed to follow Morrow's path of Ascension and transcend the mortal world. These are known as the Ascendants of Morrow.
* TheRedeemer: To his sister's [[TheCorruptor corruptor]]
* TheTheocracy: The Sancteum, holy centre of the Morrowan religion, though located within the Cygnaran capital of Caspia, is a sovereign kingdom in its own right, and is not subject to the laws of Cygnar, although the Church is on good terms with the Crown.

!!!Thamar, the Temptress, the Wicked Sister
->'''Alignment:'''' Neutral Evil.\\
'''Symbol:''' Thamar’s Leash, also known as the Ternion Brand\\
'''Epithets:''' The Dark Twin, Temptress, Whisperer in Shadow, Wicked Sister, Guide of the Damned.

One of the Twins who found ascension through individual self-improvement, Thamar taught that transcending the limitations of the mortal life came through breaking the shackles of morality and pursuing self-interest.

Like Morrow, Thamar preaches in the individual quest for self-improvement and transcendence from worldly bondage, but Morrow states this must be achieved by ruthlessly exploiting others, subverting establishmets for one's own gain, and the ruthless pursuit of personal power. Basically, the complete opposite of her brother. Those few who have successfully followed Thamar's path of ascending to divinity are known as the Scions of Thamar. Many of the activities carried out by Thamarites are criminal, so the faith is loosely organized by cults that tend to keep a very low-profile. Nevertheless, whether it be among ghettoes of the desperate, or the halls of the ambitious, the followers of Thamar can be found all over Immoren.

to:

* AllLovingHero: Among all the gods, he is DarkIsNotEvil: Despite their vampiric existence, for the most well-known part, the eldritch who rule Ios in the aftermath of the Claiming are not fundamentally evil. The enlightened eldritch who lead House Kallyss have dedicated their existences to defending the Iron Kingdoms as they seek to redeem their doomed people, even while accepting their unliving fate. However, the human nations are not so quick to accept a kingdom of undead elves whose predecessors sought human extermination.
* TheNecrocracy: After the deaths of Nyssor and Scyrah, most elves within the borders of Ios were slain immediately. Those who survived were transformed into eldritch, twisted undead that preyed upon the essence of the living. While the soulless, who were unaffected, outnumber the eldritch by a considerable margin, the latter now hold all political power in Ios.
* NonHumanUndead: Eldritch are Iosans who surrendered their morality and turned to undeath as the only option
for his compassionate staving off their race's uncertain fate.
[[/folder]]

[[folder:Convergence of Cyriss]]
* ActionBomb: Reflex servitors serve to burst into countless pieces of deadly shrapnel.
* AmplifierArtifact: The Corollary is designed to support its warcaster
and benevolent nature.
allied forces in complex ways.
* EnemyMine: He TheBerserker: Eradicators are encouraged to aggression as they plunge into waves of foes.
* ChainsawGood: The Galvanizer
is armed with a circular metal saw capable of ripping through iron and steel.
* ChurchMilitant: The Convergence is a faith devoted to the Clockwork Goddess Cyriss. For the majority of the transcended members of the faith, combat training is a routine matter.
* ClockworkCreature: With a few exceptions, almost every battlefield unit the Convergence uses is driven by clockwork mechanisms. The servitors are simple mechanical automatons, while the more human-sized clockwork constructs house [[SoulJar soul vessels]] and are driven by a [[BrainUploading transcended human intellect]]. The mighty vectors on the other hand lack the cortexes that guide warjacks, and are instead operate as extensions of their warcaster's will.
* CyberCyclops: Many of the Convergence units invoke this design, from their vectors and servitors which have a single large lens for their optic system to helmets that have a large circular visor in the front.
* ElaborateUndergroundBase: Nearly all of the Convergence's over eighty hidden temple facilities are underground or mostly so, making them difficult to find and extremely defensible.
* EnemySummoner: The Prime Axiom's lower pivots and chassis are studded with bays containing a host of servitors which can be released during battle.
* FateWorseThanDeath: Convergence priests have long suspected Cyriss is unable to shelter her followers in the afterlife, being separate from the dynamic between Caen and Urcaen, which would suggest they would be marooned after death and become grymkin. Cyriss’ directive that her faithful should enter clockwork vessels is seen as the solution to this uncertainty.
* KillerRobot: Elimination servitors operate by one primary directive: terminate any they do
not averse recognise as an ally.
* MarkedToDie: An attunement servitor hurls small glass globes containing lumichem. All members of the Convergence know
to concentrate fire on anything marked with lumichem, turning them into the focus of the weapons fired by the sect’s forces.
* MindHive: The Constellation is a large clockwork device which hangs suspended over the nave of their central temple. Many [[SoulJar soul vessels]] have volunteered to be installed into it, some of whom only stay in it for a limited time, some who prefer to be inside it perpetually. Inside, each spirit can communicate directly with each other and all together simultaneously, and by doing so gain perspective on purely cognitive problems,
working on many mathematical and theoretical issues concerning to the Convergence. The Constellation is often consulted for advice by the rest of the priesthood, and is the deciding factor in choosing who the next Iron Mother or Iron Father will be.
* MobileFactory: Enigma foundries are able to rapidly reconstruct fallen clockwork vessels from parts salvaged during battle.
* MysteryCult: Cyriss worship is a relatively new faith,
with other, less savoury deities her first worshipers coming about after the rebellion against the Orgoth. Being so new and relatively small few choose to advertise that they worship Cyriss, but the faith is generally accepted as legitimate in the Iron Kingdoms, particularly in Morrowan-dominant areas. It even has some scattered shrines and even a large temple in Caspia. The actual ''Convergence'' though represents the faith's inner circle, practicing their calculations and clockwork fabrication in {{Elaborate Underground Base}}s hidden beneath the facade of their overt temples as well as more hidden locations. They use the more public-facing branch of the faith as a source of recruitment, carefully observing those who come to worship to determine if he views they are suited to being inducted into the deeper mysteries involving soul transference while they await the Phase of Alignment.
* PainfulTransformation: The rite of soul transference is agonizing, wracking and electrocuting the body as
it as extracts the soul to a waiting vessel. This pain is, unfortunately, necessary to protect his flock.
** When he and his sister ascended, by all accounts he agreed to focus on
the mortal world so process. Early experimentation involving anesthetic for the sake of mercy failed to allow the soul to remain in its vessel more than a few hours. [[spoiler:Only after studying Cryxian Iron Liches did the Cyrissists realize that]] immense physical pain was necessary to allow the soul to abandon the body which anchored it swiftly enough that Menoth it could focus on his fight with be captured. Those who undergo the Devourer Wurm in Urcaen.
** When the Orgoth came, he agreed with Thamar's proposal
process seem to make a deal with the Infernals to grant humanity arcane powers.
* GodOfGood: Morrow emphasizes compassion and charity towards others, and teaches
universally testify that the path to transcending the limitations of this world is through selfless service. Among all the deities, he seems to be the one primarily associated with compassion and acceptance.
* GoodIsNotSoft: He is not afraid to throw down when necessary. As a mortal, he
pain was a warrior that led a campaign overthrew the priest-king of Morrow. Among his followers are paladins and battle chaplains.
{{worth it}}.
* HealerGod: He is known as the Healing Teacher, and his clerics often specialize in RecursiveAmmo: The Disserving Microswarm javelins fired by some form of healing magic.
* LightIsGood: Yes it is, especially when compared to his sister Thamar. A lot of Morrowan imagery revolves around light.
* PatronSaint: A few mortals have managed to follow Morrow's path of Ascension and transcend the mortal world. These are known as the Ascendants of Morrow.
* TheRedeemer: To his sister's [[TheCorruptor corruptor]]
* TheTheocracy: The Sancteum, holy centre
of the Morrowan religion, though located within Convergence's heavier vectors are large segmented cylinders with a ballistic cap fired from a clockwork launcher. On impact, the Cygnaran capital sections of Caspia, is the cylinder detach, sprout tiny buzz saws, and begin to spin and whirl while using their own rotational inertia to bounce and guide themselves along to secondary targets before their interior clockwork coils lose tension. These clockwork swarms can tear a sovereign kingdom warjack apart in seconds as they find the chinks in its own right, armor and is not subject to the laws of Cygnar, although the Church is on good terms sever critical connections.
* SoulJar: The actual soul vessels are cylindrical constructs that glow from one end once they house a soul and are frequently emblazoned
with the Crown.

!!!Thamar, the Temptress, the Wicked Sister
->'''Alignment:'''' Neutral Evil.\\
'''Symbol:''' Thamar’s Leash, also known as the Ternion Brand\\
'''Epithets:''' The Dark Twin, Temptress, Whisperer in Shadow, Wicked Sister, Guide of the Damned.

One of the Twins who found ascension through
a relief Cyriss' symbol on that end. They can be removed from individual self-improvement, Thamar taught clockwork vessels and placed into others, so a transferred soul may occupy many bodies across its existence as need be. If any given body is damaged beyond repair, so long as the soul vessel is intact it can be extracted and placed in another one.
* WasOnceAMan: Clockwork vessels typically display reduced individuality and some few lose the spark of ingenuity, leading to predictability in battle. For this reason the Convergence prefers to allow souls to "mature" with experience and perspective before allowing them to undergo the rite of soul transference, as
that transcending tends to preserve more of their uniqueness.
* YouWillNotEvadeMe: The Prime Axiom's tow can drag targets into reach of its drill vices.

!!Aurora, Numen of Aerogenesis
* AwesomenessByAnalysis: She spent much of her adolescence on
the limitations battlefield, if not in actual combat, then at least as an observer, and she was known to disappear into her quarters for days at a time after a battle reviewing and evaluating what happened and trying to come up with improvements in both armaments and strategy based off that data.
* BlowYouAway
* ChildProdigy: Started learning from the priests of Cyriss at age three. Was controlling Vectors at ''nine''.
* GadgeteerGenius: Is also responsible for creating flight devices at the age of twenty.
* HitAndRunTactics: Her favored method of warfare, and part
of the mortal life came through breaking the shackles of morality and pursuing self-interest.

Like Morrow, Thamar preaches
reason her design for an improved arcane displacer has been used in the individual quest creation of Clockwork Angels. Her abilities focus on letting her units move more quickly and retreat out of the enemy's grasp after doing damage to them.
* TeenGenius: Developed an improved version of the arcane displacer at the end of her teenage years.
* WingedHumanoid: {{Invoked|Trope}} by the design of the improved arcane displacer she wears, which takes the form of large metallic wings on her back.
* WorkingForABodyUpgrade: Currently desires to become a clockwork vessel.

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

!!Iron Mother Directrix
* AttackDrones: Several combat servitors accompany her into battle.
* ChurchMilitant: Favors the role of Battle Priestess
* ImprobableWeaponUser: Her Cloak of Blades, an elaborate system of arms mounted on the back of her clockwork vessel. When not in use, the arms fit flush together, hanging down like a cloak, but when in combat it allows her to make attacks against literally ''every'' enemy in her melee range.
* MandatoryMotherhood: {{Invoked|Trope}} by her, she had her daughter out of a sense of obligation to pass on her genetics.
* ParentalHypocrisy: Justified. [[spoiler: She has deep regrets about undergoing her clockwork
transcendence from worldly bondage, at the age she did and does not want her daughter to go through the same.]]
* RidiculouslyHumanRobot: She designed her vessel to evoke the image of Cyriss.
* TeenGenius: Was inducted into the inner circle of Cyriss at the age of 16.
* YoungAndInCharge: For a Convergence warcaster.

!!Father Lucant, Divinity Architect
* ChosenOne: Of Cyriss, following his discovery of Clockwork Transcendence.
* DarkSecret: The Clockwork Transcendence? [[spoiler: It's based on Cryx necromancy adapted by Lucinda.]]
* HighPriest: He was not the first to undergo Clockwork Transcendence,
but Morrow states is the oldest surviving Cyrissist to have undergone it and he was the one who finally perfected the process, and for this must he holds a position of high esteem in Cyriss' priesthood.
%% * StaffOfAuthority
* WeUsedToBeFriends: With Lucidia, one of the cult's most talented engineers. He even helped her capture an Iron Lich to study. However, he had second thoughts about it, feeling that the kind of study she was doing was endangering the Great Work, and voted to have her excommunicated. [[spoiler:To his hidden shame, her research actually ''was'' useful to perfecting the Clockwork Transcendence process, and he based his updates off the notes she left behind.]]

