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		<title>Heinrich Kemmler</title>
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		<summary type="html">&lt;p&gt;2603:8001:3500:CB:518A:4CA3:4B2C:2080: /* The Legend */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Kemmler Art.jpg|thumb|right|500px|&amp;quot;-and I&#039;d have gotten away with it too, if it weren&#039;t for that meddling lich!&amp;quot;]]&lt;br /&gt;
{{topquote|A man does not die of love or his liver or even of old age; he dies of being a man.|Miguel de Unamuno}}&lt;br /&gt;
{{topquote|[[Meme|Where is Krell?]]|Heinrich Kemmler}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heinrich Kemmler&#039;&#039;&#039; is a Necromancer character from [[Warhammer Fantasy]], first introduced in the [[Terror Of The Lichemaster]] campaign for second edition, all the way back in 1986, of which he was the star.&lt;br /&gt;
&lt;br /&gt;
A little known fact is that this guy is one of the OG Special Characters of Warhammer Fantasy. Heinrich Kemmler is Warhammer Fantasy&#039;s first Special Character.&lt;br /&gt;
&lt;br /&gt;
==The Legend==&lt;br /&gt;
&lt;br /&gt;
===Old Canon===&lt;br /&gt;
Back in the days of yore, when Warhammer Fantasy was a combination of tabletop game and role-playing game, the campaign &amp;quot;Terror Of The Lichemaster&amp;quot; (for the tabletop) introduced Heinrich Kemmler as the first playable &#039;special character&#039; (along with the skavens as a race). &amp;quot;Terror Of The Lichemaster&amp;quot; dealt with Kemmler&#039;s rise to power and eventual downfall (at least in canon, it was possible for Kemmler to actually &#039;win&#039; the campaign in play).&lt;br /&gt;
&lt;br /&gt;
Kemmler however wasn&#039;t destroyed, he returns in &amp;quot;Vengeance Of The Lichemaster&amp;quot;. (Written as a RPG-supplement, where he is the Big Bad Evil Guy.) It turned out that after his first defeat, he managed to flee retribution and attempted to find a moment of respite at the Abbey A la Maisontaal in the Grey Mountains, pretending to be a pilgrim. The residing abbot (a powerful cleric of Taal) saw through his magical disguise and hammered Kemmler with a spell that severed him from his magical power source permanently. (What would today be known as Shyish, but back then was left nebulous). &lt;br /&gt;
&lt;br /&gt;
Still, Kemmler managed to escape once again and spent many years as an insane hermit in the mountains; his old foes believing him dead and the abbot never realising who he&#039;d driven off and secure in the knowledge the black mage would not regain his powers. But he was wrong: in his errance, Kemmler chanced upon a daemon which offered to restore his powers if he would kill in Chaos&#039; name; each soul he claimed for the daemon&#039;s patron(s) granting him a measure of power. (It is left unclear who exactly Kemmler bargains with, the demon he encounters is said to be &#039;serving Nurgle&#039; but &#039;showing an unusual interest in the necromantic arts&#039;). Kemmler, eager for revenge, and at that point utterly batshit insane after years of barely surviving, agreed to the bargain.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Vengeance Of The Lichemaster&amp;quot; then deals with Kemmler&#039;s slow restoring of his power with terror attacks meant simply to kill and secure magical power (striking at prospectors, lone hovels and farms, an isolated human village and a small dwarven mine outpost; with the PC&#039;s getting the chance to limit the damage in most places), until he felt secure enough to raise &#039;a famous chieftain having terrorised the region in ages past&#039; as his champion (Back then called Hans Zwemmer, but who would later become Krell). With enough raw magical power from his wanton killing and undead under his command, he then launches an all-out attack against the Abbey A la Maisontaal, where he is eventually defeated for good. (The player characters having to either bargain with Skaven or chance risking using an artefact made of pure warpstone to counter his magicks.)&lt;br /&gt;
&lt;br /&gt;
===Modern Canon===&lt;br /&gt;
&lt;br /&gt;
====Origin====&lt;br /&gt;
Heinrich Kemmler burnt with the need for power.  Having recognised the limits that mortality placed upon him in his early years, Kemmler made it his life&#039;s work to escape them.  He plunged into the world of necromancy as a young man, and by the time he had reached his fortieth year he was able to raise entire graveyards of corpses to do his bidding.&lt;br /&gt;
&lt;br /&gt;
Kemmler became a great and much-feared Necromancer, plundering every Wizard&#039;s tower and ancient temple he could find in his search for dark truths. In the hills beyond Quenelles in Bretonnia his army had smashed the zombie legions of the Council of Nine, an alliance of nine powerful necromancers. In the dark woods beyond the town of Bögenhafen in the western Empire, he had overcome the three Vampire Wizards of Blutwald and all their armies of walking dead. In the crypts beneath castle Vermisace he had overcome the ancient Liche wizard and all his acolytes and was since known as The Lichemaster. His star was in the ascendant for many decades until ambitious rivals began to usurp his power. United, those who Kemmler had defeated proved stronger than even the self-styled Lichemaster. At the Battle of Ten Thousand Skulls, Kemmler&#039;s foes succeeded in driving him to his knees. Although he finally managed to scatter his attackers with a great spell of confusion, his body was broken and his mind blasted in the battle.&lt;br /&gt;
&lt;br /&gt;
====Tomb of Krell====&lt;br /&gt;
For many years Heinrich wandered the Grey Mountains and the Border Princes as little better than a half-sane beggar. It was in the Vaults where by some quirk of fate, he uncovered the tomb of Krell; a long dead Chaos Champion whose burial mound was so magnificent it towered high above him. Here Kemmler struck a terrible pact with the gods. They restored him to his former power and in return, Heinrich swore to slay and destroy in their name. The name of the Lichemaster once again struck terror into the hearts of ordinary folk.&lt;br /&gt;
&lt;br /&gt;
====Later activities====&lt;br /&gt;
The tales of these two monsters were many. In 2491 IC they attacked Brettonian abbey at la Maisontaal which contained a powerful artifact stolen from the Skaven. It was only thanks to the skill and heroism of Duke Tancred of Quenelles that the abbey wasn&#039;t destroyed utterly in a three-way battle. Kemmler escaped and fled back in the Grey Mountains while the Skaven returned to Skavenblight with their prize. Tancred returned with much honour and spent the rest of his life chasing the Lichemaster. The Duke was eventually killed at the Battle of Montfort Bridge, smashing Kemmler&#039;s forces.&lt;br /&gt;
The Wood Elves remember Kemmler for the Battle of the Cairns, when he raised a huge army from the many cairns in the forest, ancient human burial mounds long forgotten that were site of great mystical energy closely linked with the health of the Elves woodland home. By attacking in winter the Elves were at their weakest and it was thanks to the great and venerable treeman Durthu who roused the native wood spirits, and the sacrifice of a warrior-elder Sceolan (who grievously wounded Kemmler before Krell cut Sceolan&#039;s head off) that the necromancer fled and his army was defeated, though not before he caused great swathes of devastation to the forest, managing to strike further into the realm than any previous attacker. Funnily enough Kemmler showed up in the woods many times before this point, seemingly being one of the few outsiders who can enter and leave the woods of Athel Loren without issue (sometimes he&#039;d even show up with Krell). If he was ever spotted he&#039;d either turn the sentries to dust or have Krell hack them apart, and if the Elves ever gathered in number to catch him he&#039;d just vanish on the spot, like mist in a breeze. Presumably thanks to this he learned where the cairns were and also how to navigate the woods without fail, allowing him and his army to set their path straight to the Oak of Ages before his defeat. After his loss the Elves celebrated because he wouldn&#039;t show back up in their forest again... for a few years anyway.&lt;br /&gt;
&lt;br /&gt;
Though he perhaps never knew it, Kemmler&#039;s wanderings in the mountains were subtly guided by the spirit of Nagash - part of an evil plan that would free Krell and unite him with the forces of the Undead. Nagash&#039;s plans suffered a minor setback following the heavy casualties that the Lichemaster&#039;s armies suffered at the Battle of Maisontaal Abbey, but in time they bore rich and terrible fruit.&lt;br /&gt;
&lt;br /&gt;
====[[End Times]]====&lt;br /&gt;