!!Forge Master Syntherion
* TheEngineer: He is primarily concerned with building Cyriss' temple-complexes, which involves planning and clearing the area to build them. That includes clearing them of opposing forces which might resist the building of a temple, and his approach to that is to treat a military operation like any other engineering challenge.
* ImprobableWeaponUser: Possess multiple sets of arms with which he can rapidly construct things. But that which can build rapidly can also take things apart rapidly, and that includes the enemy.
* MachineEmpathy: He understands engineering on a level Cyrissians describe as "sublime", understanding what needs to
be achieved by ruthlessly exploiting repaired at a glance, and able to quickly and easily evaluate how any given machine might be improved. To others, subverting establishmets his intuition and understanding is almost incomprehensible, yet when put into practice his recommendations always work.
* PowerFloats: His clockwork vessel has no legs, relying instead entirely on an arcane displacer drive, one of the Convergence's newer innovations,
for one's own gain, hovering locomotion.
* TheSpock: Is one of the most logical
and focused minds in a priesthood that is infamous for being logical and focused. He lets nothing distract him from the ruthless Great Work, not even emotions.
* YouHaveFailedMe: {{Downplayed|Trope}}, as he is not a BadBoss, but he is infamous for his intolerance for error, and any serving under him who do not measure up to his standards under duress are quickly dismissed, and will never serve him again. This comes not from rage or the displacement of blame, but because he simply has no tolerance for variables under his control that he cannot count on, and if someone is not up to standard by the time they serve with him than they never will be in his estimation.
[[/folder]]

[[folder:Crucible Guard]]
* AwesomeButImpractical: The Order of the Golden Crucible, when manufacturing weapons, has long allowed costs to bloat in
pursuit of a perfectionist vision. In the past, this has caused no end of trouble. During the initial invasion of Llael, the top-performing Vanguard warjacks were too expensive to field in great number, and Llael had to resort to outdated warjacks, many as old as the Khadoran Berserker.
* CastFromLifespan: The lifespan of those that become trancers is shortened drastically, often to a span of no more than several weeks.
* DropTheHammer: Crucible Guard assault troopers carry only oversized thermal hammers as weapons.
* EliteArmy: The majority of Crucible Guard soldiers are already veteran campaigners, recruited among former mercenaries and soldiers.
* GasMaskMooks: All Crucible Guard infantry wear breather masks that filter out smoke and other toxins, allowing the soldiers to operate in hostile environments for prolonged periods.
* JetPack: Crucible Guard rocketmen take to the skies with
personal power. Basically, aerial conveyances.
* MindOverMatter: Trancers manifest an unpredictable form of psychokinetic power.
* SuperSerum: Following
the complete opposite fall of her brother. Those few who have the Order, Lukas di Morray and Alyce Marc developed a serum to grant warcaster talents to ungifted individuals. Lukas took an untested prototype in desperation and successfully followed Thamar's path became a warcaster at the cost of ascending becoming addicted to divinity the serum, while Alyce ingested a version designed to counteract some side effects that had afflicted her husband and ended up gaining the ability to transform into a hulking beast.
* TankGoodness: The Railless Interceptor is a moving 150-ton fortress of weapons and plating. Driven by a steam plant designed for riverboats, the Railless Interceptor's engines produce an immense amount of power.
* ThrowDownTheBomblet: Combat alchemists carry a number of specialised alchemical grenades against various targets.
[[/folder]]

[[folder:Trollbloods]]
* AcidAttack: A slag troll can voluntarily vomit up a narrow stream of acid that is both alarmingly accurate and potent enough to instantly dissolve several inches of steel or stone.
* AllTrollsAreDifferent: Trollbloods in the Iron Kingdoms
are split into five categories (pygmy troll, trollkin, full blood troll, dire troll and troll king), but all of them adhere to a few basic distinguishing features including thick and hairless skin, four fingers and toes, no noses, short spines growing out of their heads and rock like stubble that pokes out of various places on their bodies. Trollkin and pygmy trolls are both as civilised as humans are. Trolls are capable of relatively complex thinking and can use rudimentary speech, though their minds are still simple. Elemental trolls like pyre and slag trolls are more dim-witted than others of their size. Dire trolls are giant, ravenous and previously thought too savage to coexist with their smaller cousins. The biggest are the troll kings, titanic creatures viewed by trollkin as legends come to life.
* AlluringAnglerfish: Night trolls lurk in the mouths of their caves, and their quills glow, catching the eye of prey, which, hypnotised, approaches heedless of instinct or judgement, only to be eaten.
* AnchorsAway: One of the sea king's weapons is a discarded anchor.
* AsteroidsMonster: Any significant severed piece of a troll will survive to grow into a diminutive and short-lived creature called a whelp.
* BigEater: Pygmy trolls and trollkin are known for their big appetites. Trolls and dire trolls are known for their ''insatiable'' appetites. Their regenerative metabolisms require substantial quantities of food, preferably fresh meat.
* BizarreAlienBiology: One notable adaptation is that they possess not one stomach but two. The first digests while the second serves akin to a spare holding tank where the small creatures swallowed whole remain alive and undigested in that little habitat.
* ChariotPulledByCats: Trollkin war wagons are drawn by bison, and hearthgut hooch haulers by bears, whose strength allows the trollkin to not have to be concerned about weight.
* DumbMuscle: Among trolls, size goes hand-in-hand with greater ferocity and diminished mental faculty. Dire trolls are far more ferocious than trolls but were once thought to be too vicious and dim-witted for trollkin to even approach. Troll kings are even worse, having been once locked away lest they destroy or devour all the other creatures of Immoren.
* ElementalPowers: There are troll subspecies that demonstrate extreme adaptation to their environment. These elemental trolls have supernatural abilities and affinities drawn from their surroundings.
* ExtremeOmnivore: Trolls have an amazing ability to digest nearly anything, and will sometimes eat rocks or wood or even poison.
* TheFederation: The United Kriels is an alliance of mutual protection of the Thornwood Forest’s sizable displaced trollkin community together with support drawn from the Gnarls and other regions. In the far north a similar confederation of regional groups has taken place to form the Northkin.
* HealingFactor: Trollbloods' regenerative abilities allow them to recover from wounds that would be crippling or fatal to most creatures. Their blood vessels seal quickly, limbs are regrown, and pierced organs often repair themselves.
* TheHighwayman: For trollkin highwaymen, raiding and stealing goods and food from neighbouring communities has been a longstanding practice. Even as kriels band together such raids persist, more often directed at human merchants.
* HorseOfADifferentColor:
** Since trollkin cannot ride horses (which associate their smell with their predators, the trolls), they domesticate bison and turn them into fighting steeds.
** As dire trolls are naturally inclined to tolerate pygmy trolls, a number of the bravest pygs have been paired up with them to create weapons platforms.
* AnIcePerson: Winter trolls and glacier kings harness the raw power of ice and snow with their freezing breath.
* JavelinThrower: Troll impalers throw enormous javelins with bone-crushing force. Ice trolls use their connection to the cold to create frozen javelins from thin air.
* LukeNounverber: As a trollkin warrior earns status and acclaim, he might earn a new name or epithet serving as his surname that captures the champion’s personality, deeds, or fighting style. Names like Kegslayer, Bloodsong or Bonehammer are not given at birth; they must be earned.
* MakeMeWannaShout: Fell callers have powerful booming voices that can shatter stones and bones.
* TheMedic: Dhunian knots call upon Dhunia to heal the wounds of those on the front lines.
* MoreDakka: Sluggers are repeating chain guns that can produce a steady hail of firepower.
* OverlyLongTongue: Swamp trolls' huge, sticky tongues can strike from a shocking distance with surprising accuracy.
* TheParalyzer: Night trolls' venomous claws can paralyse their prey and enemies.
* PlayingWithFire: Pyre trolls are able to belch gouts of combustible liquid that ignites in the air and burns.
* SeaMonster: Sea kings establish lairs many leagues from coastlines, hunting the nearby waters, occasionally waging battles with other leviathans or attacking ships.
* ShockAndAwe: Storm trolls are primed with galvanic energy and can bolt lightning from their mouth.
* ShotgunsAreJustBetter: Scattergunners wield powerful short-ranged weapons that use blasting powder to create a spray of shrapnel.
* ThrowABarrelAtIt: Dire troll bombers are armed with kegs of volatile explosives.
* TimeAbyss: Troll kings were already ancient in the Molgur times and are seemingly ageless.

!!Madrak Ironhide, Chieftain of Thornwood and the World Ender
->''"Our enemies are countless and our friends few. We must unite as one people or face extinction."''

The unfortunate chieftain of the trollbloods, leading his people to establish a place for themselves. Is now more infamously
known as the Scions of Thamar. Many of World Ender, named and thanks to his cursed axe, Rathrok, the activities carried out World Ender, which he wielded to save his people. The axe drives him more violent by Thamarites are criminal, so the faith day and has another unfortunate side effect of killing one of his men everytime Madrak takes a hit, even if it is loosely organized by cults that tend non-lethal. And despite his best efforts it refused to keep a very low-profile. Nevertheless, whether it be among ghettoes of the desperate, or the halls of the ambitious, the followers of Thamar can be found all over Immoren.leave, until recently.


Added DiffLines:

* BadassInCharge: Trolls wouldn't stand for anything else.
* BladeOnAStick: In his third incarnation, Madrak wields a spear after having lost Rathrok.
* DoomMagnet: THANKS RATHROK
* FrontlineGeneral: As the chief of the united kriels, he leads from the front and engage in battles, although he's been missing as of late.
* HeWhoFightsMonsters: More and more he is losing his softer, peacekeeping side.
* InformedAbility: Trollkin hold a unique advantage on sorcerers compared to other races because all sorcerers are born albino and receive their training early. Oddly enough, Madrak has the lowest FURY score in the faction and has the least amount of spells in disposal.
* JavelinThrower: Madrak switches to using javelins after being freed from his cursed axe Rathrok.
* PintsizedPowerhouse: As a trollkin he is still bigger than most man, but due to being an albino sorcerer breed, he's still smaller than most of his peers
* ScrewThisImOuttaHere: [[spoiler:As of Mk.III, Madrak and his followers have left the Iron Kingdoms behind to settle in the Alchiere Subcontinent, south of the Protectorate of Menoth.]]
* TragicHero: Doing everything he can to protect his people while potentially damning himself. Now the very people he's trying to protect are getting killed by his own weapon's curse, and slowly becoming a warmonger that he opposed to becoming.

!!Hoarluk Doomshaper
-->''"Once one realises that all truth and wisdom lie in the blood, spilling it becomes another ritual"''

* AxCrazy: He is the main defender of aggressive relationships with the humans.
* {{Determinator}}: Survived a hit from [[MightyGlacier Mulg]], cut his hand and grew it instantly back as part of a ceremony and got tortured and thrown in prison.
* BadassInDistress: Got captured by a Cygnar patrol. It wasn't pretty for them.
* FantasticRacism: Suffice to say, Doomshaper loathes humans.
* HairTriggerTemper:
* JerkAss:
* OffstageVillainy: Drags out an empty train car for wounded Cygnarian soldiers to everyone's horror.
* OldMaster: Old, ornery, and can take a punch from Mulg.
* PetTheDog: He has his moments. For example, after a discussion with Grissel which led her to split from him he cursed her as oath breaker. She lead her army into a slaughter at the hands of the Legion, but after escaping she found him and he helped her rescue the survivors. After the battle, he pardoned her and told her to not feel guilty for the deaths of her warriors.

!!Grissel Bloodsong, Marshal of the Kriels
-->''"There is beauty and terror alike in that voice of hers, and she can use it to turn the tides of war."''

* ActionGirl: Of all the female trollkin released so far she has the best stats for combat.
* FieryRedHead: Not exactly hair, but her quills are red colored.
* MagicMusic: comes with the territory of a fell caller. Her offensive shouts are not magical however.
* MakeMeWannaShout: Fell Callers are basically Immoren's version of the Dragonborn.
* MusicalAssassin:
* NumberTwo: She is this to Madrak. When he left, she was in charge of leading the United Kriels.
* {{Tsundere}}: Only defrosted after many tries by Turgol Redeye.

!!Borka Kegslayer
-->''"Enemies and full kegs are the same to me. They exist to be killed - faster the better"''

* AnArmAndALeg: He lost the first and almost lost the second in a duel with Kormac. [[GoodThingYouCanHeal Good thing he can heal]]
* BearsAreBadNews: His epic incarnation rides one he rescued when it was a cub.
* BoisterousBruiser: And how!
* BoozeBasedBuff: He gets harder to kill and gain more fury points when his keg carrier tops him off.
* DrunkenMaster: While no master of martial art, his defensive capability and FURY gets a boost while drinking from his keg.
* ObfuscatingStupidity: He seems very foolish, but he is perceptive enough to refrain himself from breaking Madrak's arm in an arm wrestling competition so that he wouldn't lose face and offer drinks between Madrak and Doomshaper to prevent the rift from them from tearing.
* ReallyGetsAround: In fact thinks its his duty to have as many bastards as possible.
* SleevesAreForWimps: Khadoran winter? Bah, a fur lined vest is more than enough.
* SexyPriest: By troll standards anyway.
* TestosteronePoisoning: Parties hard, wear a pimpin' fur coat, has a pronounced codpiece with two bombs attached? Yeah...

!!Grim Angus
-->''"There is nothing to killing. It is a natural as drawing breath. The challenge lies in the hunt."''

%%* BadassLongcoat
* {{BFG}}: With axe in the stock.
* BountyHunter: Used to be one, but he got tired of lacking a challenge.
* ColdSniper

!!Calandra Truthsayer, Oracle of Glimmerwood
-->""Future is never set, even when carved in stone.""

* FortuneTeller: Also doubles as an Astrologer. She uses every method of augury and finds all of them valid for various purposes.
* LuckManipulationMechanic: Her primary kit.
* MercyKill: Her dagger's ability is to deal more damage to already damaged models.
* ScrewDestiny: She may see them, but she sure refuses to be held down by them.
* RandomNumberGod:

!!Captain Gunnbjorn
-->""May Dhunia have mercy on our enemies, for I will not.""

* {{BFG}}: Chris Walton came up with a design out of a desire for a troll to have a big gun.
* DefectorFromDecadence: to which degree can it be considered decadence is debatable, but he left the Cygnaran army after being ordered to relocate a kriel.
* DeployableCover: Arguably his best ability.
* AFatherToHisMen: His old trencher subordinates still think of him fondly.
* ImprobableCover: His feat and spell does this.
* SplashDamage: Offers this a plenty.

!!Jarl Skuld, Devil of Thornwood
-->""They can have this wood, as their grave.""

* EyepatchOfPower: His eye failed to regenerate after an encounter with Cryxian forces.
* FolkHero: Originally deconstructed (see JustLikeRobinHood) since his reputation was cleaner than he was. Eventually reconstructed once things went bad and he found himself starting to live up to the hype.
* GunsAkimbo:
* TheGunslinger:
* TheHighwayman: He's even standing in the iconic pose from Film/RobRoy.
* ImprobableAimingSkills:
* JustLikeRobinHood: Originally averted. Skuld preferred non-violent robberies, but he was always willing to kill if it came down to it, and would rob his own people just as readily as anyone else. However, after the war between Cygnar and Khador turned the Thornwood into a battle-scarred hell crawling with Skorne, Tharn, and Cryx troops, Jarl found he couldn't abandon his people to them all and ended up becoming an UnlikelyHero to the holdouts and refugees.
* RedBaron: "The Devil of the Thornwood," earned when he was just a bandit.
* SmokeOut: The In variant, allowing for very stealthy and well coordinated assault.

!!Ragnor Skysplitter, the Runemaster

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

* DropTheHammer: His weapon of choice is a stone hammer covered in runes.
* TheHermit: He lived in a cave with the only company of a small group of full blooded trolls, tending the nearby krielstones.

!!Kolgrima Stonetruth
* BrutalHonesty: Kolgrima is always honest, even when cruel, like telling a new mother she would not live to hear her newborn’s first words.
* AnIcePerson: She harnesses the biting cold of the north, earning mastery of the frozen world.
* MadOracle: Kolgrima is a half-mad, dangerous diviner.
* NeverMessWithGranny: She was born in 494 AR, making her 117 years old when entering the story in the year 611 AR.
* SkeletonsInTheCoatCloset: Her robe is adorned with specially prepared bones laden with mystical energies.
[[/folder]]

[[folder:Circle Orboros]]
* AbsurdlyDedicatedWorker: Once a wold receives a command from its master, it will follow that command indefinitely, even waiting centuries to carry it out.
* AmazonBrigade: Tharn bloodtrackers, bloodweavers and wolf riders are exclusively female.
* AmplifierArtifact: Woldwraths can help blackclads tap the energy of ley lines and augment their own magic by leveraging the woldwrath's power.
* BarbarianTribe: The Circle's allies inhabit every sizable forest, mountain range, swamp, desert, and other wild place in western Immoren.
* DecadentCourt: The political machinations within the Circle are many-layered and treacherous.
* {{Druid}}: Members of the order are called druids.
* FightingAShadow: Entities such as Wurmwood and the Lord of the Feast are manifestations of the Devourer Wurm on Caen. Each reflects one of the Wurm's aspect, and has its own personality, functions and purposes.
* GiantFlyer: Storm raptors are giant birds of prey native to the Stormlands.
* {{Golem}}: Wolds are constructs given a semblance of life through druidic magic.
* GreenThumb: Woldwardens' natural power allows them to cause trees and foliage to erupt around them.
* HealingFactor: A warpwolf's wounds heal quickly in response to the regenerative properties bestowed upon it.
* HorseOfADifferentColor: Tharn wolf riders ride duskwolves. Blackclad mist riders ride Skirovik mountain goats.
* ManEatingPlant: Gallows groves sustain themselves on blood. Though they are unable to actively strike out at prey, they are irresistibly drawn to blood-drenched soil.
* ManipulativeBastard: As much as possible, the blackclads avoid risking their own lives, preferring instead to sacrifice the many minions, pawns, and vassals in their service. In many instances, this relationship is one-sided: the Circle requires its allies to fight on its behalf as payment for services the blackclads may have performed generations earlier, or to prevent some vague impending calamity. Some of these arrangements are little more than extortion. In other cases the blackclads manipulate the beliefs of certain groups so they think they share the same goals as the Circle, even if that is not actually true.
* MookMaker: Sentry stones can cobble together animated mannikins from sticks and vines.
* {{Multishot}}: Reeves of Orboros prefer double crossbows that can fire in rapid succession.
* OrderVersusChaos: The blackclads (Chaos) focus on limiting civilisation (Order) wherever possible.
* OurWerewolvesAreDifferent: Warpwolves are more protean than most: in addition to shifting from human to wolf forms, they can also mutate themselves to be stronger, faster, or tougher from moment to moment. Warpwolves may mate with others to produce purebloods that never take on human form. Warpborn skinwalkers are smaller and less powerful than warpwolves but also have much more control on their shapeshifting ability.
* PowerFloats: Woldstalkers, woldwyrds and celestial fulcrums float silently over the earth.
* RayGun: Woldwyrds can fire a deadly beam of emerald fire.
* SadistTeacher: Mentors to young druids are often cruel and unforgiving, subjecting them to a gauntlet of trials and severe training. Initiates learn to fear and respect their mentors, seeing them as all-powerful and all-knowing.
* SapientEatSapient: The Tharn relish ritual consumption of their enemies’ flesh.
* ShockAndAwe: Storm raptors are rife with electrical energies.
* SuicideAttack: Although a wold wight's blazing lanterns are fearsome weapons, their true purpose is to set the wight ablaze. It then closes with its enemies to consume both in a pyre that only leaves behind the wold wight's stone heart, which can then be salvaged by the blackclads.
* {{Teleportation}}: Long-distance teleportation is one of the greatest tools of the Circle.
* WasOnceAMan: Warpwolves who have lived in this state for long periods accept their condition and abandon their humanity, losing their memory, the ability to speak and entering an entirely feral state.
* WeatherControlMachine: Celestial fulcrums can evoke the powers of the seasons, summoning lightning storms, blasts of heat or killing winds.
* WellIntentionedExtremist: The Circle insists violence on any scale against civilisation is justified and unleashes natural disasters of all sorts to cull thousands of people at a time, but they sincerely believe that if they don't, civilisation will eventually interfere with the flow of Orboros to the extent that it will compel the Devourer Wurm to come back to Caen and destroy humanity entirely in order to replenish the flow of nature's power that sustains it. The blackclads ultimately seek to preserve a place for humanity on Caen.
* WolverineClaws: Razorwing griffons use their sharp-edged blades to slash through the enemy ranks.

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

* AsskickingEqualsAuthority
* BackFromTheDead: After Lylyth killed him, his soul stayed in Urcaen for a while before the Devourer returned him to Caen.
* {{Golem}}: His specialization in 'warbeasts'
* OnlySaneMan: Was this for the circle, but now is closer to RoaringRampageOfRevenge
* TakenForGranite: His sword, Tritus, has this effect.

!!Bradigus Thorle the Runecarver
-->''"His eyes behold the raw power of Caen. His hands shape for us the tools to wield it."''

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

!!Cassius the Oathkeeper & Wurmwood, Tree of Fate
-->''"I seal the Oath with my blood, my life. I am nothing before Orboros."''

* ForcedTransformation: Cassius's weapon turns killed enemies into trees
* MouthOfSauron: The Oathkeepers are the speakers for the Wurmwood.
* StealthHiBye: A rare example of a tree(!) doing this. As seen his conversation with Bradigus Thorle.

!!Grayle the Farstrider
-->''"Men follow courage, not treachery."''

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

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

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

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

He is tuath king of the Tharn. Not a druid like the rest of the Circle warlocks, but he experienced the wilding like them, which is unique among the Tharn. His mentor was Krueger, and they often work together.
----
%%* BloodKnight
* DualWielding: His first incarnation wields two axes until he discards them in favour of Rathrok.
* HulkingOut: Can enter Beast Form, were he is really strong but loses his spells. Beast form is something every Tharn can use.
* MyNaymeIs: His name is spelt Kromac instead of Cormac.

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

%%* AxCrazy
* BurnTheWitch: Krueger would have got burnt at the stake by his Menite father if Mohsar hadn't rescued him in time.
* DealWithTheDevil: Has struck a deal with Blighterghast, one of the most powerful dragons, to make the dragon alliance hunt Everblight.
* {{Flight}}: In fluff, he is often portrayed as hovering over the battlefield
* OffingTheOffspring: As a child, when Krueger manifested his wilding, his father, a Menite priest, attempted to burn him alive, but a timely intervention from the Circle saved his life.
%%* ShockAndAwe

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

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

* BlindSeer: Mohsar's eyes are milky and clouded, signifying he's blind. This hinders him little as his awareness of Orboros is perfect.
* InTheHood
* OldMaster: He is the oldest of the omnipotents in the Circle.
* SinkOrSwimMentor: Mohsar is a harsh master renowned for teaching the power of desert and ocean by cruel example. He once stripped Krueger and abandoned him in the desert hills east of Acrennia, forcing him to return using his own strength and cunning.
* TeleFrag: He can teleport by turning on of his warriors into sand

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

* BloodMagic
* ManipulativeBitch

!!Tanith the Feral Song

!!Lord of the Feast
----
* CreepyCrows: The Lord of the Feast's only companion on the fields of carnage is a jet-black raven that ranges ahead of its master and summons its lord to fresh victims.
* ImAHumanitarian: The Lord of the Feast rends the flesh of the fallen and claims the viscera and vital organs within.
* ResurrectiveImmortality: Like a force of nature itself, the Lord of the Feast is impossible to destroy completely through combat. If slain, the Lord of the Feast restores its physical form with the next rising of the Eye of the Wurm. It forms from a gathering of carrion birds or dramatically rips free from some beast that consumed its prior body. As a rule, the only way to get rid of the Lord of the Feast is to sate its desire for carrion prizes.
* SummonToHand: While those who vanquish the Lord of the Feast may take its Wurmblade with them, when it reforms the blade will vanish and reappear with it. It has been known to seek vengeance on any who steals the weapon.
* WasOnceAMan: According to legend, the Lord of the Feast was a famed human chieftain who was both a skilled hunter and a deadly warrior. He devoted all he killed to the Devourer Wurm, and as he neared death, he beseeched the Devourer for a benediction—that he would never die of starvation, and that death would not claim him as long as he was hungry. The Wurm granted this request, transforming the chieftain into the horrifying creature known as the Lord of the Feast.
[[/folder]]

[[folder:Skorne]]
* AndIMustScream: All skorne that do not get exalted or chosen by an exalted to be its revered companions (that is, the majority of them, including all non-warriors with very few exceptions) will, upon death, be flung into the yawning Void to experience endless pain and agony and inevitably go mad.
* AppropriatedAppellation: When the elves still ruled much of central Immoren, before the Abyss was created, they called the primitive skorne godless. The skorne took it as a compliment, in the belief that the elven gods pampered the elves, making them weak and dependent on the gods.
* BarrierWarrior: The basilisk krea is a support beast with the primary function of protecting your army from ranged attacks with its Force Aura.
* TheBerserker: Nihilators hurl themselves wildly into the fray, seeking the most violent deaths in the quest for exaltation.
* {{Cyclops}}: The one-eyed, large, brutish cyclopes are one of the most common warbeasts used by the skorne.
* EyepatchOfPower: Skorne extollers ritually cut out an eye and replace it with a device called Oculus.
* FantasticCasteSystem: All skorne have a caste which largely defines one's role in skorne society. The skorne castes are, in descending order: warrior, worker, slave, and outcast. Typically a character’s caste is determined early in life, but some skorne belong to castes other than the one they were born into.
* FantasticRacism: Skorne tribes used to raid the elven empire of Lyoss long before the events of the game, and the enmity continues to this day. For this reason, Makeda chose Ios as the target for her invasion.
* FeelNoPain: Skorne nihilators use self-inflicted agonies to achieve a waking meditative state that allows them to ignore even the most crippling injuries.
* FlechetteStorm: Venators' reivers fire bursts of iron needles that shred their targets.
* HordesFromTheEast: The skorne originate in Eastern Immoren, and come to the western half of the continent for one purpose: conquest.
* LivingStatue: Skorne ancestral guardians and immortals are statues animated by the souls of the exalted and their revered companions.
* MageSpecies: Unlike the other races, all skorne have the potential to use magic in the form of mortitheurgy. As a result, in the RPG, in contrast to characters of other races can only have an ARC stat or take magic careers if they have the Gifted archetype, skorne non-Gifted characters start with an ARC stat of 1 and can take magic careers as long as they meet the prerequisites (the only exception being the Extoller career). A skorne character with the Gifted archetype is either a particularly powerful individual or one who committed early to the study of magic.
* NayTheist: The skorne know that gods exist. They just don't have any of their own, and view worshipping gods as a weakness, and in fact, held the Iosans' dependence on their gods against them for several millennia before the current storyline.
* TheNothingAfterDeath: Skorne philosophy does not include an afterlife. Avoiding this fate is the goal of ''hoksune'', earning enough glory and prestige through battle to deserve preservation in a sacral stone so the warrior may advise future generations.
* SufferTheSlings: The sling has served as a primary hunting tool since the skorne's days as nomads and remains in use by Venators, especially those from less wealthy houses that cannot equip them with reivers and other advanced weapons.
* ATasteOfTheLash: Lashes are an important tool of paingiver beast handlers in the task of conditioning warbeasts.
* TortureTechnician: All skorne paingivers are masters of torture.
* TouchOfDeath: Void spirits can siphon away an enemy’s vitality through a single touch.
* VertebrateWithExtraLimbs: The titans and mammoths used by the skorne have six limbs each.
* WarElephants: Titans (which can be described as small, four-armed elephants) and their larger cousins, the mammoths, are widely used as warbeasts by skorne warlocks.

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

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

* ActionGirl: In a society as martial as the skorne, she'd have to be.
* AncestralWeapon: Makeda initially wields the [[DualWielding Swords of Balaash]].
* AsskickingEqualsAuthority: Fought her way to her position. Only Vinter has ever beaten her.
* CainAndAbel: And Adam, too! Makeda killed her brother to claim control of her House, after he did the same to their father.
* TheEmperor: After overthrowing Vinter Raelthorne, Makeda also claims his title of Supreme Archdomina, ruler of the entire Skorne Empire.
* TheStarscream: To Vinter Raelthorne.
* SurvivalMantra: Before she killed her brother, he had her poisoned. She fought the poison for ten days and ten nights, reciting the [[BigBookOfWar hoksune code]] the entire time.
* UnPerson: Makeda orders all mention of her brother's name wiped from skorne history.
* WorthyOpponent: What she considered Tyrant Naram, the first enemy she fought as a commader, to be. Her brother's failure to live up to this in the end is the reason she has his name struck from history.

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

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

* {{BFS}}: Xerxis weapons of choice are the Pillars of Halaak, a pair of gigantic maces that most Cataphracts struggle to lift even only one of them.
* BloodKnight: Xerxis lives for battle.
* {{Determinator}} : even when ganged up on by two Circle Warlocks, bleeding profusely, and with both lungs punctured, Xerxis still won't go down.
* DualWielding
* FourStarBadass
* HandicappedBadass: After being crippled in a two-on-one fight against Circle Orboros, Xerxis demanded to be released back to the frontlines. Rather than a wheelchair, though, Xerxis now rides a war rhino. And people wondered how Creator/PrivateerPress could ever make him even more awesome.
* MadeOfIron
* MightyGlacier: Xerxis is the second slowest skorne warlock, with only [[FatBastard Rasheth]] being slower, but Xerxis hits like an avalanche.
* StoutStrength: While by no means fat, Xerxis is still a very bulky warrior, making the speed with which he fight all the more impressive given the bulk of his armor and the weight of his weapons.