Despite his honored place in the history of the game, Kemmler is hit by a third set of retcons that are hard on him. GW mixed up the business relationship, with Krell becoming so independent that it appears that Krell is the master and Kemmler is the servant. He gets enlisted by Arkhan the Black to help him retrieve Nagash&#039;s staff, Alakanash. But Kemmler is so independent, he chafes at the idea of servitude to the point of mania. The two of them summon an army and attack the abbey where it is being held, getting caught in a protracted battle against a Bretonnian army. At this point Kemmler gets called a servant of Nagash one too many times by Arkhan, so he goes goes &amp;quot;fuck it!&amp;quot; and turns his back on Nagash to serve the Chaos Gods. He abandons the battle to sneak into the abbey&#039;s vaults to try and take the staff for himself. &lt;br /&gt;
&lt;br /&gt;
Just as Kemmler grabs the staff, Arkhan confronts him and Kemmler triumphantly proclaims his new allegiance. He tries to get Arkhan to join him, but the liche is actually loyal to Nagash and genre savvy. Arkhan rebuffs Kemmler, telling him that the Chaos Gods will fuck him over on a whim and calling Kemmler a loser. This enrages the necromancer and the two engage in a destructive magical duel, Lichemaster vs Liche (which Arkhan, being the smartass that he is, comments on). Despite being evenly matched in magic power, following Kemmler&#039;s power boost from the Chaos Gods, Arkhan&#039;s thousands of years more experience with magic prove decisive. A beam-of-war between the two results in Kemmler being ripped to pieces. The magical backlash causes the abbey to explode and the blast floors most of both armies. To add insult to injury for Kemmler, Arkhan survives and laughs it off with nothing more than charred robes. &lt;br /&gt;
&lt;br /&gt;
Thus, Warhammer Fantasy&#039;s first Special Character was the first Special Character killed off in the End Times (the jury’s still out on whether this was intended or not). In hindsight, this seemed to be foreshadowing for what GW [[Rocks Fall, Everyone Dies|would end up doing to the Warhammer Fantasy setting]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==On The Tabletop==&lt;br /&gt;
Being the oldest Fantasy character, Kemmler naturally has had a number of rules variations on the tabletop and has appeared in most of the editions of the game (thanks to White Dwarf more than the individual army books). This is so long as we include his original appearance(s), which means he&#039;s had a total of 7 variations of his own rules (6th edition gave him rules twice as well for some odd reason), with the only thing remaining the same across all editions being that he had the Undead rule.&lt;br /&gt;
His appearance record is quite impressive, if for no other reason than GW remembered he existed and felt like giving him rules in a game where named characters were abruptly dropped from books for no reason (until AoS anyway, where he was first given very poor rules before being removed entirely). &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===4th Edtion===&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! || Pts || M || WS || BS || S || T || W || I || A || Ld || Sv&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Heinrich Kemmler:&#039;&#039;&#039; || 350-512 || 4 || 7 || 7 || 5 || 4 || 4 || 6 || 5 || 10 || -&lt;br /&gt;
|}&lt;br /&gt;
As anyone familiar with HeroHammer would be able to tell you, Kemmler&#039;s stats and weapons back in these editions were fucking bullshit. Having a statline that would allow him to annihilate most combat lords of 6th, 7th and 8th edition Kemmler also could get his own magic items and a skeleton steed (for +2 points) that made him harder to lock down and kill (optional, since this was back when named characters could buy their own magic items and with his cloak there was little reason to get the horse). Speaking of which, he was also a level 4 wizard who could equip the following:&lt;br /&gt;
*&#039;&#039;&#039;Chaos Tomb Blade&#039;&#039;&#039;: Kemmler&#039;s trusty sword that he&#039;s almost never without. In this edition it cost a whopping 75 points, but it was worth it as the Chaos Tomb Blade granted Kemmler a free spell every time he killed something (and if you take a look at his statline, you&#039;d realize there&#039;s never a time he isn&#039;t going to be killing something).&lt;br /&gt;
*&#039;&#039;&#039;Skull Staff&#039;&#039;&#039;: Kemmler&#039;s gibbering staff, which oddly enough received very few changes throughout the editions. In this edition it cost 35 points, it made enemies reveal all magic items when they came within 12&amp;quot; of Kemmler and it gave him +1 to dispel enemy spells (which given his level and how spells used to work, meant he dispelled nearly everything on a 2+ or very rarely, a 3+). In future editions the Skull Staff would usually keep one of these abilities (or both) and otherwise get something new in place of the one it lost.&lt;br /&gt;
*&#039;&#039;&#039;Cloak of Mists and Shadows&#039;&#039;&#039;: Like the Skull Staff, the Cloak of Mists and Shadows rarely gets changed around and is tied for having the fewest variations. In this edition it cost 50 points and gave him a free cast of Dark Mist, which made Kemmler Ethereal and allowed him to instantly move 24&amp;quot; so long as it wasn&#039;t dispelled or Kemmler hadn&#039;t decided to end it. Yes, this meant a combat monster was free to roam around the field at 24&amp;quot; a turn until the game was over, it&#039;s hardly a wonder he was changed around later.&lt;br /&gt;
&lt;br /&gt;
===5th Edition===&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! || Pts || M || WS || BS || S || T || W || I || A || Ld || Sv&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Heinrich Kemmler:&#039;&#039;&#039; || 450 || 4 || 4 || 4 || 4 || 4 || 4 || 6 || 3 || 10 || -&lt;br /&gt;
|}&lt;br /&gt;
5th Edition started to reign back the crazy profiles that appeared all over 4th, but that didn&#039;t mean it didn&#039;t have its own fair share of bullshit with its heroes. As such Kemmler&#039;s stats were dropped down a bit and his points increased... sort of (going up by 100 points base, but automatically given all his toys, so he&#039;s 60 points cheaper than a maxed-out 4th edition Lichemaster). He also lost 3 Weapon/Ballistic Skill, 1 Strength and 2 Attacks, but everything else with his profile remained the same. He also lost the ability to get a horse, something that would stay with him for the rest of Warhammer Fantasy since there was never a need for anyone to use him on one. Kemmler was still a level 4 wizard and armed with the following:&lt;br /&gt;
*&#039;&#039;&#039;Chaos Tomb Blade&#039;&#039;&#039;: Surprisingly this edition saw no changes to the Tomb Blade (unlike the latter editions). It was listed as the same price and still gave Kemmler free magic spells per kill, although thankfully he&#039;d be doing a whole lot less killing in this edition.&lt;br /&gt;
*&#039;&#039;&#039;Skull Staff&#039;&#039;&#039;: The Skull Staff is entirely unchanged in this edition. It still cost 35 points, made enemies reveal all magic items when they came within 12&amp;quot; of Kemmler and it gave him +1 to dispel enemy spells (which given his level and how spells used to work, meant he dispelled nearly everything on a 2+ or very rarely, a 3+). &lt;br /&gt;
*&#039;&#039;&#039;Cloak of Mists and Shadows&#039;&#039;&#039;: Dropped 20 points in cost (down to 30), but otherwise remained the same. In this edition it cost 50 points and gave him a free cast of Dark Mist, which made Kemmler Ethereal and allowed him to instantly move 24&amp;quot; so long as it wasn&#039;t dispelled or Kemmler hadn&#039;t decided to end it.&lt;br /&gt;
&lt;br /&gt;
===6th Edition v1.0===&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! || Pts || M || WS || BS || S || T || W || I || A || Ld || Sv&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Heinrich Kemmler:&#039;&#039;&#039; || 450 || 4 || 3 || 3 || 3 || 4 || 4 || 3 || 1 || 9 || -&lt;br /&gt;
|}&lt;br /&gt;
6th Edition once again kicked Kemmler right in the stats, dropping him down another 1 WS/BS, 1 Strength, 3 Initiative, 2 Attacks and 1 Leadership. It did help him out a little as far as his rules went though, even if he still cost a metric fuckton. He was still a Level 4 Necromancer, but this time with a whole host of new gear under his cloak and a shiny new rule:&lt;br /&gt;
*&#039;&#039;&#039;Sword&#039;&#039;&#039;: Kemmler dropped the Chaos Tomb Blade off somewhere, or was scared the Skaven might find it shiny and decide to steal it (since he was working alongside them at the time of getting these rules) so he only uses a normal sword in this version.&lt;br /&gt;
*&#039;&#039;&#039;Cloak of Mists and Shadows&#039;&#039;&#039;: In this edition it still makes Kemmler Ethereal, though for some reason loses its massive movement. It also makes it so that he can only attack other Ethereal creatures in close combat, although you were hardly going to have him in close combat to begin with unless it was to troll a combat lord who hadn&#039;t bought a magic weapon (they&#039;re more common than you think).&lt;br /&gt;
*&#039;&#039;&#039;Skull Staff&#039;&#039;&#039;: The Skull Staff had a minor change. While it still makes enemies reveal all magic items when they came within 12&amp;quot;, it no longer gives +1 to dispel, instead it allows Kemmler to re-roll the result on the Miscast table. Very handy for making sure he doesn&#039;t instantly die. Technically too the next four items are a part of his staff somehow:&lt;br /&gt;
**&#039;&#039;&#039;Power Stone&#039;&#039;&#039;: Once per game Kemmler could immediately give himself 2 free Power dice. Handy, if a little odd to see such a common item with him.&lt;br /&gt;
**&#039;&#039;&#039;Black Periapt&#039;&#039;&#039;: Kemmler apparently became fond of jewelry in this edition, as this is his second (and more useful) piece. It allows him to store one unused power/dispel dice, and then use it in the next magic phase (turning a power dice into a dispel dice and vice versa).&lt;br /&gt;
**&#039;&#039;&#039;Spell Familiar&#039;&#039;&#039;: Aside from picking up jewelry Kemmler also started keeping pets (aside from Krell). This one allows him to know an extra spell atop the usual 4 he already knows.&lt;br /&gt;
**&#039;&#039;&#039;Power Familiar&#039;&#039;&#039;: The second pet Kemmler keeps tied to his staff. This one gives him a free power dice and dispel dice every single magic phase.&lt;br /&gt;
Most of Kemmler&#039;s magic items work really well with the special rule he gained in this edition, you could potentially use the Power Stone, the Power Familiar and the Black Periapt to gain +4 power dice in one phase, just in case you felt like lubing up to use the rule to its full potential:&lt;br /&gt;
*&#039;&#039;&#039;Master of Necromancy&#039;&#039;&#039;: Kemmler can cast any spell he wants as many times as he wants so long as he still has power dice. It&#039;s essentially Khaine magic before Khaine came out and it&#039;s equally as broken. Presumably this is the reason Kemmler costs so much as he could heal up his entire army before scooting everyone across the battlefield, or just spamming Gaze of Nagash to annihilate annoying skirmisher units.&lt;br /&gt;
&lt;br /&gt;
===6th Edition v2.0===&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! || Pts || M || WS || BS || S || T || W || I || A || Ld || Sv&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Heinrich Kemmler:&#039;&#039;&#039; || 550 || 4 || 3 || 3 || 4 || 4 || 3 || 3 || 1 || 9 || 5++&lt;br /&gt;
|}&lt;br /&gt;
Yes he got rules twice for this edition, and you know what? His first showing was just a warmup to what he can really do. While he lost a few toys here and there (deciding two pets were too hard to care for, losing interest in his Power Stone and trading 1 Wound for 1 Strength) Kemmler&#039;s second version, despite being 100 points more expensive is easily one of the most powerful spellcasting Lords Warhammer Fantasy has seen, primarily due to still being Level 4, keeping the Master of Necromancy rule and gaining &#039;&#039;&#039;his own unique magic lore&#039;&#039;&#039;, as well as his own entire &#039;&#039;&#039;ARMY LIST&#039;&#039;&#039;. Before getting to that though, here&#039;s what he&#039;s armed with:&lt;br /&gt;
*&#039;&#039;&#039;Chaos Tomb Blade&#039;&#039;&#039;: In this edition it allows Kemmler to re-roll failed to Wound rolls and would be a great weapon if it was on anyone else. Fortunately it did have a use, if you combined it with Desiccating Grasp it gave a very welcome buff to the spell.&lt;br /&gt;
*&#039;&#039;&#039;Skull Staff&#039;&#039;&#039;: No change here either. It still makes enemies reveal all magic items when they came within 12&amp;quot; and it allows Kemmler to re-roll the result on the Miscast table. Very handy for making sure he doesn&#039;t instantly die.&lt;br /&gt;
*&#039;&#039;&#039;Cloak of Mists and Shadows&#039;&#039;&#039;: A slight change here, Kemmler&#039;s still Ethereal but he&#039;s no longer forced to only be able to attack other Ethereal creatures. Now he&#039;s free to walk up to anyone he wants and attempt to murder them with Desiccating Grasp while fearing no retaliation unless they have a magic weapon.&lt;br /&gt;
*&#039;&#039;&#039;Black Periapt&#039;&#039;&#039;: Luckily Kemmler decided to keep this over his Power Stone. It allows him to store one unused power/dispel dice, and then use it in the next magic phase (turning a power dice into a dispel dice and vice versa). No longer tied to his staff so you&#039;re not fucked if that gets destroyed.&lt;br /&gt;
*&#039;&#039;&#039;Power Familiar&#039;&#039;&#039;: The one pet Kemmler decided to keep under his coat. This one gives him a free power dice and dispel dice every single magic phase and like the Periapt it&#039;s no longer tied to his staff.&lt;br /&gt;
Aside from his gear Kemmler keeps the following rule, and gains a new one:&lt;br /&gt;
*&#039;&#039;&#039;Master of Necromancy&#039;&#039;&#039;: Kemmler can cast any spell he wants as many times as he wants so long as he still has power dice. Like before it&#039;s really powerful, and now even more so since his own spell lore is even better than regular Necromancy.&lt;br /&gt;
*&#039;&#039;&#039;Spells of Protection&#039;&#039;&#039;: Because only pussies gain their Ward saves from magic items. Kemmler finally decided he needed at least some save of some kind, so he cast a few spells on himself that give him a permanent 5+ Ward save that cannot be removed by any normal means (such as destroying a magic item, since this is a rule unique to him). Kemmler and his unit (should he be in one) also ignore one point of crumble, which can certainly help out if you lost because of something minor like musicians or outnumbering.&lt;br /&gt;
&lt;br /&gt;
===8th Edition===&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! || Pts || M || WS || BS || S || T || W || I || A || Ld || Sv&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Heinrich Kemmler:&#039;&#039;&#039; || 350 || 4 || 3 || 3 || 4 || 4 || 3 || 4 || 1(3) || 8 || -&lt;br /&gt;
|}&lt;br /&gt;
Kemmler had a very sad showing in 8th edition. After becoming an absolute magical beast in 6th which led his own unique army with its own unique units, 8th neutered him pretty hard and took away nearly all of the previous reasons you&#039;d bring him. In here he&#039;s stuck in a bizarre dual role of being a mediocre combat character thanks to trading -1 Ld for +1 Initiative (for some reason) and getting +2 attacks from his weapon, as well as being a good spellcaster (still level 4). However aside from the smaller games or a themed list where you wanted to avoid using vampires he&#039;d see little use. He had the following equipment:&lt;br /&gt;
*&#039;&#039;&#039;Chaos Tomb Blade&#039;&#039;&#039;: Kemmler&#039;s sword underwent a weird change in 8th, here it gave him +2 Attacks, and when he kills enemies they turn into extra models for the unit he&#039;s leading (so long as he was with Skeletons or Grave Guard). This could be very handy if he was in a souped-up unit of Grave Guard since it was essentially letting you get extra points, or helping you replenish your casualties from crumble, but most of the time you didn&#039;t want him in combat since any decent combat lord would kick his shit in and Kemmler has always cost a fuckload of points.&lt;br /&gt;
*&#039;&#039;&#039;Skull Staff&#039;&#039;&#039;: Oddly enough the Skull Staff went back to the rules it had in 4th/5th edition, making enemies reveal magic items when they get within 12&amp;quot; and giving Kemmler +1 to dispel. Handy, but you could recreate this for less than his cost.&lt;br /&gt;
*&#039;&#039;&#039;Cloak of Mists and Shadows&#039;&#039;&#039;: In this edition it gives Kemmler &#039;&#039;either&#039;&#039; the Fly or Ethereal rule. Most of the time this meant he was Ethereal as he was way too easy to kill otherwise.&lt;br /&gt;
That&#039;s all the stuff he gets, 8th dropped him down to his bare-basic gear and also removed his unique rules, which included removing his Ward save and anti-crumble. They did give him the following generic rules though:&lt;br /&gt;
*&#039;&#039;&#039;Loremaster (Lore of Vampires)&#039;&#039;&#039;: Kemmler knows all of the Lore of Vampires spells. This is to be expected since he already had a similar rule in the previous edition.&lt;br /&gt;
*&#039;&#039;&#039;Master of the Dead&#039;&#039;&#039;: Kemmler can increase Skeleton units to be larger than their starting size. Whoopee.&lt;br /&gt;
&lt;br /&gt;
===Age of Sigmar===&lt;br /&gt;
&lt;br /&gt;