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

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

* AdiposeRex: His position is tantamount to that of a king, so this fits.
* TheBeastMaster: Rasheth is so fat and lazy, he litterally needs his warbeasts to fight for him.
* EvilSorcerer: Rasheth's disdain for the Hoksune code means that he's no great warrior, but he more than compensates for that deficiency with his impressive magical abilities.
* FatBastard: Oh so very much...
* TheHedonist: Rasheth spends much of his time snacking on skorne delicacies, like glazed eyeballs and pieces of tongue, even in battle.
* PlagueMaster: Several of Rasheth's spells center around.
* TooImportantToWalk: Rasheth is carried into battle atop a lectice carried by a trio of Agonizers.
* VillainousGlutton: He's an obese skorne and is so vile that skorne and other races alike view him as evil.
* WeakButSkilled: Rasheth cannot fight and has bad stats, but is one of the most skilled mortitheurges in the Skorne Empire.

!!Lord Arbiter Hexeris

* TheStarscream: To Makeda.

!!Master Tormentor and Lord Assassin Morghoul

* BodyguardBabes: Both of Dominar Morghoul's escorts are female paingivers with a prominent CleavageWindow.
* CombatHandFan: Morghoul wields the Fan of Shadows in his second incarnation.
* TortureTechnician: He's a master tormentor.

!!Zaal, the Ancestral Advocate
----
* EyepatchOfPower: As with all extollers, Zaal has removed one of his eyes and replaced it with an oculus.
* OldMaster: He's the leader of all skorne extollers and over 170 at the beginning of the game.

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

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

* BladeBelowTheShoulder: Naaresh fights with a pair of Katara, bladed weapons that work as push daggers/swords.
* CombatSadomasochist: Naaresh, like most nihilators, draws strength from his own pain. He doesn't seem to enjoy the suffering of others much, however.
* DualWielding: He wields a ''katara'' on each of his hands.
* MadeOfIron: The amount of punishment this guy can take is astonishing.
* Really700YearsOld: Skorne live about 120 years on average. Naaresh has lived over 80 years past that without slowing down, so presumably he's doing something right.
* SinkOrSwimMentor: Whenever someone has sought out Naaresh to study under him, they've died.
* WalkingShirtlessScene: As can be seen in his model and artwork.

!!Void Seer Mordikaar

* BackFromTheDead: In some way or another, Mordikaar has managed to return from the Void with his body and sanity fully intact.
* SwallowedWhole: Mordikaar is [[spoiler:drawn into the maw of the Devourer Wurm when the beast briefly returns to Caen]].

!!Beast Master Xekaar

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

[[folder:Legion of Everblight]]
* ArmlessBiped: A shredder's body consists of a tooth-filled maw, a tail and two legs attached to a torso.
* AsteroidsMonster: Dragons draw upon the blighted power in their blood to produce dragonspawn, and Everblight is no exception. An important difference is that he is capable of producing much greater volumes of them through his warlocks.
* TheBerserker: Blighted ogrun possess an unquenchable bloodlust that only the most sturdy-minded can keep in check, and then only for so long. Reeking of slaughter, they're unmindful of their carnage, and willing to slay friend or foe alike.
* BreathWeapon: Many Legion warbeasts employ blighted breath as a primary weapon.
* CreatingLife: Everblight's dragonspawn are spawned for the express purpose of war and slaughter. Each warbeast is designed for a specific purpose, its form perfectly suited to that task.
* FeelNoPain: Dragonspawn have limited reactions to impulses like pain or extremes in temperature. If their tasks require it, they can ignore even the most drastic damage to their bodies without flinching.
* HybridMonster: Nephilim are born from pregnant Nyss who has been exposed to the blood of a warlock.
* HyperactiveMetabolism: When given ample nourishment, they can be restored to full vitality and size with alarming speed.
* ImAHumanitarian: Shredders are naturally prone to cannibalism and in moments of frenzy might attempt to consume others of their ilk.
* InASingleBound: A raek can catch is prey with a single great leap.
* JavelinThrower: Blighted ogrun warspears hurl their massive spears with enough force to pierce iron and impale a human at thirty paces.
* MentalFusion: Everblight and his warlocks can share thoughts, memories, and experiences across the network forged from slivers of his athanc no matter how widely separated they are; distance means nothing to them.
* OminousFog: From a distance, ash expelled from a blightbringer’s body appears as a roiling wall of grey cloud.
* OurBansheesAreLouder: Banshees are grotesques who possess strengthened vocal cords, expanded chest cavities and highly elastic lungs, allowing them to emit high-frequency cries intense enough to collapse the bones and rupture the organs of Everblight's enemies.
* OvernightAgeUp: Everblight’s influence has wrought a change in the reproductive cycle of the Nyss. Their birthrates have increased markedly, as has their rate of maturation.
* PoisonousPerson:
** A single dose of blight wasp toxin is enough to kill a human.
** Each stinger bears a massive barbed tail capable of injecting a victim with venom.
** Nagas can use their fanged maws to spew their caustic venom from a distance.
* ScaledUp: Blighted Nyss have become more draconic in their forms and more instinctive and animalistic in their thinking. Patches of scales erupt across flesh, giving each of them an unquestionably reptilian cast.
* SuperToughness: Lgeion warlocks are able to endure even extreme injury without being slain.
* ThroatLight: A blue glow produced by the heat within the Ravagore's belly emanates from its maw.
* TookALevelInJerkass: In almost all instances the blighted Nyss have become more prone to cruelty, their ethics and morality eroded by their devotion to Everblight.
* WingedHumanoid: Leathery wings sprout from grotesques' backs, along with drastically altered musculature, which they use to propel themselves in flight.
* XRayVision: Dragonspawn see through special organs that give feedback through the blighted energies they radiate. They can view their surroundings unhindered by smoke or the nightfall, giving them a distinct advantage in conditions of low visibility.

!!Everblight
-->''"Men die. Empires crumble. Only the power of dragon is eternal."''

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

* TheCorrupter: How he built his army.
* EldritchAbomination
* EvilutionaryBiologist
* TheGhost: If he wanted to, he could regenerate his whole body and act on his own, but at the moment his staying in his athanc form since it lets him stay hidden.
* AGodAmI: He has his followers worship him, and being a dragon in the Iron Kingdoms world, he pretty much is a god.
* HealingFactor: As with all other dragons. If his athanc is not consumed, he can simply reform his body.
* ItsAllAboutMe: Standard for a dragon, everything he does is aimed at the goal of consuming the other dragons' athancs.
* MadArtist: Considers his creations to be works of art.
* MoreThanMindControl: Every Nyss afflicted by his blight becomes instinctually loyal to Everblight. Though not bound to his will, the blighted Nyss are predisposed to basking in his glory. This loyalty cannot be broken, for it is woven into the very being of each affected Nyss; to unravel it would be to unravel that individual’s mind and body.
* NamesToRunAwayFromReallyFast: '''Ever blight'''.
* NormalFishInATinyPond: The other dragons are bigger and stronger than him, but he is still nothing to sneeze at.
* SummonBiggerFish: When he was chased by Toruk, Everblight decided to lure his father to the lair of his more powerful brother Nektor. Exactly as he planned, Toruk left him alone to fight and consume Nektor's bigger athanc.
* WeakButSkilled: Everblight is one of the weakest dragons by himself, but since he learned to shape his blight he has a deadly weapon other dragons lack.

!!Thagrosh Hellborne, Messiah of Everblight
-->''"Even this most lowly vessel is made godlike in my image."''

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

* BreathWeapon: Due the mutations from Everblight
* DarkMessiah: It's even in his epic version's title.
* DoubleWeapon: Rapture
* TheDragon: To Everblight, as the holder of his biggest athanc piece.
* FromNobodyToNightmare: He started out as a simple ogrun slave. He escaped, Everblight's whispers reached him and he opened his chest to shove in the dragon's athanc. Next thing we know, he's destroying and corrupting an elven civilization.
* HornedHumanoid: Grows two horns after he became Everblight's servant.
* LargeAndInCharge: He's an [[OurOgresAreHungrier ogrun]], so not only his he bigger than the Legion's warriors, he's at least as big as some of its warbeasts.
* MightyGlacier: Standard for an ogrun model, his speed is nothing to write home about (though his epic incarnation being able to fly gives him some extra mobility), but both his incarnations have pretty good melee skill and hit pretty damn hard, his epic one being able to hit harder than most of warbeasts.
* MouthOfSauron: Thagrosh is the physical embodiment of Everblight’s will and the closest thing the dragon possesses to a physical form.
* NamesToRunAwayFromReallyFast: Thagrosh Hellborne.
* TheOneGuy: Thagrosh is the only male warlock in the Legion of Everblight (Kallus is also referred to with masculine pronouns but is a sexless, artificial creature).
* PhlebotinumOverdose: He expects this may happen to him someday as Everblight is getting stronger, as he holds the majority of his master's athanc, and thus power.
* PowerGivesYouWings: When Everblight consumed his brother Pyromalfic, the power boost he got also powered up Thagrosh, the effects among which include wings.
* PraetorianGuard: The blighted Nyss legionnaires serve as the personal guard of Thagrosh.
* SmarterThanYouLook: One of the main reasons why Everblight hasn't fully taken over.
* WalkingShirtlessScene
* WasOnceAMan: Thagrosh no longer resembles what he once was, his body transformed by prolonged intimate contact with concentrated blight.
* WingedHumanoid: As Messiah.

!!Vayl, Consul of Everblight

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

* AnIcePerson
* EvilGenius
* ImprobableWeaponUser: The Oraculus which is some sort of weird [[SpikeBallsOfDoom spiky metal ball]] that [[AlwaysAccurateAttack never misses its target]] also doubles as a CrystalBall for her.
* TreacherousAdvisor: Played this role towards Bethayne.
* VainSorceress: She's offended that Thragosh and Everblight create Kallus without consulting her.

!!Lylyth, Reckoning of Everblight

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

* BareYourMidriff: Her outfit, reminiscent of a forest ranger, doesn't cover her midriff.
* BlindfoldedVision: She wears a helmet that covers her eyes, but that doesn't impede her vision at all.
* ColdSniper: With a bow rather than a rifle.
* ImprobableAimingSkills: And one of her Feats passes that improbable accuracy to the rest of her army.
* RoaringRampageOfRevenge: When some humans massacred her tribe as a revenge for killing a human, she responded in kind, kickstarting a bloody cycle of revenge among her tribe and the humans.

!!Rhyas and Saeryn, Talons of Everblight

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

* BareYourMidriff: Both of them in their second incarnation, though much more prominent with Saeryn.
* {{BFS}}: Rhyas' weapon of choice in both her incarnations.
* BladeOnAStick: Saeryn's weapon in her second incarnation.
* GlassCannon: Both of them, but in different ways.
%%* [[MasterSwordsman Master Swordswoman]]: Rhyas.
%%* SwordAndSorcerer: Rhyas and Saeryn, respectively.
* TagTeamTwins: They fight together as a unit in their 2nd incarnation.

!!Absylonia, Daughter of Everblight

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

* GlassCannon: Really strong in melee, but not durable
* {{Flight}}: She gains fully functional wings in her second version.
* VoluntaryShapeshifting: Her first version could switch between reach increasing tentacles, wings and increased strength.

!!Bethayne, Voice of Everblight

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

* AnimatedArmor -> PoweredArmor: Belphagor's main function.
* WolverineClaws: In both forms.

!!Kallus, Wrath of Everblight

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

* ArtificialHuman: Kallus is created from a piece of Everblight's athanc.
* {{BFS}}: His main weapon is a two-handed sword, remarkably different from the claymores used by the blighted Nyss of the Legion.
* GoodThingYouCanHeal: As long as his piece of athanc is intact, he can heal. Crosses over to GrandTheftMe by way of HeartDrive when he is killed.
* NoSocialSkills: Due to being an unnatural being spawned by an EldritchAbomination, he fails to understand even basic body language. Vayl notes that while kneeling in submission his facial expression suggests lordly arrogance.
* ShouldersOfDoom: Warcraft level.
* UnskilledButStrong

!!Kryssa, Conviction of Everblight

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/kryssa_horz.jpg]]

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

* BladeOnAStick: Her weapon of choice
* HeroicSelfDeprecation: As she wasn't chosen like the other warlocks of Everblight, she doesn't feel like she belongs with them. In an after battle report to Thragosh, she downplays her achievements, prompting him to a YouAreBetterThanYouThinkYouAre speech.
* HornedHumanoid
* KillItWithFire: One of her spells is a spray of fire
[[/folder]]