In the &amp;quot;warhammer legends, hero of the old world&amp;quot; compendium, Kemmler returns with rules, but without points cost (those rules are for nostalgic and narrative play, after all). Here, Kemmler doesn&#039;t have a command ability, neither such a good unique spell (CV 5, every &amp;quot;vampire counts&amp;quot; model within 12&amp;quot; heals one wound. Only good with multi wounds models like varghaists or bats). For the rest, he can put some really nice tricks, like teleporting around the table at the start of the HERO PHASE (yes, he can move after), adding one to casting and unbinding rolls, and can pass wounds and mortals wounds to another &amp;quot;vampire count&amp;quot; unit at 2+ (no limitations about which unit can get the wounds, so this can have hilarious outcome: &amp;quot;hey Mannfred, can you step in front of me and take those incoming arrows in my place?&amp;quot; &amp;quot;why the hell i shou... Wait, what am I doing?! PLEASE NO! AAAAAH, RIGHT IN THE EYE!&amp;quot; &amp;quot;thanks Mannfred, you are the best bro ever&amp;quot; &amp;quot;FUCK YOU!&amp;quot;)&lt;br /&gt;
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==Lore of the Lichemaster==&lt;br /&gt;
Yep, at one point, back in 6th Edition Kemmler had his own spell lore. Only he could use it and he knew all of the spells in it (naturally). This was also back when Kemmler was built up to being close to Nagash in power and both his rules and his lore reflected this.&lt;br /&gt;
&lt;br /&gt;
As for how the spells themselves worked, the Lore of the Lichemaster was essentially a far more powerful version of Necromancy. Every spell has been upgraded in some way, shape or form and Kemmler has renamed some of them after himself, presumably to show up the original creator(s) (which are Nagash and Vanhel respectively).  &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Invocation of the Lichemaster&#039;&#039;&#039;: This spell has two uses and three casting levels. The use must be declared before the spell is rolled and they are to raise new skeletons and heal Wounds on a unit respectively. How many skeletons are created and how many Wounds are healed depend on the respective casting level. The first is 3+, and this created D6 Skeletons, or it heals D3 Wounds on any existing unit. The second value is 7+, which creates 2D6 Skeletons or heals 2D3 Wounds. The final one creates 3D6 Skeletons or heals 3D3 Wounds and its value is 11+. All Skeletons are armed with Hand Weapons and Shields, however if you create less than 5 Skeletons the spell fails to work.&lt;br /&gt;
**The way this spell is superior to the Invocation of Nehek is simple, it heals far more Wounds. In 6th the spell would only heal 1/2/3 Wounds respectively, as opposed to 1D3/2D3/3D3 Wounds, and you could use this spell on anything, from Vampires to Zombie Dragons and if you were playing for fun, you could use it in 7th to heal stuff like 3D3 Wounds that were on Blood Knights, whereas normally they could only be healed one Wound from any other source. On its own this spell is a good reason to take Kemmler, let alone the other shit he can do.&lt;br /&gt;
*&#039;&#039;&#039;Desiccating Grasp&#039;&#039;&#039;: A remains in play spell. If Kemmler casts this on himself (and he can only cast it on himself) then his attacks ignore armour saves, and if he causes even a single unsaved while this spell is active then he instantly kills whoever he hurt, no matter who/what they are and how many Wounds they had left.&lt;br /&gt;
**You know what&#039;s sweet about Hand of Dust? It&#039;s how it can instantly kill your opponent. You know what would make it even better? If it had a lower casting value (6+ instead of 7+), didn&#039;t take your attacks away and turned whoever it killed into a skeleton instead of turning them into dust. If you can find some sort of creative way to give Kemmler his attacks back (as well as some way to up his Strength) then you can emulate his 4th/5th edition versions where he can kill a ridiculous amount of things. Even with only one attack Kemmler has a 30% chance to Wound even T6 creatures (and better than 50% on T5) thanks to his sword, so using him to kill monsters even while he isn&#039;t buffed isn&#039;t out of the question. Think of it like Heroic Killing Blow but it always works so long as you Wound successfully.&lt;br /&gt;
*&#039;&#039;&#039;Eternal Vigour&#039;&#039;&#039;: The upgrade to Hellish Vigour. The targeted unit gains the Always Strikes First rule (Zombies also lose Always Strikes Last) and they re-roll all failed To Hit rolls, as well as all failed To Wound rolls. Cast this on pretty much anything and they become combat blenders.&lt;br /&gt;
**In this edition Hellish Vigour only granted re-rolls on To Hit rolls as well as Always Strikes First. They both had a 7+ casting value but the re-rolls on To Wound rolls are quite nice, and make stuff like Sword and Board Grave Guard hit harder (normally you&#039;d have to choose whether you wanted them to be the hammer, or the anvil and this way they could be both).&lt;br /&gt;
*&#039;&#039;&#039;Withering Gaze&#039;&#039;&#039;: Kemmler shoots beams of light from his eyes, [[Samurai Jack|Aku style]] and kills whatever he&#039;s looking at. It&#039;s a magic missile with 8+ to cast, and causes 2D6 Strength 4 hits, with a 36&amp;quot;(!) range.&lt;br /&gt;
**This is straight up Gaze of Nagash with an extra 12&amp;quot;, presumably because Kemmler wanted to show Nagash up in this magic dick-measuring contest.&lt;br /&gt;
*&#039;&#039;&#039;Kemmler&#039;s Danse Macabre&#039;&#039;&#039;: Pick an undead unit within 24&amp;quot; and isn&#039;t in close combat. That unit now gets to make a free 8&amp;quot; move as if it was the movement phase. This means this move can even be a charge, following the usual charge restrictions with the exception being that this move allows the unit to ignore the effects of both terrain and obstacles, and a failed charge (in the event that the charged unit flees since they get normal charge reactions and they have to take the appropriate Psychology tests) will still have the unit move 8&amp;quot;.&lt;br /&gt;
**This is Vanhel&#039;s Danse Macabre but better because not only does the move ignore terrain and obstacles (it&#039;s like that forest or that house wasn&#039;t even there) but it works up to 24&amp;quot;, as opposed to Vanhel&#039;s meager 18&amp;quot;, because Kemmler can&#039;t get away with only showing up Nagash. The only downside is that it has a casting value of 10+ instead of the 9+ of Vanhel&#039;s spell.&lt;br /&gt;
*&#039;&#039;&#039;Curse of Eternities&#039;&#039;&#039;: Arguably Kemmler&#039;s greatest spell. Pick an enemy unit within 24&amp;quot;, even one engaged in close combat, then roll a dice for each model in the unit. On a 5+ that model takes a Wound with no Armour saves allowed. To make matters better, this spell is a Remains in Play spell that only grows stronger over time, at the start of the next magic phase every model takes a Wound on a 4+, then in the next phase it&#039;s a 3+, then it&#039;s a 2+, where it finally caps. This spell even affects characters in the unit, although if they leave they become free of its effects.&lt;br /&gt;
**This spell is Curse of Years on steroids. Curse of Years only has a 10+ to cast as opposed to Curse of Eternities 13+, however Curse of Years cannot be cast into combat, and its first roll is only on a 6+ before it gets better (making it lag behind by a significant amount and limiting its use).&lt;br /&gt;
Overall the Lore of the Lichemaster is an incredibly powerful lore that is even preferable to the 7th and 8th edition Lore of Vampires due to its many uses and having many advantages to its spells that the regular lore lacks. It&#039;s a shame Kemmler didn&#039;t feel like teaching it to anyone, as having such a powerful lore without having to pay his 550 points cost to get it would&#039;ve been awesome. Thankfully his Master of Necromancy rule softens the blow somewhat when you realize you have no limitations to the amount of times each of the spells can be used in a single magic phase.&lt;br /&gt;
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==Army of the Lichemaster==&lt;br /&gt;
Yep, as if having his own spell lore wasn&#039;t enough, Kemmler had his own fucking &#039;&#039;&#039;ARMY LIST&#039;&#039;&#039;. This wasn&#039;t even one of those half-assed army lists either (like that Kislev bullshit), Kemmler&#039;s army is comprised of 13 units (almost being as big as the actual rulebook armies), 9 of which are entirely unique to his army and it also has its own magic items completely unique to it (which is a shame because most of them are fucking awesome and would be great choices in other armies). The army is based on the entities Kemmler summoned from the Barrows when he attacked the Wood Elves, and as such many of them have not been seen before or since. Even now it can still be fun to experiment with as it has oddball stuff like Wight Kings with Great Weapons riding Chariots (it made more sense in the editions when charging allowed you to strike first with them), Ethereal undead spellcasters that were T2 and could use the Lore of Heavens, and core choices that were Strength 5, Toughness 5, with three Wounds and 4 Attacks!&lt;br /&gt;
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&lt;br /&gt;
===Army Rules===&lt;br /&gt;
All units in the Army of the Lichemaster are governed by the following:&lt;br /&gt;
*&#039;&#039;&#039;Undead&#039;&#039;&#039;: Universal. Like usual it&#039;s a mishmash of other rules:&lt;br /&gt;
**&#039;&#039;&#039;Break Tests&#039;&#039;&#039;: When you lose combat, you take an unsaveable amount of Wounds equal to the amount you lost by instead of taking a break test. In the even of multiple combats, these Wounds apply to all units on the losing side.&lt;br /&gt;
**&#039;&#039;&#039;Immune to Psychology&#039;&#039;&#039;: Exactly what it says on the tin.&lt;br /&gt;
**&#039;&#039;&#039;Cause Fear&#039;&#039;&#039;: Same as above.&lt;br /&gt;
**&#039;&#039;&#039;Charge Reactions&#039;&#039;&#039;: Undead can only Hold when they&#039;re charged, a shame as Kemmler&#039;s army can actually get shooting attacks.&lt;br /&gt;
**&#039;&#039;&#039;Marching&#039;&#039;&#039;: No unit can March unless they&#039;re within 12&amp;quot; of Kemmler.&lt;br /&gt;
*&#039;&#039;&#039;The Lichemaster&#039;&#039;&#039;: Kemmler must be in the army and he must be the general. If he&#039;s ever killed (as much as he can be anyway), then at the end of the phase (and the start of every controlling player turn afterwards) everyone in the army must take a Leadership test, taking a Wound for every point they fail by, unless they&#039;re a character. If units have characters in them they can use the character&#039;s Leadership, which oddly enough means that Kemmler dying hardly affects most of his army. The average Ld is 8 and characters are either Ld9 or Ld10. If there was anybody else who could use Necromancy in this list then Kemmler dying could be entirely healed off. Oddly enough too the rules state that if Kemmler is taken below 0 Wounds but somehow gets them back then the army-wide crumble ceases to apply.&lt;br /&gt;
&lt;br /&gt;
====Lords====&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! || Pts || M || WS || BS || S || T || W || I || A || Ld || Sv&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Heinrich Kemmler:&#039;&#039;&#039; || 550 || 4 || 3 || 3 || 4 || 4 || 3 || 3 || 1 || 9 || 5++&lt;br /&gt;
|}&lt;br /&gt;
*Naturally Kemmler is the one and only Lord of this army. He&#039;s compulsory so you might as well learn to like him, despite his 550 points cost. He&#039;s an absolute magical beast especially if he teams up with a Shadow Druid carrying the right items and he has the following profile and items/rules:&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
*&#039;&#039;&#039;Unit Size&#039;&#039;&#039;: Just Kemmler.&lt;br /&gt;
*&#039;&#039;&#039;Chaos Tomb Blade&#039;&#039;&#039;: This allows kemmler to re-roll failed To Wound rolls and stacks nicely with Dessicating Grasp.&lt;br /&gt;
*&#039;&#039;&#039;Skull Staff&#039;&#039;&#039;: Enemies have to reveal all magic items when they come within 12&amp;quot; and it allows Kemmler to re-roll the result on the Miscast table. Very handy for making sure he doesn&#039;t instantly die to a bad casting/miscast roll.&lt;br /&gt;
*&#039;&#039;&#039;Cloak of Mists and Shadows&#039;&#039;&#039;: Kemmler&#039;s Ethereal. A very nice survivability bonus and it allows Kemmler to troll a few heroes/lords and their mounts who don&#039;t have magic weapons (they&#039;re more common than you might think).&lt;br /&gt;
*&#039;&#039;&#039;Black Periapt&#039;&#039;&#039;: Kemmler can store one unused power/dispel dice, and then use it in the next magic phase (turning a power dice into a dispel dice and vice versa). &lt;br /&gt;
*&#039;&#039;&#039;Power Familiar&#039;&#039;&#039;: Kemmler gets a free power dice and dispel dice in their respective magic phases.&lt;br /&gt;
:&#039;&#039;In addition to the above equipment, Kemmler also has the following rules:&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Magic&#039;&#039;&#039;: Kemmler is a level 4 Wizard who knows all the spells in Lore of the Lichemaster.&lt;br /&gt;
*&#039;&#039;&#039;Master of Necromancy&#039;&#039;&#039;: Kemmler can cast any spell he wants as many times as he wants so long as he still has power dice. An extremely powerful rule that almost justifies his obscene points cost on its own.&lt;br /&gt;
*&#039;&#039;&#039;Spells of Protection&#039;&#039;&#039;: Because only pussies gain their Ward saves from magic items. Kemmler finally decided he needed at least some save of some kind, so he cast a few spells on himself that give him a permanent 5+ Ward save that cannot be removed by any normal means (such as destroying a magic item, since this is a rule unique to him). Kemmler and his unit (should he be in one) also ignore one point of crumble, which can certainly help out if you lost because of something minor like musicians or outnumbering.&lt;br /&gt;
*&#039;&#039;&#039;Undead&#039;&#039;&#039;: As described above.&lt;br /&gt;
&lt;br /&gt;
====Heroes====&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! || Pts || M || WS || BS || S || T || W || I || A || Ld || Sv&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Krell:&#039;&#039;&#039; || 190 || 4 || 5 || 3 || 4 || 4 || 3 || 4 || 4 || 6 || 4+/4++&lt;br /&gt;
|}&lt;br /&gt;
*Like Kemmler, Krell is compulsory and how much you like him will depend almost entirely on how well you do with Stupidity tests, as Krell unfortunately has that rule and Kemmler&#039;s only Ld9. Still, Krell&#039;s more of a melee powerhouse in this edition than he is in later iterations and no matter who you point him towards, so long as it isn&#039;t a monster he&#039;s practically guaranteed to fuck shit up. He has the following profile and magic items/rules:&lt;br /&gt;
*&#039;&#039;&#039;Unit Size&#039;&#039;&#039;: Just Krell.&lt;br /&gt;
*&#039;&#039;&#039;Black Axe of Krell&#039;&#039;&#039;: Way better in this edition than it was in later editions, the Black Axe of Krell is a Great Weapon that aside from the usual rules, also causes whoever it Wounds to roll a dice at the start of each player&#039;s magic phases. On a 1-2, the model suffers an additional Wound that ignores Armour saves, and this effect lasts for the rest of the game. Even if Krell is killed, this ability is likely to finish off whoever killed him.&lt;br /&gt;
*&#039;&#039;&#039;Crown of the Damned&#039;&#039;&#039;: Krell has a 4+ Ward save and suffers from Stupidity. In addition the crown has fused to Krell and the two have become one entity, in practice this means the item is indestructible, in effect meaning it cannot be destroyed by spells such as Vaul&#039;s unmaking.&lt;br /&gt;
*&#039;&#039;&#039;Chaos Armour:&#039;&#039;&#039; Krell was a former Chaos champion after all, so naturally he has Chaos Armour. Given how he&#039;s armed though it&#039;s more of a mulligan compared to stuff like his crown.&lt;br /&gt;
:&#039;&#039;In addition to his fancy hat and axe, Krell has the following rules:&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The King of Wights&#039;&#039;&#039;: Krell&#039;s killing blow works on a 5+ instead of a 6+. If you use Eternal Vigour on Krell you&#039;re practically guaranteed 4 Wounds, about half of which benefit from Killing Blow. This in turn also means Krell&#039;s a close combat monster and a terrifying opponent against anyone who can be affected by Killing Blow.&lt;br /&gt;
*&#039;&#039;&#039;Undead&#039;&#039;&#039;: As described above.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! || Pts || M || WS || BS || S || T || W || I || A || Ld || Sv&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Barrow King:&#039;&#039;&#039; || 100 || 4 || 4 || 3 || 4 || 4 || 2 || 4 || 3 || 9 || 5+&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Chariot:&#039;&#039;&#039; || - || - || - || - || 5 || 5 || 4 || - || - || - || 4+&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Skeletal Steed:&#039;&#039;&#039; || - || 8 || 2 || 2 || 3 || - || - || 2 || 1 || - || -&lt;br /&gt;
|}&lt;br /&gt;
*Yet another compulsory choice, so you might as well learn to love them. It&#039;s a Wight King that always comes mounted on a Chariot; Their statlines and points costs are pretty bad, but their chariots are quite good and the magic items they can take are fantastic, so their impact largely depends on how they&#039;re built and when you use them. Done properly they can very well surprise you with the destruction they can bring.&lt;br /&gt;
*&#039;&#039;&#039;Unit Size&#039;&#039;&#039;: One Barrow King on a Chariot pulled by two Skeletal Steeds.&lt;br /&gt;
*&#039;&#039;&#039;Generic Equipment&#039;&#039;&#039;: Hand Weapon, Heavy Armour and Great Weapon.&lt;br /&gt;
*&#039;&#039;&#039;Options&#039;&#039;&#039;: &lt;br /&gt;
**Barrow Kings can choose Magic Items from the common lists or the Archeological Artefacts list of up to 50 points.&lt;br /&gt;
:::It&#039;s rather a shame they can&#039;t choose shields aside from magic ones. With some editions this would provide them a massive armour boost against missile fire (in 7th for example, having a 4+ save on a 4+ Chariot would mean you had a 2+ Armour save against missile fire).&lt;br /&gt;
:&#039;&#039;In addition to the above equipment, Barrow Kings have the following special rules:&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Magical Attacks&#039;&#039;&#039;: Exactly what you think it means.&lt;br /&gt;