[[folder:Grymkin]]
* TheAlcoholic: Cask imps and mad caps are grymkin arising from the lost souls of drunkards and alcoholics.
* BetterToDieThanBeKilled: Some grymkin, like the murder crows, will allow their prey to end their own lives to evade existence as a grymkin. When faced with that horror, many find it a price easy to pay.
* ChainedByFashion: Rattlers are wrapped in a network of iron chains.
* CharmPerson: Witchwoods can turn enemies against each other, sowing confusion and betrayal.
* ChildEater: Although trapperkin will claim and eat any victim they can get their talons on, they seem to prefer abducting children from their beds.
* CorruptPolitician: Murder crows were once corrupt bureaucrats, thieving through the larceny of graft.
* DeityOfHumanOrigin: Each Defier has become an ageless creature of unfathomable power that borders on godhood.
* EarlyBirdCameo: Gremlins, the first playable grymkin units, are of the Sneak Peek type. They were introduced in 2015 as minions that can work for all four Hordes faction, two years before the release of the whole grymkin faction.
* EveryoneCallsHimBarkeep: Since their banishment, the real names of the Defiers have been lost. Instead, they are most commonly identified by the fundamental concepts that each represents: the Child, the Dreamer, the Heretic, the King of Nothing, the Wanderer.
* EyeScream: Glimmer imps crave stealing the eyes of others to see through them.
* TheFairFolk: All grymkin have a desire to bring mischief and danger to the world of the living, to invoke fear and nightmares, to punish the wicked.
* FallenAngel: Defiled archons are Menite archons who were captured by grymkin and dragged down into their nightmarish reality.
* FateWorseThanDeath: Menoth punished the Defiers by subjecting them to torment from their own nightmares for all eternity.
* GenuineHumanHide: The Skin & Moans wears a cloak stitched together from the flesh of the cursed.
* GripingAboutGremlins: Gremlins are mischievous grymkin that delight in rooting around in mechanikal constructs with the intent of causing as much damage as possible for their own amusement. They are attracted to the hiss and clank of warjacks on the battlefield and have been known to bring mechanika grinding to a halt at the most inopportune times.
* HellHound: Gorehounds are nightmares bearing a strong resemblance to hounds.
* LivingDream: Grymkin nightmares are dreamed into existence by the horrifying visions the Defiers endured during their imprisonment in Urcaen.
* MentalFusion: Urcaen forced them together for so long that all Defiers can feel one another’s presence no matter the distance, whispering into each other’s minds and dreams with but a thought.
* MirrorMonster: Glimmer imps lurk behind the looking glass and fall upon those enraptured by their own reflections.
* MixAndMatchCritters: A crabbit resembles a monstrous rabbit with crab claws.
* MovingBuildings: A home or that has been the site of unspeakable cruelty or violence can attract gremlins like moths to a flame. The residual malevolence of the acts performed inside the house begins to solidify and coagulate, and if the gremlins are not dealt with in time, the house will spring to 'life' and uproot itself from its foundations, becoming a slaughterhouse.
* ObjectShifting: A cask imp can switch between its true form and a body of alcoholic liquid with the same approximate volume as its normal form.
* OurFairiesAreDifferent: Grymkin are classified as fey in both ''TabletopGame/DungeonsAndDragons'' 3rd and 5th Editions, and share many aspects with traditional fey (being known primarily through bedtime stories and children's rhymes and serving as cautionary tales against certain vices), but they are something else altogether. They are denizens of the wilderness of Urcaen, twisted by their existence in Urcaen and the presence of the Defiers. Shaped by the sins they indulged in while they were alive, each grymkin is marked by some expression of wicked, selfish behaviour and forced to exist as a mockery of humanity.
* PumpkinPerson: Dread rots are grymkin with the heads of pumpkins.
* RageAgainstTheHeavens: The Defiers once rebelled against Menoth to be free of his demands and the gifts he thought to offer humanity.
* TheScourgeOfGod: The Wicked Harvest's prey is the malfeasants who were the greatest allies of the infernals on Caen. As the grymkin take their toll, they would provide a warning to others who might fall to similar corruption.
* TimeAbyss: The Defiers are nearly as old as civilisation and the Gifts of Menoth themselves, and the oldest grymkin are only slightly younger.
* TheVirus: Some grymkin possess the power to transform others to become like them, spreading their nature like an infection.
* WasOnceAMan: The grymkin were originally sinners who died and wandered in Urcaen until stumbling into the Defiers' domain.
* YourWorstNightmare: The physical bodies and essence of the nightmares are a reflection of the deepest, most secret fears of the Defiers.

!!The Child

First of the Defiers, the Child wants nothing more than to play and not be told what to do. Accompanied by her companion, Dolly, woe upon the fool who tries to take her grymkin 'toys' away or tries to harm her. Only the Child decides what she gets to do—anyone else who tries will be ripped apart like a broken doll in a fit of rage.
----
* BigGuyLittleGuy: The Child is the little guy; the big guy is Dolly, a powerful and terrible beast that utterly loves the Child as much as the Child loves it.
* CreepyChild: She looks like a child that can control nightmares made manifest and puts continuous fire on everything in her control range.
* {{Delinquents}}: Menoth’s laws place parents above children, and they were expected to devise and enforce petty rules about what was acceptable and what forbidden, what could be done and what shouldn't. The Child hated these laws because they prevented her from doing what she wanted for no good reason at all. The Child chose to be defiant and would not obey.
* TheDividual: The Child and Dolly are treated as one single unit for all gameplay-related purposes.

!!The Dreamer
----
* DreamWeaver: She dreams so powerfully she shapes the world around her.
* IRejectYourReality: The Dreamer wanted nothing to do with the reality Menoth had created, and she refused to accept the laws he wrote defining what is and what isn't. Instead, she dreamed up wholly new realities to reside in.
* RealityWarper: The Dreamer dreams up wholly new realities so vivid and vibrant that the world around her takes on fanciful life in its envy of what she imagines.
* SpawnBroodling: The Dreamer can create Phantasm allies from boxed enemies.
* SquishyWizard: The Dreamer's very weak stats mean that she dies very easily to anything that can get at her.

!!The Wanderer

* WallsOfTyranny: The Wanderer wishes to walk wherever he pleases and regards the Wall as a constraint to his freedom.

!!The Heretic

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

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

!!The King of Nothing

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

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

!!Lord Longfellow

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

!!Karianna Rose

* OutlivingOnesOffspring: Karianna Rose was driven mad by the deaths of her children.
[[/folder]]

[[folder:Infernals]]
Ruthless demonic predators with a thirst for mortal souls hailing from the Outer Abyss, a mysterious realm that is beyond both Caen and Urcaen. They organize themselves into various orders, and compete against the gods, and each other, for souls. Prevented from directly interfering on Caen for much of history, they would acquire a loyal infernalist via a DealWithTheDevil, and have their cults working behind the scenes.

One such order, the Nonokrion Order, eventually gained a massive foothold on Caen after a dark bargain struck centuries ago, and spent all that time preparing to collect their due: two-thirds of the souls of humanity. Now, they have come to claim their due.

The Infernals faction represents the Nonokrion Order's invasion of Immoren, known as the Claiming.

----
* BizarreAlienBiology: Viktor Pendrake notes that although infernal horrors have blood and tissue, their physiology defies scientific reasoning, demonstrating that they are as natural as a steamjack.
* ChronicBackstabbingDisorder: Infernals resent having to report to a master, and their relationships are treacherous and full of betrayals.
* DealWithTheDevil: Infernalists strike deals with mortals, known as infernalists, who are taught the rituals to summon infernals to Caen and are rewarded in turn with boons. The only way for a mortal to bargain with an infernal is to offer it souls—both the infernalist's own and those of the myriad victims the infernalist pledges to seize and sacrifice.
** [[spoiler: The goddess Thamar made a deal with the Infernals to help humanity fight off the Orgoth. Thamar struck a deal wherein the Infernals would reshape reality to give humanity access to arcane magic. In exchange, Thamar gave the Infernals the location of the Elven gods, and agreed to allow the Infernals to claim the souls of two-thirds of Humanity at a later date.]]
* DefeatEqualsExplosion: When a foreboder storing a spell is killed, it explodes in a burst of arcane energy.
* DemonLordsAndArchdevils: Each infernal society recognise its own distinct hierarchy. Among the Nonokrion Order, above the curators and executors are two tiers who never directly deal with mortals. Collectively known as the Cadre Architectia, architects are great planners who set the executors in motion and evaluate the harvest of resources. Above all is the Magnate Tritorium, a trio who speaks as one, whose unity is considered the absolute ruler of the Nonokrion Order. As the architects are akin to gods, the trio is beyond their comprehension.
* DemonOfHumanOrigin: Becoming a horror is the unthinkable fate awaiting the many unfortunate souls bartered to infernals by those who serve them, as well as souls stripped from mortals when infernals are summoned to Caen.
* DumbMuscle: Howlers are some of the least intelligent infernals, have no fear of destruction, and are unleashed when infernals want to smash their mortal foes in melee combat.
* EvilVersusEvil: The infernals are divided into orders who war against one another. The Nonokrion Order, from whom Thamar secured the Gift of Magic, were enemies of the Fellgoeth Order, patrons of the Orgoth.
* FateWorseThanDeath: Many believe, perhaps rightly, that becoming a horror is the worst fate any soul could experience—even worse than being imprisoned in the soul cage of a Cryxian lich. Every other possible fate holds out the hope of reversal or recovery, but nothing remains of a soul transformed into a horror.
* GodzillaThreshold: Just as it appeared inevitable that the infernals would claim their terrible price, all the nations in the land united in an unprecedented show of force to drive them off. Khador and Cygnar, enemies for ages, declared a truce. Cryxian undead fought shoulder to shoulder alongside Menite holy warriors and clockwork priests of Cyriss, while the skorne and the Iosans forged an unlikely partnership. Throughout western Immoren, bitter enemies set aside their differences to combat a shared foe, even though such arrangements would have been unthinkable in ages past.
* GreaterScopeVillain: The Magnate Tritorium, collective leader of the Nonokrion Order, is ever focused on rival infernal orders like the Fellgoeth, and have nothing whatsoever to do with the invasion of Caen. To them, it's a lowly harvesting operation, and lesser beings might as well not exist; only infernals matter.
* HeavenVersusHell: The infernals constantly battle against the gods for souls. Infernals constantly try to tempt mortals to into making a DealWithTheDevil for their souls. The various gods, meanwhile, preach against the infernals, and grant faithful souls an afterlife protected from the infernals. When the infernals directly manifested on the mortal plains, the gods responded by sending archons to aid their mortal followers against the infernals.
* HellGate: Infernal gates serve as long-lasting conduits to the outer realms, connecting to the repositories of souls held by infernal masters. Reality slips and shivers around the gate, and it can unleash bursts of spectral flame to consume those who would seek to prevent the arrival of infernal masters and horrors.
* KillTheGod: The Infernals hunted down and killed most of the Elven Pantheon, and forced the surviving gods Scyrah and Nyssor into hiding. They would love to do this to the other deities.
* TheLegionsOfHell: Invaders from the Outer Abyss beyond the worlds of both the living and the dead, infernals represent the greatest threat, both real and existential, ever faced by the people of western Immoren. Emerging onto Caen through portals of darkness and smoke, they warp and tear reality wherever they stride.
* NoBodyLeftBehind: When killed, an infernal horror's physical form slowly dissolves into a putrescent ooze before dissipating into choking vapour and vanishing from mortal sight. Invisible detritus left behind is soon collected by small, invisible parasites that descend like locusts to return this material to the infernals for future reconstitution. The rendered essence that makes up a horror is entirely useless to necromancers.
* OurDemonsAreDifferent: Infernals are incredibly powerful supernatural entities from beyond Caen and Urcaen that covet mortal souls, which they use to create horrifying creatures and lesser servants. In pursuit of this most precious resource, infernals cut deals with those willing to bargain away their souls (and the souls of others) in exchange for great power. Under ''TabletopGame/DungeonsAndDragons'' 5th Edition rules, they are classified as fiends.
* TheRemnant: Although the Nonokrion Order was defeated, many infernal agents remain throughout all the nations of western Immoren, and the work of tracking down and rooting out those who have not already been revealed, as well as those who escaped, remains.
* SpannerInTheWorks: The Old Witch releasing the grymkin, who proved wildly successfuly in finding and killing infernalists, really screwed up their plans. The Nonokrion Order was forced to accelerate their plans before they were fully prepared.
* SuddenNameChange: When the infernals became a faction in the miniature wargame, three horrors were given new English names to replace the invented names they had in the original RPG[[note]]Foreboder (Bivether), Lamenter (Quelvitar) and Desolator (Quavash)[[/note]].
* YourSoulIsMine: Infernals collect the souls of mortals, which they view as the ultimate resource.

!!Agathon, The Voice in the Darkness

!!Omodamos, The Black Gate

!!Zaateroth, The Weaver of Shadows

Leader of the Reclaiming.

* CastingAShadow: As her name implies. One of her attacks, Long Shadows, literally fires a bolt of darkness at an enemy.
* GodGuise: Worshipped as a god of darkness and entropy in times past.

[[/folder]]

[[folder:Orgoth]]
----
* BeastOfBattle: Vicious scavengers that live high the settled territories and along the jagged coasts of the Orgoth's homeland, the rhoks are captured, broken and trained for war.
* ShootTheMessenger: Attempts at diplomacy with the Orgoth were met only with the return of the emissaries' severed heads, or the ripping of their screaming souls from their bodies.
* ShroudedInMyth: Even though the Orgoth ruled western Immoren for centuries, very little is known about them, since when it became clear that their hold was lost, they destroyed every record they kept and demolished their citadels. It helps that, even at the height of their power, the Orgoth ruled through proxy nobles and never directly interacted with the local populace.
* SoulPoweredEngine: Where the forces of Immoren designed cortexes to interface and bond with, the Orgoth know only enslavement and dominance. To achieve their goals, the souls of tamed monsters are bound to their warjacks.
* TortureTechnician: Excruciators are the revenant spirits of Orgoth torturers. In life, they used their implements to wring information out of captured rebels, fabricate creatures such as the dread, and bind tortured souls to Orgoth implements such as fellblades. In death, they linger in Orgoth ruins scattered across western Immoren and continue this work upon those unlucky enough to encounter them.
* WillingChanneler: Orgoth warcasters, both rare and precious, are carefully insulated and guarded within their largest ships, and use their finest warriors in battle like puppets. The mightiest combatants compete for the honour of being the vessel for the will of their revered leaders.
[[/folder]]