*&#039;&#039;&#039;Killing Blow&#039;&#039;&#039;: Same as above. &lt;br /&gt;
**At the time this was actually a bit different than the regular book, because back then Wight Kings gained both of their abilities from the weapons they used, and as such they could be taken away by spells like Vaul&#039;s Unmaking. Since these are special rules they are exempt to such tactics, and in one case Killing Blow can cause a ridiculous chain reaction of deaths thanks to a certain sword (think beheading lightning).&lt;br /&gt;
*&#039;&#039;&#039;Undead&#039;&#039;&#039;: As described above.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! || Pts || M || WS || BS || S || T || W || I || A || Ld || Sv&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Shadow Druid:&#039;&#039;&#039; || 70 || 4 || 2 || 0 || 2 || 2 || 2 || 2 || 1 || 10 || -&lt;br /&gt;
|}&lt;br /&gt;
*The first choice that isn&#039;t compulsory, although these guys are awesome enough you&#039;re going to want 1-2 of them anyway. They have the single worst profile out of all characters in Warhammer Fantasy (presumably because they&#039;re ghosts and have no physical body), however their rules certainly make up for it and their magic items are must-haves.&lt;br /&gt;
*&#039;&#039;&#039;Unit Size&#039;&#039;&#039;: One Shadow Druid.&lt;br /&gt;
*&#039;&#039;&#039;Magic&#039;&#039;&#039;: Shadow Druids are Level 1 Wizards who can use the Lore of Death or the Lore of Shadow.&lt;br /&gt;
*&#039;&#039;&#039;Generic Equipment&#039;&#039;&#039;: Hand Weapon. With a statline like theirs it&#039;s not like they should have anything more anyway.&lt;br /&gt;
*&#039;&#039;&#039;Options&#039;&#039;&#039;: &lt;br /&gt;
**Shadow Druids can choose Magic Items from the common lists or the Archeological Artefacts list of up to 50 points.&lt;br /&gt;
**Shadow Druids can be upgraded to Level 2 Wizards for +35 points.&lt;br /&gt;
:&#039;&#039;In addition to the above equipment, Shadow Druids have the following special rules:&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Undead&#039;&#039;&#039;: As described above.&lt;br /&gt;
*&#039;&#039;&#039;Ethereal&#039;&#039;&#039;: Awesome. This means that your Shadow Druid can go with units or on their own, and like Kemmler they can be challenge trolls, holding up anyone who doesn&#039;t have a magic weapon.&lt;br /&gt;
**A nice thing to note is their Ld of 10 on top of being Wizards. This means that one of them can babysit Krell while still being able to cast spells should Krell fail his stupidity test.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Those are all the heroes that the Army of the Lichemaster gets, which unfortunately means you get no Battle Standard Bearer. This is quite unfortunate as unless Krell has a babysitter it&#039;s easier for him to fail his test than you&#039;d think and some of your other choices die if they fail their Leadership tests. In turn this means Krell either goes along on his own beside other units, or you pair him with a Shadow Druid the entire time which admittedly doesn&#039;t work out all that badly.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Core Units====&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! || Pts || M || WS || BS || S || T || W || I || A || Ld || Sv&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Skeleton Warrior:&#039;&#039;&#039; || 7 || 4 || 2 || 2 || 3 || 3 || 1 || 2 || 1 || 3 || 6+&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Skeleton Chieftain:&#039;&#039;&#039; || - || 4 || 2 || 2 || 3 || 3 || 1 || 2 || 2 || 3 || 6+&lt;br /&gt;
|}&lt;br /&gt;
*One unit of these are compulsory, which is unfortunate as they pale in comparison to literally every other choice in the army. You might as well find a use for them though since you have to take at least one unit, whether it&#039;s as a small unit of charge re-directors, a large tar pit, small javelin throwers meant to annoy or just a bunker to hide Kemmler in. Fortunately they&#039;re also the last the Compulsory units and from here on out you&#039;re free to choose what you wish.&lt;br /&gt;
*&#039;&#039;&#039;Unit Size&#039;&#039;&#039;: 10-40 Skeleton Warriors.&lt;br /&gt;
*&#039;&#039;&#039;Generic Equipment&#039;&#039;&#039;: Hand Weapon and Shields.&lt;br /&gt;
*&#039;&#039;&#039;Options&#039;&#039;&#039;: &lt;br /&gt;
**Any unit may replace their Shields with Great Weapons for +2 points per model. This is actually a good idea if you want to make them useful, as S5 models for only 9 points each are a pretty decent deal, especially if Kemmler casts Eternal Vigour on them, you&#039;ll end up with Core than can wreck the shit of most Special choices.&lt;br /&gt;
**Any unit may be equipped with Javelins for +2 points per model. An iffy prospect at best, especially depending on the edition you&#039;re playing at. In the editions before 8th, you&#039;d hit on a 5+ so long as then enemy had no cover (regardless of moving and long range) and you could pick away at a few wounds each turn, but at 9 points and the comparatively short range of Javelins made them little more than an annoyance that cost too much.&lt;br /&gt;
**Any unit may be equipped with Light Armour for +1 point per model. A good choice if you want to keep them with sword and board.&lt;br /&gt;
**Any unit may be equipped with Spears for +1 point per model. Skeleton Warriors can make for a decent horde and like with Great Weapons, casting Eternal Vigour on them can have them put out a surprising amount of damage. Cheaper than Great Weapons though they&#039;re slightly more durable and not as likely to kill as much.&lt;br /&gt;
**Skeleton Warriors can buy Command for the respective costs: Musician (+5 points), Chieftain (+10 points), Standard Bearer (+10 points).&lt;br /&gt;
:&#039;&#039;In addition to the above equipment, Skeleton Warriors have the following rule:&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Undead&#039;&#039;&#039;: Slap yourself if you thought otherwise.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! || Pts || M || WS || BS || S || T || W || I || A || Ld || Sv&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ghost:&#039;&#039;&#039; || 60 || 6 || 2 || 0 || 3 || 3 || 1 || 1 || 0 || 10 || -&lt;br /&gt;
|}&lt;br /&gt;
*These work similarly to Banshees, although they are far better at it than those ghosts. Unfortunately this is balanced out by the fact that they have a chance to die each turn (and when that happens, they can&#039;t come back). Don&#039;t be scared off by their terrible statlines, thanks to their special rule proper use can have them kill models that are worlds above them in terms of points quite easily and even models that have magic items/weapons aren&#039;t safe.&lt;br /&gt;
*&#039;&#039;&#039;Unit Size&#039;&#039;&#039;: 1 Ghost.&lt;br /&gt;
*&#039;&#039;&#039;Generic Equipment&#039;&#039;&#039;: Hand Weapon. They can&#039;t actually attack so it&#039;s not like they need anything else.&lt;br /&gt;
:&#039;&#039;In addition to the above equipment, Ghosts have the following rules:&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Undead&#039;&#039;&#039;: It figures. &lt;br /&gt;
*&#039;&#039;&#039;Ethereal&#039;&#039;&#039;: Fucking duh.&lt;br /&gt;
*&#039;&#039;&#039;Tormented&#039;&#039;&#039;: Ghosts always act as if Kemmler had died, following the Lichemaster rule described in the Army Rules. If Kemmler ever dies then they have to take the test twice. Of course if they fail at all (a little hard on Ld 10, but you&#039;ll be taking a lot of tests) they instantly die. Lorewise this is because they&#039;re constantly fighting Kemmler&#039;s control as they don&#039;t actually want to hurt the living (whereas Banshees and Cairn Wraiths do), but Kemmler uses them anyway because (former) beggars can&#039;t be choosers.&lt;br /&gt;
*&#039;&#039;&#039;Chill Attack:&#039;&#039;&#039; The main reason you take these guys. This attack can only be used in close combat and doesn&#039;t work on units that are Immune to Psychology. At the start of the close combat phase, the unit(s) engaged with the ghost must take a Leadership test on 2D6+2, taking a Wound for every point that they fail by. These Wounds ignore Armour saves, are distributed like combat casualties (so in editions earlier than 8th would take away the attacks that the targeted unit(s) could make back) and count towards combat resolution, which is awesome. On their own these guys can slaughter monsters, wipe out skirmishers and utterly break units of elite models. They also combine extremely well with anything that decreases the enemy&#039;s Leadership, as well as any other unit of yours (since they even work before Always Strikes First and as stated, can take away attacks from enemy units, therefore protecting your own units) and they&#039;re absolute hell for any cavalry that can be affected by them.&lt;br /&gt;
*&#039;&#039;&#039;Core Units&#039;&#039;&#039;: Ghosts do not count towards the minimum amount of Core units you must have. A real shame because they can be pretty awesome, skeletons can seem like sub-par choices, and the next choice is really expensive. If Ghosts didn&#039;t have this rule they&#039;d be the perfect Core choice filler.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! || Pts || M || WS || BS || S || T || W || I || A || Ld || Sv&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Simulacra:&#039;&#039;&#039; || 65 || 5 || 4 || 0 || 5 || 5 || 3 || 1 || 4 || 10 || 5+&lt;br /&gt;
|}&lt;br /&gt;
*These are walking statues made in the appearances of the various gods of death, and they&#039;re fucking awesome. Simulacra work like Tomb Kings Ushabti, except they&#039;re even better and they&#039;re core! While they might be limiting as far as static resolution goes, Simulacra are murder machines that only get better with Eternal Vigour cast upon them.&lt;br /&gt;
*&#039;&#039;&#039;Unit Size&#039;&#039;&#039;: 3+ Simulacra.&lt;br /&gt;
*&#039;&#039;&#039;Generic Equipment&#039;&#039;&#039;: Hand Weapon. With a profile like that who needs anything else?&lt;br /&gt;
:&#039;&#039;In addition to the above equipment, Simulacra have the following rule:&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Undead Constructs&#039;&#039;&#039;: Simulacra have the Undead rule and on top of that suffer one less Wound from Crumble than normal (which really helps save them in case the enemy outnumbers/has a musician) and it also gives them a 5+ Armour save.&lt;br /&gt;
&lt;br /&gt;
====Special Units====&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! || Pts || M || WS || BS || S || T || W || I || A || Ld || Sv&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Embalmed One:&#039;&#039;&#039; || 12 || 3 || 3 || 0 || 4 || 5 || 1 || 3 || 1 || 8 || -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cadaver:&#039;&#039;&#039; || - || 3 || 3 || 0 || 4 || 5 || 1 || 3 || 2 || 8 || -&lt;br /&gt;
|}&lt;br /&gt;
*The anvil to end all anvils. The Simulacra&#039;s points costs hold them back from being a great tar pit, but the Embalmed Ones have no issue, having good Strength and fantastic Toughness. Just watch out for poisons and other auto-wounding effects. They&#039;re also basically 4th edition mummies with fewer Wounds (and use the same models) which is awesome.&lt;br /&gt;
*&#039;&#039;&#039;Unit Size&#039;&#039;&#039;: 5-20 Embalmed Ones.&lt;br /&gt;
*&#039;&#039;&#039;Generic Equipment&#039;&#039;&#039;: Hand Weapon. Unfortunately they can&#039;t get anything else which is a real shame.&lt;br /&gt;
*&#039;&#039;&#039;Options&#039;&#039;&#039;:&lt;br /&gt;
**One Embalmed One can be upgraded to a Cadaver for +14 points.&lt;br /&gt;
:&#039;&#039;In addition to the above equipment, Embalmbed Ones have the following rule:&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Undead&#039;&#039;&#039;: Yep, the mummies have it too.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! || Pts || M || WS || BS || S || T || W || I || A || Ld || Sv&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Horseman:&#039;&#039;&#039; || 16 || 4 || 2 || 2 || 3 || 3 || 1 || 2 || 1 || 5 || 4+&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Chieftain:&#039;&#039;&#039; || - || 4 || 2 || 2 || 3 || 3 || 1 || 2 || 2 || 5 || 4+&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Skeletal Steed:&#039;&#039;&#039; || - || 8 || 2 || 0 || 3 || 3 || 1 || 2 || 1 || 5 || -&lt;br /&gt;
|}&lt;br /&gt;
*Kemmler&#039;s poorly named and overpriced cavalry, good for flank charges and that&#039;s about it. Their points costs are very prohibitive so if you&#039;re taking them, make sure you&#039;re going to get your money&#039;s worth and break the enemy on the charge, otherwise they&#039;re just going to waste. At least their points cost have an explanation as far as the lore goes, that being the Barrow Kings couldn&#039;t find many uses for cavalry in a forest, so they hardly had any.&lt;br /&gt;
*&#039;&#039;&#039;Unit Size&#039;&#039;&#039;: 5-16 Unquiet Horsemen.&lt;br /&gt;
*&#039;&#039;&#039;Generic Equipment&#039;&#039;&#039;: Hand Weapon, Spear, Light Armour and Shield.&lt;br /&gt;
*&#039;&#039;&#039;Options&#039;&#039;&#039;:&lt;br /&gt;
**Any unit may replace their Spears with Lances for +1 point per model. The points cost for this unit might as well be 17 points per model as this is a near-mandatory upgrade.&lt;br /&gt;
**Any unit may replace their Light Armour with Heavy Armour for +2 points per model. Not too bad an idea, you&#039;re already paying out the nose for this unit, so you might as well make them survivable.&lt;br /&gt;
**Unquiet Horsemen can buy Command for the respective costs: Musician (+5 points), Chieftain (+10 points), Standard Bearer (+10 points).&lt;br /&gt;
:&#039;&#039;In addition to the above equipment, Unquiet Horsemen have the following rule:&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Undead&#039;&#039;&#039;: Yep, they&#039;ve got it too.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! || Pts || M || WS || BS || S || T || W || I || A || Ld || Sv&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Barrow Guardian:&#039;&#039;&#039; || 12 || 4 || 3 || 3 || 4 || 4 || 1 || 3 || 1 || 8 || 5+&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dread Guardian:&#039;&#039;&#039; || - || 4 || 3 || 3 || 4 || 4 || 1 || 3 || 2 || 8 || 5+&lt;br /&gt;
|}&lt;br /&gt;
*Grave Guard with a different name and newer options/rules for the time. They used to be outright better than regular Grave Guard as their magic attacks/killing blow weren&#039;t dependent on the weapons they used, but the later editions of VC changed them to make them almost identical to these guys. In effect these are going to be the elite troops of your army, as there is nothing in the game they cannot handle with the right equipment and Eternal Vigour.&lt;br /&gt;
*&#039;&#039;&#039;Unit Size&#039;&#039;&#039;: 10-30 Barrow Guardians.&lt;br /&gt;
*&#039;&#039;&#039;Generic Equipment&#039;&#039;&#039;: Hand Weapon, Corroded Heavy Armour (it has the same effect as the normal stuff).&lt;br /&gt;
*&#039;&#039;&#039;Options&#039;&#039;&#039;:&lt;br /&gt;
**Any unit may be equipped with Great Weapons +3 points per model. You&#039;re paying out the ass for this upgrade, but in turn you get a unit that can slaughter everything in its path. If you are buying this upgrade, make sure you&#039;re not letting their unit-wide S6 go to waste.&lt;br /&gt;
**Any unit may be equipped with Shields for +1 point per model. Mandatory if you&#039;re not taking Great Weapons, otherwise you can skip it.&lt;br /&gt;
**Barrow Guardians can buy Command for the respective costs: Musician (+6 points), Dread Guardian (+12 points), Standard Bearer (+12 points).&lt;br /&gt;
**A Standard Bearer can carry a Magic Standard worth up to 50 points. This is quite handy since aside from the obvious, you&#039;re not limited to only having one unit of these with a Magic Standard (unlike many other armies).&lt;br /&gt;
:&#039;&#039;In addition to the above equipment, Barrow Guardians have the following rules:&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Undead&#039;&#039;&#039;: Figures.&lt;br /&gt;
*&#039;&#039;&#039;Magical Attacks&#039;&#039;&#039;: Just like their Barrow Kings.&lt;br /&gt;
*&#039;&#039;&#039;Killing Blow&#039;&#039;&#039;: Not exactly reliable, but it is handy when it goes off.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! || Pts || M || WS || BS || S || T || W || I || A || Ld || Sv&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tomb Stalker:&#039;&#039;&#039; || 45 || 6 || 4 || 0 || 5 || 5 || 4 || 3 || 4 || 8 || 5+&lt;br /&gt;
|}&lt;br /&gt;
*A bizarre unit for more than a few reasons. Like the Simulacra they are stone constructs (usually) with awesome statlines, however they&#039;re very limited in size and despite their Undead Construct rule are prone to being killed through static combat resolution. Thanks to their very cheap points cost (comparatively) you might want to take quite a few, but that eats up your special choices very quickly and even in 8th you&#039;re only allowed 3. As such they&#039;re better for keeping smaller units in check, taking out Skirmishers and hunting down more annoying units that you wouldn&#039;t want to spare an entire unit block to deal with.&lt;br /&gt;
*&#039;&#039;&#039;Unit Size&#039;&#039;&#039;: 1 Tomb Stalker.&lt;br /&gt;
*&#039;&#039;&#039;Generic Equipment&#039;&#039;&#039;: Claws/Tails/Fists/Whatever they&#039;re modeled with, aka a Hand Weapon. Like the Simulacra they don&#039;t need anything else.&lt;br /&gt;
:&#039;&#039;In addition to the above equipment, Tomb Stalkers have the following rule:&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Undead Constructs&#039;&#039;&#039;: Just like their Core choice stone buddies, Tomb Stalkers have the Undead rule and on top of that suffer one less Wound from Crumble than normal. Unfortunately as mentions this hardly helps them survive static combat resolution and is more of a mulligan. It also gives them a 5+ Armour save.&lt;br /&gt;
&lt;br /&gt;