[[folder:Mercenaries and Minions]]
* AnchorsAway: A Mariner can clear a deck of defenders with a single anchor sweep.
* AngelicTransformation: Morrowan, Thamarite and Menite archons are the spirits of the greatest practitioners of the faith, given a special purpose in the afterlife.
* TheBerserker: Primal archons fight with unpredictable ferocity and an utter lack of hesitation or self-preservation.
* BreakOutTheMuseumPiece: The common Talon, Mule and Nomad are all decommissioned Cygnaran warjacks that continue to see use among mercenaries.
* BuriedAlive: The fourth step in the creation of a blind walker is to bury the blackhide in question for at least two days. How it survives this process is unknown, though some scholars believe the venom of Kossk may slow respiration to a point that little oxygen is needed.
* CastFromHitPoints: Mercenary companies and pirate crews often graft a jury-rigged arcane turbine to a Freebooter's engine, allowing warcasters to infuse it with a surge of speed at the cost of a few shredded gears.
* CivilWarcraft: Discussed in the charter of the Steelheads. From time to time different chapters of Steelheads end up fighting on both sides of a conflict, but they even have a code of conduct in this case, mainly to treat each other as enemies but make sure the Steelheads on the losing side get returned to the company and not fed to something large and nasty. The dwarves, on the other hand, defy this trope: they might be hired on both sides of a conflict but always take care during negotiations to ensure members of the same company do not face each other in battle, preferably by having them fight on two different ends of the same front.
* DemBones: Boneswarms are masses of skeletal remains, animated by dark spirits that are drawn to the skeletons of those who died in swamps, transforming them into a gestalt entity driven by horrible predatory instincts.
* DropTheHammer: Horgenhold Forge Guard wield massive, two-handed pneumatic hammers.
* DumbMuscle: Farrow have a tendency to give birth to offspring of exceptional size and limited intelligence. As a rule, these farrow are much more brutish and bestial than average and grow to tremendous size at an accelerated rate. If the tribe has a warlock, this individual will take control of the brutes; if not, they are beaten into submission by other members of the tribe and used as simpleminded labourers or shock troopers.
* ExactWords: Most successful mercenary companies have become adept at interpreting the letter of their charters to suit their needs. Additionally, any mercenary worth his salt must learn contract negotiation and trade laws as a side vocation. Less legitimate outfits tend to have vague, incomplete, or contradictory charters, or no charter at all.
* FedToPigs: Razor boar training includes feeding them fresh kills of diverse races so they develop a strong taste for the flesh of humans, trollkin, skorne and farrow. The victims' screams of pain and fear ring out from the butchering complex before each feeding, and the beasts learn to associate them with an impending meal.
-->'''Alten Ashley:''' I like bacon as much as the next man, but I won't touch the meat of a razor boar. There's something wrong about eatin' a creature that has, itself, probably eaten someone you knew.
* AFormYouAreComfortableWith: Void archons change their appearance to take on whatever form best suited those they protect. To elves, they are divine heralds whose forms were reminiscent of Iosan sculptures of the gods' servants; to the skorne, they are physical manifestations of ancestors who had returned from the Void through sheer strength of will.
* TheGrimReaper: Death archons are massive, hooded creatures borne aloft on wings of bone and wielding fierce Iron Reapers. No one is sure where these creatures came from or who they answer to, if anyone.
* HamsterWheelPower: A scorching-hot steel cylinder holding panicked razor boars allows a meat thresher to move.
* HumanResources: Gatormen place no sacred value on bodies of their dead, seeing them as functional resources. Their meat is repurposed as food for warbeasts or as raw material for bokors fabricating arcane totems and fetishes.
* ImprovisedWeapon: The majority of Rhulic warjacks are actually nothing more than excavation equipment re-purposed to use against enemies instead of rocks.
* ItsPersonal: Some dwarves in Horgenhold have kinsmen or friends who died on the Khadoran attack on the Llaelese town of Riversmet, make it clear that they'd prefer Llael to be free of its occupants, and as a result refuse Khadoran coin while accepting payment from the Protectorate of Menoth.
* MeanBoss: The relationship between a farrow warlock and farrow warbeasts is an adversarial one based purely on domination. Farrow warlocks subject their beasts to pain, beatings and subdual, abusing and harassing the creatures to instil a healthy measure of respect or fear.
* MercenaryUnits: Mercenary and Minion models normally can included in the armies of other factions as friendly, non-faction models on a theme-by-theme basis. Mercenaries and Minions can also be run as armies in their own right, comprised of numerous, mostly unrelated theme forces that allow wildly different models from nearly every faction in the game.
* MultipleHeadCase: Biboars are rare conjoined twins born among the farrow, whose two heads are in constant conflict. Roaring and squealing, each head does what it can to rip away a meal from the other. Each struggles for control of the body, and whichever wins out is just as likely to batter the other head as it is to act for their mutual benefit.
* NoBiologicalSex: Cephalyx are born with vestigial aspects of the biological sexes, although this distinction is largely meaningless. Reproduction is handled entirely in laboratories, and all members of a hive contribute genetic material sufficient for ongoing production of new cephalyx.
* OnlyInItForTheMoney: Whether offered Cygnaran, Khadoran, or Cryxian coin, Steelheads never ask why and have no interest in the broader implications of their battles.
* OurAngelsAreDifferent: The archons of the Iron Kingdoms are awe-inspiring and terrifying spiritual entities who act as agents of the gods, enacting their will on the mortal world. They are as diverse as the deities they serve: Morrow, Thamar, Menoth, the Devourer Wurm, or Dhunia. Some, like the enigmatic void archons, are aligned to no specific god and represent the unconscious and collective will of all souls in Urcaen, and while they do share a striking resemblance to the Empyreans of ''Warcaster Neo-Mechanika'', whether that was intentional remains a mystery. Under ''TabletopGame/DungeonsAndDragons'' 5th Edition rules, they are classified as celestials.
* OurDwarvesAreAllTheSame: Downplayed. Apart from being gun-wielding, mecha-commanding, short folk, the dwarves of Rhul often have no beards.
* PigMan: Farrow are porcine humanoids with boar-like faces, prominent tusks, coarse, sparse fur, broad three-fingered hands and cloven hoofs.
* {{Pirate}}: A motley assortment of pirates and privateers are available for hire.
* PrivateMilitaryContractors: The long history of bloody conflict in the Iron Kingdoms has created endless opportunity for soldiers of fortune whose only loyalty lies on the paymaster currently filling their pockets.
* LaResistance: The Llaelese Resistance fights an endless war against the Khadorans who invaded their homeland and took over the country. They are mercenaries by necessity, taking contracts to help pay the enormous costs of their rebellion.
* RockMonster: Primal archons are made of granite, obsidian, and chunks of crystal, and are as durable as living stone.
* SuperPersistentPredator: Totem hunters are among the most relentless predators in existence. Once a totem hunter selects a target, the death of either the totem hunter or its quarry is almost certain; the only exception is if a totem hunter determines its quarry is somehow unworthy of the hunt.
* SuperSerum: Each battle boar augmented by Dr. Arkadius is fitted with an alchemical pump system that supplements natural adrenaline. A complex mixture of strength-inducing chemicals is stored in a tank mounted to the boar's back, and connected to the circulatory system by a series of tubes. When the system is engaged, it pumps the glowing green serum directly into the battle boar's heart and bloodstream, inducing an immediate surge of strength and speed and facilitating battle instincts.
* TeamSwitzerland: The dwarven nation of Rhul has maintained their neutrality in foreign affairs for many millennia, while maintaining an extensive network of expatriate mercenaries. Throughout recorded history, this policy was only broken twice: when the Orgoth attempted an invasion (and, after being repelled, never bothered the dwarves again before they were pushed out of Immoren altogether), and during the Claiming, since the infernals were seen as a threat that could threaten the future of Caen itself.
* ViciousCycle: Unsuccessful companies can enter a downward spiral when they lose battles, then clients, and finally become unable to afford the equipment they need to be effective combatants.

!! Durgen Madhammer

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

* {{BFG}}: His signature cannon, Buster, is an arm-mounted artillery cannon that can cause wide spread destruction or crack heavy armor from significant range.
* {{BFS}}: His signature hammer, Leveler, is a huge maul with a head that causes a large detonation every time he hits someone with it.
* EnergyAbsorption: Rounding out Madhammer's weaponry is his Blast Armor, absorbing any blast damage and turning it back into the arcane energy common amongst all warcasters. This means his exploding troopers and his weapons end up making him more durable where any other warcaster/warlock would end up hurting themselves.
* MadBomber: Started out as a demolitionist for a Rhulic mining venture. Winds up a wandering warcaster who blows everything up and has crafted an enviable suite of arms and armor to do so. Given that his spell list encompasses generating some of the most powerful explosive effects in the game, and his feat makes even the least distressing blast damage rolls significantly moreso, and it's plain to see how neatly Durgen fits this trope.
* MadeofExplodium: Durgen's signature spell Primed makes his troops much, much better at killing things. The downside is they're easier to kill. The upside is that if they die, they explode. The downside is that they explode. The upside is that they explode.
* PsychoForHire: see MadBomber.
* StuffBlowingUp: If this isn't happening, you're not using him properly.
* ThereIsNoKillLikeOverkill: Every single one of Durgen's abilities is conductive to him destroying whatever he needs to die, and if he can't get to you before you get to him, he has the means to punish you astoundingly for getting there first. Rhulic warcasters and their battlegroups are all capable of huge damage potential, but none spread it on quite as thick as Madhammer.

!! Asheth Magnus the Warlord

An officer in the Cygnaran Army under king Vinter Raelthorne, Magnus feels that the Usurper has lead Cygnar into weakness as with the tolerance of the Menite's ceding from the kingdom and allowing the Menites and Khadorans to seize Lael instead of annexing it for the kingdom. Magnus figures the best solution is to bring back Vinter as king of Cygnar. Working as a mercenary for anti-Cygnar interests has allowed him to build up a network of Vinter loyalists amongst remenants of the old government. Notably including Orin Midwinter, former head of the Cygnaran inquisition. After discovering that Vinter went west, he pursued him in hopes of aiding the deposed king. Instead he was captured by the skorne and subjected to interrogation at the hands of Morghoul, which ha lead him to question his loyalty to Vinter and now instead he seeks Vinter's heir, a more malleable king that will bring about his vision for Cygnar.
----
* {{BFS}}: Foecleaver and Foecleaver X, not the biggest swords in the setting but they are big and unlike the others quite efficient with magic.
* ChainsawGood: The Renegade warjack, a signature light warjack chasis of Magnus, has a giant chainsaw for one arm.
* {{Determinator}}: Nothing has stopped him
* GeniusBruiser: 2, retconned from 3, warjack chasis have been invented by Magnus since he turned against Cygnar. His feat is not magical like others but a demonstration of his tactical skill.
* JackOfAllStats: Unlike Stryker who he sort of mirrors, non-epic Magnus's generalised kit is quite effective and allows him to run mixed-arms quite well.
* ShoutOut: A quiet one to Ash from the Evil Dead movies.

!!Ashlynn d'Elyse

* RebelLeader: She leads the Llaelese Resistance, with the goal of driving the Khadorans from occupied Llael.

!!Drake [=MacBain=]

* BloodKnight: Drake [=MacBain=] fights because he enjoys it. Additionally, his deft handling of clients and his subtle yet deviously effective contract manipulations are akin to a man playing a game against opponents who have little chance of besting him. To Drake [=MacBain=] war is a game, and he is the greatest of players.
* OnlyInItForTheMoney: Drake [=MacBain=] is the archetypical amoral professional mercenary whose only concern is coin.

!!Fiona Galraith

* AlmightyJanitor: She is not officially the captain of her ship, but it is widely known that the captain is only her puppet.

!!Bartolo Montador

* SeadogBeard: A very prominent one.

!!Amador Damiano

!!Phinneus Shae

!!Exulon Thexus

* MyBrainIsBig: Thexus has massively expanded his brain mass.

!!Cognifex Cyphon

!! Bloody Barnabas

The leader and founder of the Blindwater Congregation, "Bloody" Barnabas is an ancient gatorman with his eyes set on ascending to godhood.
----
* AuthorityEqualsAsskicking
* DeityOfHumanOrigin: During a clash with the Thornfall Alliance, the proof of Barnabas' divinity was made manifest. When his chest was torn open by Carver's cleaver, this killing strike only served to trigger his transformation. His body was already filled with the energies arisen from the carnage around him. He eluded death to become the Lord of Blood, the god he had long boasted it was his destiny to become.
* GodEmperor: Whether by choice or coercion, every gatorman in the Congregation is expected to worship Barnabas, the Lord of Blood.
* GodhoodSeeker: Barnabas had long dreamt of escaping his own flesh and the limitations of mortality to become a god.
* OlderThanTheyLook:

!!Calaban the Grave Walker

Another warlock from the Blindwater Congregation, he is subserviant to Bloody Barnabas.
----
* DragonWithAnAgenda: Calaban had never truly believed Barnabas would succeed in his goal, anticipating instead his inevitable destruction. Were Barnabas to be toppled, Calaban was perfectly situated to declare himself supreme.
* TheManBehindTheMan: Fancies himself the brains to Barnabas' brawn.
* NotSoDifferentRemark: During their meeting, both Calaban and Dr. Arkadius remark that they are the more cerebral, distrusted advisors to the headstrong leaders of their faction, [[spoiler:who've recently found their advice ignored by their leaders in favor of the female Warlocks of their factions (in Barnabas' case, he's ignoring Calaban's advice in favor of Jaga-Jaga, who supports him more actively in his goals to become a God, since she sees Barnabas as an avatar of Kossk, where Calaban only sees him as an easily manipulated figurehead.]]

!!Maelok the Dreadbound

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

* PeoplePuppets: Is one, due to Calaban betraying and then resurrecting him.
* TheUndead: An undead Crocodile.

!!Jaga-Jaga the Death Charmer
----
* HighPriest: As the high priestess of Barnabas' faith, Jaga-Jaga commands greater power and influence than nearly any other living gatorman, with the possible exception of Calaban.
* ImprobableWeaponUser: Her weapon is an undead snake

!! Lord Carver, BMMD, Esq. III

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

* AuthorityEqualsAsskicking
* BigBookOfWar: Carver has gone so far as to publish a book about how he intends to conquer the world: [[LongTitle The Glorious Rise of the Mighty Lord Carver: In His Own Words]].
* LongTitle: Judging by his own name, the name of the book he's published, and the name of his elite regiment ("Lord Carver's First Assault Brigade Company"), he seems to be fond of these.
* OverlyLongName: His full name reads "Lord Carver, Bringer of Most Massive Destruction, Esquire III".
* PigMan
* SmallNameBigEgo: Part of his motivation for waging war is that the more civilized nations treat him like a regular mercenary captain, instead of the king amongst Farrow he thinks himself.
* TakeOverTheWorld: His end goal.

!! Dr. Egan Arkadius

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

* BadassLongcoat
* DeadlyDoctor
* EvilutionaryBiologist
* InstantSedation: One of the functions of his main weapon.
* MadDoctor: Was thrown out of the University of Corvis for his unethical experiments, altering the physiology of the Farrow.
* NotSoDifferentRemark: During their meeting, both Arkadius and Calaban remark that they are the more cerebral, distrusted advisors to the headstrong leaders of their faction, [[spoiler:who've recently found their advice ignored by their leaders in favor of the female Warlocks of their factions (in Carver's case, he's ignoring Arkadius' advice for caution in favor of bold actions to win the favor of Helga the Conqueror.]]

!!Sturm & Drang

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

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

!!Midas

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

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

!!Helga, the Conqueror

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

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

[[/folder]]

!Gods
[[folder:In General]]
Immoren is home to many deities, each of which are active in the setting. With the arrival of the Infernals of the Nonokrian Order and the initiation of their Claiming, many of the gods have summoned Archons, supernatural champions sent into battle by the gods themselves to aid mortals against the infernals.

----
* EnemyMine: Regardless of their disagreements, all are united against the Infernals.
* HeavenVersusHell: Each of the gods has a very distinct agenda and values, and they often clash with each other. However, they do provide their followers with an afterlife, and shelter them from the Infernals. When the Infernals directly manifested on the mortal plains, the gods have even manifested their own angelic beings, the Archons, to aid their mortal followers against the Infernals.
* OurGodsAreDifferent: What they are remains an open mystery. They seem to be lifeforms that native to Urcaen. Some say they are kin to the infernals.
[[/folder]]

[[folder:Cyriss]]
-->'''Alignment:'''Neutral\\
'''Symbol:''' Usually, a pile of gears shaped like the face of a woman\\
'''Epithets:'''the Maiden of Gears, Clockwork Goddess, Hidden Goddess, Mother of Mathematics, Mistress of Numbers

A relatively new goddess whose faith has only emerged in the last three hundred years. The Cult of Cyriss became known only when Men and dwarves began to build sophisticated machines and delve into new kinds of math and philosophy. Cyriss is a very secretive goddess, who seems to spend most of her time with overseeing the natural laws that govern the realm of science and engineering, though she will take action directly or through her followers when something threatens the natural order of things.

Her followers believe that her will is revealed through studying mathematical formulae, and natural science, her mortal clergy spend much of their time studying the motions of the planets and advancing the sciences of mathematics and engineering. Her cults tend to be small and private affairs, attracting mainly philosophers, scientists, engineers and other members of the intelligentsia.
----
* AboveGoodAndEvil: A major focus of the Cult of Cyriss is to transcend common notions of morality.
* BrainUploading: Considered to be a divine work.
* GeniusLoci: Cyriss' celestial body is a whole constellation that would become the setting of ''TabletopGame/WarcasterNeoMechanika''.
* ThePlan: They followers of Cyriss seek to control ley lines and natural magical sites to power their Great Work of turning all of Immoren into a vessel in which Cyriss can manifest.
* SpannerIntheWorks: At the Battle of Hedge Hold, the ritual was reversed. Rather than bring Cyriss here, the ritual opened a portal to the Cyriss galaxy, to which various people could flee the Infernals. The descendants of these people would eventually set up the various factions that would spark the events of ''Warcaster Neo-Mechanika''.
[[/folder]]

[[folder:Devourer Wurm]]
->'''Alignment:'''Chaotic Neutral\\
'''Symbol:''' A swirl of talons or fangs around a central sphere of darkness called the Wurm's Maw, Wurm's talons, or the Wurm's Eye\\
'''Epithets:''' Beast of All Shapes, Great Beast, Menoth's Bane, Vomiter of Darkness, Unsleeping One

The Devourer Wurm is the spirit of raw, natural chaos, of nature red in tooth and claw. It no single form, and depicted as a wide variety of enormous monsters and distorted beasts. It is opposed to everything civilized, which makes it a particular enemy of Menoth. Many pair see a connection between the Devourer and Dhunia, and some even say they are two aspects of one entity.

With the spread of science and civilization, there are no longer any large territories dedicated to the Devourer. Nevertheless, the Devourer has always drawn worshipers among many races, particularly those living in the wilds or of chaotic alignment.
----
* ChildByRape: According to many tales, the Devourer Wurm became father of all life on Caen by forcing himself upon Dhunia. Many of these tales say that Dhunia, tired of the abuse, eventually brought forth Menoth to hunt the Devourer Wurm and give Dhunia some respite.
* DestroyerDeity: Feared to be so by the Cirlce Oroboros, and the Menites.
* EternalRecurrence: A more generous interpretation of what it is. According to its believers, the Devourer Wurm clears out the stagnant, creating room for new growth.
* GaiasVengeance: One possible interpretation, at least among his worshippers.
* GodCouple: Many cults connect the Devourer Wurm with Dhunia. To followers, Dhunia is seen as "Mother" and in dichotomy, the Devourer Wurm is seen as "Father".
* GodOfChaos: Specifically of the natural world, free of any civilization.
* TheMaker: According to its followers, the Devourer Worm gave shape to the world and brought forth life.
* MakerOfMonsters: The Devourer is credited for creating many of the monsters that plague the humanity.
* NatureIsNotNice: The Wurm is revered in the wild places by those who have forsaken civilisation. It is the restless spirit of dark forests, the harsh indifference of hostile landscapes, the feral violence of wild animals, and the raw fury of barbarian berserkers. There's a reason why so many humans abandoned the Devourer Wurm for Menoth.
* NatureSpirit: In particular, of the harsh predatory aspects of nature, distinguished from Dhunia, who tends to embody the more nuturing and life-affirming aspects.
* OrderVsChaos: The chaos to Menoth's order. Even adherents to other faiths recognize the struggle between Menoth and the Devourer.
[[/folder]]

[[folder:Dhunia]]
->'''Alignment:'''Neutral\\
'''Symbol:''' An abstract form a fertile female\\
'''Epithets:''' Creator of Caen, Ravaged Mother, Wellspring of Life, Great Mother

Dhunia is the goddess of life itself, of Caen, of the seasons, and of the cycle of birth, death, and rebirth. Always been a distant and mysterious goddess, she nevertheless advocates community and defense of family. Although not typically associated with violence, many of her shamans are also accomplished warriors.

She has been worshipped by nonhuman races since time immemorial. Her shrines are plentiful at the edges of civilization, and some are quite impressive. Those few found in cities are only ever found in the areas dominated by trollkin, gobbers and ogrun.
----
* ChildByRape: Many mythologies say that Dhunia gave birth to life when the the Devourer Wurm forcibly impregnated her. Those same tales say that Menoth was created by Dhunia to protect her from the Devourer Wurm.
* GaiasVengeance: When she is angry
* GodCouple: Dhunia is often paired with the Devourer Wurm. Many cults connect the Devourer Wurm with Dhunia. To followers, Dhunia is seen as "Mother" and in dichotomy, the Devourer Wurm is seen as "Father".
* MotherGodess: Said by her followers to be the creator of all Caen.
* MotherNature: to a tee.
* NatureSpirit: In particular, of the more nurturing, life-afforming aspects of nature, especially when compared to the Devourer Wurm.
[[/folder]]

[[folder:Menoth]]
->'''Alignment:'''Lawful Neutral\\
'''Symbol:''' The Seal of Menoth, sometimes referred to as the Menofix\\
'''Epithets:''' The Lawgiver, the Lawbringer, the Creator of Man, the Hunter of the Wurm, Wallmaker, the Masked Giant

Menoth was the (original) God of Humanity, and is normally depicted as a masked man towering over his worshippers. A primal god whose worship coincides with the invention of written human history on Caen, the worship of Menoth was once the most widespread faith among humanity, but has steadily been declining and supplanted by other faiths. Followers, known as Menites, are expected to adhere to strict commandments laid ou in the ''Canon of the True Law'', deviation from which is to be severely punished. While the faith has been forced to change over time, one primary edict is that Menoth wants humanity to bring law and order to the rest of creation. For that piety, however, he protects Man from the wilds and the predations of the Devourer Wurm in all its forms. The faithful are said to join Menoth in the City of Man in Urcaen, to serve in his ranks for eternity.
----
* AntiMagic: Menoth suppressed the divine spark in humanity, denying them access to Arcane magic. His followers likewise tend to have a very negative view on mages and are practitioners of arcane magic.
* ArchEnemy: Historically, Menoth's enemy has been the Devourer Wurm.
* ClassicalHunter: He is said to spend his days hunting the beasts of the Devourer Wurm. According to the Dhunians, Dhunia wished a reprieve from the Wurm and so fostered a great hunter from the greatest of her children, which became Menoth, who was set upon the task of hunting the Devourer who had repeatedly ravaged her
* EthnicGod: Menoth is credited with the creation of humanity and tied strongly to humans. It is extremely difficult for members of races other than mankind to be accepted by Menites. Even the zealous and intolerant Protectorate has no objection to Rhulfolk or Iosans, as neither are part of Menoth's plans. Dhunian races are tolerated as long as their people are respectful and show no indications of being servants of the Wurm.
* HunterOfMonsters: A god who spends his time hunting the Devourer Wurm and its predatory offspring.
* GodOfOrder: Both in its positive connotations (structure and civilization), and its negative associations (oppression and total control).
* GoodIsNotNice: Supporters liken Menoth to a stern father who does not want to baby his children. Menoth and his followers do work to protect civilizations from the beasts of the Devourer Wurm, as well as the infernals, but such methods often include harsh punishment and torture for even the slightest disagreement.
* JerkassGod: Critics have often accused Menoth of being a cruel and uncaring tyrant. This is one of the reasons why his faith is no longer as widespread as it once was. Many of Menoth's recorded actions are certainly perceived be perceived in a negative light.
** According to some, Menoth did not even intentionally make humanity. Humans just sprang up in his shadow while he was walking the earth fighting the Devourer Wurm.
** When humanity was first created, Menoth suppressed humanity's divine spark, denying humanity access to Arcane Powers.
** The Grymkin are lead are lead by the Defiers, five humans who were banished to the wilds of Urcaen for refusing Menoth's law. Their wills were so strong that they each unlocked the divine spark within themselves and became demigods, and they have dedicated themselves to opposing Menoth and punishing his creation, which they see as corrupt and wicked.
** The faiths of Morrowism and Thamarism started out as rebellions against the oppressive rule of the Menite priests. While Menoth preached absolute obedience, the Twins Morrow and Thamar preached that anyone could achieve divinity. Eventually, Morrowism became the most popular faith among humanity, supplanting Menoth.
* TheMaker: Widely accepted as teh creator of humanity, even by rival and antagonistic faiths. Menites also view Menoth as the self-begotten creator of all reality, a claim that other faiths strongly disagree with.
* OrderVsChaos: Firmly on the side of Order.
* PetTheDog: Nevertheless, Menoth is credited with have some positive aspects.
** He did give humanity fire, and writing, and the first steps towards civilization.
** He does grant loyal followers an afterlife at his side, and protects their souls from predations in Urcaen.
** When both Thamar and Morrow ascended, he recognized them both and permitted them a place in Urcaen.
** He sent archons to help defend mortals from the Claiming of the infernals.
[[/folder]]

[[folder:The Twins]]
According to what history remains, around 1930 BR, a pair of twins were born at the city of Caspia. Raised in a time when Menite priest-kings oppressively ruled all aspects of humanity, both eventually found ways of transcending mortality and ascending to godhood. However, Morrow preached ascension via benevolence and selflessness, while Thamar preached pragmatism and selfishness. Nevertheless, their emphasiss on individualism that drew the ire of the hierarchical Menites. The two joined forces and together overthrew the priest-king of Caspia. Thamar betrayed and killed Morrow, who at death ascended to divinity. When Morrow's followers struck Thamar down in revenge, she too became divine.

Today, the two Twins are collectively referred to as the Gods of Humanity. Despite their vast differnces regarding morality, the philosophy of self-ascension shared by both Morrowans and Thamarites has made the two gods so popular that the Twins are now considered in the eyes of many to have supplanted Menoth. Many mortals follow in their footsteps, and a very few have ascended, leaving their mortal shells behind. These ascendants of Morrow and scions of Thamar are revered as akin to patron saints.
----
* DeityOfHumanOrigin: Born to human parents, both siblings ascended to godhood upon their deaths. By proving that individual humans had the power to attain divinity, the Twins gave countless souls an alternative to the worship of Menoth.
* SiblingRivalry: Aside from Thamar stabbing Morrow in the back and killing him when he was mortal, the Twins have mutually opposed doctrines. While Thamar emphasizes selfishness and pragmatism, Morrow preaches that self-improvement and transcendence are achieved through selflessness and service to others.

!!Morrow
->'''Alignment:''' Neutral Good.\\
'''Symbol:''' Sunburst of Morrow, also known as The Radiance\\
'''Epithets:''' The Prophet, Lord of Light, The Healing Teacher, Patient Brother

One of the Twins who found ascension through individual self-improvement, Morrow taught that transcending the limitations of the mortal life came through individual benevolence, charity, and selflessness.

Like Thamar Morrow emphasizes the individual quest for self-improvement and transcendence from wordly bondage, but Morrow states this must be achieved by doing good works, being kind to one another, and selfless service to the common good. Those few who have successfully followed Morrow's path of ascending to divinity are known as the Ascendants of Morrow Overall, the Morrowan faith is the dominant religion of the Iron Kingdoms, with organized churches across all kingdoms, and is the state religion of Cygnar.
----
* AllLovingHero: Among all the gods, he is the most well-known for his compassionate and benevolent nature.
* EnemyMine: He is not averse to working with other, less savoury deities if he views it as necessary to protect his flock.
** When he and his sister ascended, by all accounts he agreed to focus on the mortal world so that Menoth could focus on his fight with the Devourer Wurm in Urcaen.
** When the Orgoth came, he agreed with Thamar's proposal to make a deal with the Infernals to grant humanity arcane powers.
* GodOfGood: Morrow emphasizes compassion and charity towards others, and teaches that the path to transcending the limitations of this world is through selfless service. Among all the deities, he seems to be the one primarily associated with compassion and acceptance.
* GoodIsNotSoft: He is not afraid to throw down when necessary. As a mortal, he was a warrior that led a campaign overthrew the priest-king of Morrow. Among his followers are paladins and battle chaplains.
* HealerGod: He is known as the Healing Teacher, and his clerics often specialize in some form of healing magic.
* LightIsGood: Yes it is, especially when compared to his sister Thamar. A lot of Morrowan imagery revolves around light.
* PatronSaint: A few mortals have managed to follow Morrow's path of Ascension and transcend the mortal world. These are known as the Ascendants of Morrow.
* TheRedeemer: To his sister's [[TheCorruptor corruptor]]
* TheTheocracy: The Sancteum, holy centre of the Morrowan religion, though located within the Cygnaran capital of Caspia, is a sovereign kingdom in its own right, and is not subject to the laws of Cygnar, although the Church is on good terms with the Crown.

!!Thamar
->'''Alignment:'''' Neutral Evil.\\
'''Symbol:''' Thamar’s Leash, also known as the Ternion Brand\\
'''Epithets:''' The Dark Twin, Temptress, Whisperer in Shadow, Wicked Sister, Guide of the Damned.

One of the Twins who found ascension through individual self-improvement, Thamar taught that transcending the limitations of the mortal life came through breaking the shackles of morality and pursuing self-interest.

Like Morrow, Thamar preaches in the individual quest for self-improvement and transcendence from worldly bondage, but Morrow states this must be achieved by ruthlessly exploiting others, subverting establishmets for one's own gain, and the ruthless pursuit of personal power. Basically, the complete opposite of her brother. Those few who have successfully followed Thamar's path of ascending to divinity are known as the Scions of Thamar. Many of the activities carried out by Thamarites are criminal, so the faith is loosely organized by cults that tend to keep a very low-profile. Nevertheless, whether it be among ghettoes of the desperate, or the halls of the ambitious, the followers of Thamar can be found all over Immoren.
----

Added: 852

Changed: 3805

Removed: 2379

Is there an issue? Send a MessageReason:
not a subversion


!Wargame Factions



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

to:

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



Immoren is home to many deities, each of which are active in the setting. With the arrival of the Infernals of the Nonokrian Order and the initiation of their Claiming, many of the gods have summoned Archons, supernatural champions sent into battle by the gods themselves to aid mortals against the Infernals. Below is a list of only those deities of Urcaen who have specifically manifested Archons to fight against the Infernals.

to:

[[folder:Gods]]
Immoren is home to many deities, each of which are active in the setting. With the arrival of the Infernals of the Nonokrian Order and the initiation of their Claiming, many of the gods have summoned Archons, supernatural champions sent into battle by the gods themselves to aid mortals against the Infernals. Below is a list of only those deities of Urcaen who have specifically manifested Archons to fight against the Infernals.
infernals.



* GodsNeedPrayerBadly: Subverted. Many of the gods existed long before their mortal followers, and were responsible for creating many aspects of the world.



[[folder: Cyriss]]




Traits unique to Cyriss and her followers:

to:

\nTraits unique to Cyriss and her followers:----



* OurGodsAreDifferent: Very different than the other deities of the setting. Her exact nature in ''Warmachine'' was kept hidden, until it was revealed to be another entire galaxy.

to:

* OurGodsAreDifferent: Very different than GeniusLoci: Cyriss' celestial body is a whole constellation that would become the other deities setting of the setting. Her exact nature in ''Warmachine'' was kept hidden, until it was revealed to be another entire galaxy.''TabletopGame/WarcasterNeoMechanika''.



** SpannerIntheWorks: At the Battle of Hedge Hold, the ritual was reversed. Rather than bring Cyriss here, the ritual opened a portal to the Cyriss galaxy, to which various people could flee the Infernals. The descendants of these people would eventually set up the various factions that would spark the events of ''Warcaster Neo-Mechanika''.
[[/folder]]
[[folder: Devourer Wurm]]

to:

** * SpannerIntheWorks: At the Battle of Hedge Hold, the ritual was reversed. Rather than bring Cyriss here, the ritual opened a portal to the Cyriss galaxy, to which various people could flee the Infernals. The descendants of these people would eventually set up the various factions that would spark the events of ''Warcaster Neo-Mechanika''.
[[/folder]]
[[folder: Devourer Wurm]]




to:

----
* ChildByRape: According to many tales, the Devourer Wurm became father of all life on Caen by forcing himself upon Dhunia. Many of these tales say that Dhunia, tired of the abuse, eventually brought forth Menoth to hunt the Devourer Wurm and give Dhunia some respite.



* EvenEvilHasStandards: Well, the Devourer Wurm is less intentionally evil and more like a force of nature, but it is still opposed to the Infernals.



** ChildByRape: According to many tales, the Devourer Wurm became father of all life on Caen by forcing himself upon Dhunia. Many of these tales say that Dhunia, tired of the abuse, eventually brought forth Menoth to hunt the Devourer Wurm and give Dhunia some respite.



* MakerOfMonsters: credited for creating many of the monsters that plague the humanity.
* NatureSpirit: In particular, of the harsh predatory aspects of nature, distinguished from Dhunia, who tends to embody the more nuturing and life-affirming aspects
** NatureIsNotNice: A primary reason why so many humans abandoned the Devourer Wurm for Menoth.

to:

* MakerOfMonsters: The Devourer is credited for creating many of the monsters that plague the humanity.
* NatureIsNotNice: The Wurm is revered in the wild places by those who have forsaken civilisation. It is the restless spirit of dark forests, the harsh indifference of hostile landscapes, the feral violence of wild animals, and the raw fury of barbarian berserkers. There's a reason why so many humans abandoned the Devourer Wurm for Menoth.
* NatureSpirit: In particular, of the harsh predatory aspects of nature, distinguished from Dhunia, who tends to embody the more nuturing and life-affirming aspects
** NatureIsNotNice: A primary reason why so many humans abandoned the Devourer Wurm for Menoth.
aspects.



[[/folder]]
[[folder: Dhunia]]

to:

[[/folder]]
[[folder: Dhunia]]




Traits associated with Dhunia and her followers

to:

\nTraits associated with ----
* ChildByRape: Many mythologies say that
Dhunia and gave birth to life when the the Devourer Wurm forcibly impregnated her. Those same tales say that Menoth was created by Dhunia to protect her followers
from the Devourer Wurm.



* GodCouple: Dhunia is often paired with the Devourer Wurm. Many cults connect the Devourer Wurm with Dhunia. To followers, Dhunia is seen as "Mother" and in dichotomy, the Devourer Wurm is seen as "Father". Subverted in that this pairing often features the Devourer Wurm forcing itself upon Dhunia.
** ChildByRape: Many mythologies say that Dhunia gave birth to life when the the Devourer Wurm forcibly impregnated her. Those same tales say that Menoth was created by Dhunia to protect her from the Devourer Wurm.

to:

* GodCouple: Dhunia is often paired with the Devourer Wurm. Many cults connect the Devourer Wurm with Dhunia. To followers, Dhunia is seen as "Mother" and in dichotomy, the Devourer Wurm is seen as "Father". Subverted in that this pairing often features the Devourer Wurm forcing itself upon Dhunia. \n** ChildByRape: Many mythologies say that Dhunia gave birth to life when the the Devourer Wurm forcibly impregnated her. Those same tales say that Menoth was created by Dhunia to protect her from the Devourer Wurm.



[[/folder]]

[[folder: Menoth]]

to:

[[/folder]]

[[folder: Menoth]]




Traits unique to Menoth and his followers:

to:

\nTraits unique to Menoth and his followers:----



ArchEnemy: The Devourer Wurm.

to:

* ArchEnemy: The Historically, Menoth's enemy has been the Devourer Wurm.



* EthnicGod: Is considered specifically the god of humanity. It is extremely difficult for members of races other than mankind to be accepted by Menites, who view the other races, especially gobbers, ogrun, and trollkin, as the very things Menoth taught them to guard against.
* Expy:
** His wrathful nature and obsession with obedience clearly parallels many people's interpretation of the God of the Old testament.
** His locking away of humanity's inner divinity, and his obsession with keeping humanity confined and obedient, also clearly evokes the Demiurge of Gnosticism.

to:

* EthnicGod: Is considered specifically Menoth is credited with the god creation of humanity. humanity and tied strongly to humans. It is extremely difficult for members of races other than mankind to be accepted by Menites, who view Menites. Even the other races, especially gobbers, ogrun, zealous and trollkin, intolerant Protectorate has no objection to Rhulfolk or Iosans, as the very things Menoth taught them to guard against.
* Expy:
** His wrathful nature
neither are part of Menoth's plans. Dhunian races are tolerated as long as their people are respectful and obsession with obedience clearly parallels many people's interpretation show no indications of being servants of the God of the Old testament.
** His locking away of humanity's inner divinity, and his obsession with keeping humanity confined and obedient, also clearly evokes the Demiurge of Gnosticism.
Wurm.



* GodofOrder: Both in its positive connotations (structure and civilization), and its negative associations (oppression and total control).
* GoodIsNotNice: Supporters liken Menoth to a stern father who does not want to baby his children. Menoth and his followers do work to protect civilizations from the beasts of the Devourer Wurm, as well as the Infernals, but such methods often include harsh punishment and torture for even the slightest disagreement.

to:

* GodofOrder: GodOfOrder: Both in its positive connotations (structure and civilization), and its negative associations (oppression and total control).
* GoodIsNotNice: Supporters liken Menoth to a stern father who does not want to baby his children. Menoth and his followers do work to protect civilizations from the beasts of the Devourer Wurm, as well as the Infernals, infernals, but such methods often include harsh punishment and torture for even the slightest disagreement.



* KillItWithFire: A trait adopted by his followres. Menite Archons a practically made of fire.

to:

* KillItWithFire: A trait adopted TheMaker: Widely accepted as teh creator of humanity, even by his followres. Menite Archons a practically made rival and antagonistic faiths. Menites also view Menoth as the self-begotten creator of fire.all reality, a claim that other faiths strongly disagree with.



* TheMaker: Widely accepted as teh creator of humanity, even by rival and antagonistic faiths. Menites also view Menoth as the self-begotten creator of all reality, a claim that other faiths strongly disagree with.
[[/folder]]

to:

* TheMaker: Widely accepted as teh creator of humanity, even by rival and antagonistic faiths. Menites also view Menoth as the self-begotten creator of all reality, a claim that other faiths strongly disagree with.
[[/folder]]



Today, the two Twins are collectively referred to as the Gods of Humanity. Despite their vast differnces regarding morality, the philosophy of self-ascension shared by both Morrowans and Thamarites has made the two gods so popular that the Twins are now considered in the eyes of many to have supplanted Menoth. Many mortals follow in their footsteps, and a very few have ascended, leaving their mortal shells behind. These ascendants (asc.) of Morrow and scions (sc.) of Thamar are revered as akin to patrons saints.

[[folder: Morrow]]
!!Morrow, the Prophet, the Patient Brother

to:

Today, the two Twins are collectively referred to as the Gods of Humanity. Despite their vast differnces regarding morality, the philosophy of self-ascension shared by both Morrowans and Thamarites has made the two gods so popular that the Twins are now considered in the eyes of many to have supplanted Menoth. Many mortals follow in their footsteps, and a very few have ascended, leaving their mortal shells behind. These ascendants (asc.) of Morrow and scions (sc.) of Thamar are revered as akin to patrons saints.

[[folder: Morrow]]
!!Morrow,
patron saints.
----
* DeityOfHumanOrigin: Born to human parents, both siblings ascended to godhood upon their deaths. By proving that individual humans had the power to attain divinity, the Twins gave countless souls an alternative to the worship of Menoth.
* SiblingRivalry: Aside from Thamar stabbing Morrow in the back and killing him when he was mortal, the Twins have mutually opposed doctrines. While Thamar emphasizes selfishness and pragmatism, Morrow preaches that self-improvement and transcendence are achieved through selflessness and service to others.

!!!Morrow,
the Prophet, the Patient Brother




Traits unique to Menoth and his followers:
* AllLovingHero: Among all the gods, he is the most well-known for his compassionate and benevolent nature.
* DivineConflict: Primarily with his sister Thamar. Aside from her stabbing him in teh back and killing him when he was mortal, the two Twins have mutually opposed doctrines. While Thamar emphasizes selfishness and pragmatism, Morrow preaches that self-improvement and transcendence are achieved through selflessness and service to others.

to:

\nTraits unique to Menoth and his followers:\n----
* AllLovingHero: Among all the gods, he is the most well-known for his compassionate and benevolent nature.
* DivineConflict: Primarily with his sister Thamar. Aside from her stabbing him in teh back and killing him when he was mortal, the two Twins have mutually opposed doctrines. While Thamar emphasizes selfishness and pragmatism, Morrow preaches that self-improvement and transcendence are achieved through selflessness and service to others.
nature.



* EthnicGod: Subverted. While Morrowism is the state religion of Cygnar, and Morrow is the most widely worshipped god among humanity, the faith is in general open to non-humans as well, including ogrun, trollkin, and gobbers.
* Expy:
** His emphasis on achieving transcendence through individual enlightenment, and rejection of the organized priesthoods of his day, clearly evokes parallels to Buddhism.
** His preaching of charity and forgiveness, and the fact that his movement emerged as a reaction to Menoth, also evokes to rise of Christianity.



[[/folder]]
[[folder:Thamar]]
!!Thamar, the Temptress, the Wicked Sister

to:

[[/folder]]
[[folder:Thamar]]
!!Thamar,
* TheTheocracy: The Sancteum, holy centre of the Morrowan religion, though located within the Cygnaran capital of Caspia, is a sovereign kingdom in its own right, and is not subject to the laws of Cygnar, although the Church is on good terms with the Crown.

!!!Thamar,
the Temptress, the Wicked Sister




* DarkChick: She is not called "The Dark Twin" for nothing
* DarkIsEvil: Especially in contrast to the light of Morrow. A lot of Thamarite imagery revolves around Darkness.

to:

\n----
* DarkChick: She is not called "The Dark Twin" for nothing
TheCorruptor: Thamar delights in destroying innocence through corruption and vice. Her preferred targets of corruption are the priests of Morrow.
* DarkIsEvil: Especially in contrast to the light of Morrow. A lot of Thamarite imagery revolves around Darkness. Darkness.
* DealWithTheDevil: In order to save humanity from the Orgoth, Thamar brokered a deal with the eldritch infernals that waited in the Outer Abyss, clawing at the edges of reality. She was able to wrest the Gift of Magic from them, but the price they demanded was terrible indeed. Centuries hence, they would come to claim their due—an event which the world now knows as the Claiming.



* HotGod: Reputedly a strikingly beautiful woman as a mortal, Thamar was described as youthful and vigorous at the time of her Dark Ascension.



* TheCorruptor: To TheRedeemer that is her brother Morrow. Her preferred targets of corruption are the priests of Morrow.

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