====Rare Units====&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! || Pts || M || WS || BS || S || T || W || I || A || Ld || Sv&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Gloom:&#039;&#039;&#039; || 6 || 4 || 2 || 0 || 2 || 2 || 1 || 1 || 1 || 5 || -&lt;br /&gt;
|}&lt;br /&gt;
*A strange case, essentially being zombie ghosts. Meant to be a tarpit but they usually end up dying to their own rules more than anything else. Even so they can be quite good at holding up very high Strength units that the Embalmbed Ones can&#039;t handle even with their T5. If you&#039;re left with the power dice to spare however, Invocation of the Lichemaster can keep them in perfect shape without much issue and they might impress you against stuff like units with Great Weapons.&lt;br /&gt;
*&#039;&#039;&#039;Unit Size&#039;&#039;&#039;: 10-20 Glooms.&lt;br /&gt;
*&#039;&#039;&#039;Generic Equipment&#039;&#039;&#039;: Throttling Dead Hands (aka a Hand Weapon, or two if your opponent is generous and/or you want to try rules lawyer arguing it).&lt;br /&gt;
:&#039;&#039;In addition to the above equipment, Glooms have the following rules:&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Ethereal&#039;&#039;&#039;: The main reason you&#039;re taking them. Think of them as a unit of very weak Wraiths.&lt;br /&gt;
*&#039;&#039;&#039;Tormented&#039;&#039;&#039;: Like Ghosts the Glooms tend to destroy themselves. Unlike Ghosts, the entire unit doesn&#039;t die when they fail the test once. Unfortunately this also prevents them from using Kemmler&#039;s Leadership when they take the test.&lt;br /&gt;
*&#039;&#039;&#039;Spirit Levy&#039;&#039;&#039;: Basically the Skaven rule Strength in Numbers, the Glooms add their rank bonus to their Leadership. In practice this means they&#039;ll pass their tormented test more often than not provided they&#039;re at full Strength. If you&#039;re still worried about them even with Ld8, you could put a Shadow Druid in their unit as they&#039;re also Ethereal and have Ld10, therefore making sure the unit isn&#039;t going anywhere.&lt;br /&gt;
*&#039;&#039;&#039;Undead&#039;&#039;&#039;: Yep, they&#039;re spirits.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Winged Nightmares&#039;&#039;&#039;: &lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! || Pts || M || WS || BS || S || T || W || I || A || Ld || Sv&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Winged Nightmare:&#039;&#039;&#039; || 175 || 6 || 4 || 0 || 5 || 5 || 4 || 2 || 3 || 5 || -&lt;br /&gt;
|}&lt;br /&gt;
*Because Kemmler&#039;s powerful enough to have several of these things running around without other necromancers to power them. Winged Nightmares are of dubious use in this army, filling mostly the same role as the Tomb Stalkers (albeit for 130 points more) and having the added bonus of being able to hunt War Machine crews. However even in that role they&#039;re outdone by a Barrow King with a certain magic item (who&#039;s also 25 points cheaper). Still they&#039;re not actually bad at what they do, just outdone by some others in certain situations/with certain equipment, however if you&#039;ve got other uses for Tomb Stalkers/you can&#039;t get a Barrow King on a Sky Chariot then you&#039;ll find they can do their job very well indeed. Depending on the edition you can also get great use out of their Terror rule as well.&lt;br /&gt;
*&#039;&#039;&#039;Unit Size&#039;&#039;&#039;: 1 Winged Nightmare.&lt;br /&gt;
*&#039;&#039;&#039;Generic Equipment&#039;&#039;&#039;: Hand Weapon. It&#039;s not like a monster can get anything else.&lt;br /&gt;
:&#039;&#039;In addition to the above equipment, Winged Nightmares have the following rules:&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Undead&#039;&#039;&#039;: Kemmler&#039;s Nightmares are Frankenstein creations between stuff like Manticores and Griffons, so naturally they&#039;re undead too.&lt;br /&gt;
*&#039;&#039;&#039;Terror&#039;&#039;&#039;: As it says on the tin. Either really good or mediocre depending on the edition you&#039;re playing.&lt;br /&gt;
*&#039;&#039;&#039;Impale&#039;&#039;&#039;: The Winged Nightmare gets +1 Strength on the turn it charges. In turn this means it Wounds even Dwarf artillery crews on 2+ when it makes the charge to ensure it makes the kill.&lt;br /&gt;
*&#039;&#039;&#039;Fly&#039;&#039;&#039;: Awesome, and the main reason you&#039;re taking them. Unfortunately it also makes them a big target which isn&#039;t helped by the next rule.&lt;br /&gt;
*&#039;&#039;&#039;Large Target&#039;&#039;&#039;: On the one hand it&#039;s nice that it can help them see over terrain (depending on the edition), on the other hand it really hurts to see them get shot. A lucky bolt thrower can definitely put them down.&lt;br /&gt;
&lt;br /&gt;
====Archeological Artefacts====&lt;br /&gt;
:Kemmler&#039;s Magic Items. Both Barrow Kings and Shadow Druids can take common items, but these ones are almost all universally good as well as entirely unique to the army, so you might as well use them.&lt;br /&gt;
&lt;br /&gt;
=====Magic Weapons=====&lt;br /&gt;
*&#039;&#039;&#039;The Stormsword of Medhe&#039;&#039;&#039;: A magic sword costing 50 points. A sword that discharges lightning in each strike. Every time the bearer delivers an unsaved Wound from this sword, everyone in base contact with that model who took the Wound automatically suffer a Strength 4 hit. Thanks to how it&#039;s written, it&#039;s easily argued that such extra hits benefit from the Killing Blow ability, should the user be a Barrow King. Unfortunately the weapon also hits the user of the Stormsword (as well as any mount/chariot they might be on), which means that by killing enemies your Barrow King can easily decapitate himself with his own lightning (and thanks to his poor statline, he&#039;s quite likely to kill himself even without killing blow). Still, it&#039;s a high risk/high reward weapon that can easily wipe out more points than your King is worth, it&#039;s just a shame that at 50 points it takes up his entire magic allowance.&lt;br /&gt;
&lt;br /&gt;
=====Magic Armour=====&lt;br /&gt;
*&#039;&#039;&#039;Shield of the Ancients&#039;&#039;&#039;: A magic shield costing 50 points. One of the few ways to give your Barrow King a shield (which can buff him to a 2+ save against missile fire and working really well with his hand weapon depending on the edition), it&#039;s a shame that it uses up his entire points allowance. Still, it adds +1 Toughness and if you get a flank charge with a character as tough as their chariot, you&#039;re virtually guaranteed to stay lodged in there until the enemy breaks.&lt;br /&gt;
&lt;br /&gt;
=====Talismans=====&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Cailledh&#039;&#039;&#039;: 30 points. An odd item, it gives you a 5+ Ward save that also grants you Frenzy (despite being Undead) should you pass it. Can be quite nice if you only wanted a 5+ since it&#039;s outright better than the 8th edition rulebook equivalent, and a Barrow King with 4 Attacks is awesome. Otherwise you should avoid it as Barrow Kings aren&#039;t especially durable anyway.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hide of Retribution&#039;&#039;&#039;: A 25 point cloak. An awesome item, every time you get hit, the model who did the hitting automatically strikes themselves with an equal amount of hits and at the same Strength. This is great for setting up traps and dealing a ton of damage without actually paying that much (a Barrow King who exposes their flank can wipe out an entire unit of Blood Knights for example). The model who has it isn&#039;t likely to survive, however so long as you kill more points than you spend you shouldn&#039;t regret a suicide run or two, and the psychological effect it can have on an opponent who knows you took it but not who you took it on can&#039;t be underestimated.&lt;br /&gt;
&lt;br /&gt;
=====Arcane Items=====&lt;br /&gt;
*&#039;&#039;&#039;Staff of the Trickster&#039;&#039;&#039;: A staff costing 50 points. A great reason on its own to take a Shadow Druid, as it allows you to modify one of your dispel dice to match the number on a casting dice. In effect you can turn one of your ones into a six which is fantastic. Combined with one of the later items and you&#039;ll be ruling the Magic phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Storm Cauldron&#039;&#039;&#039;: A cauldron costing 50 points. Another great reason to take a Shadow Druid, as not only does it allow them to take spells from the Lore of Heavens, but it also gives them +1 to cast such spells. Such a bonus is always welcome, it&#039;s much cheaper than the 8th edition common equivalent and the Lore of Heavens has plenty of useful spells to help you, regardless of edition.&lt;br /&gt;
&lt;br /&gt;
=====Enchanted Items=====&lt;br /&gt;
*&#039;&#039;&#039;The Casket of Shadows&#039;&#039;&#039;: A scary coffin costing 50 points and containing a bound spell (Shades of Death, power level 3). Your use of it will depend on the edition in which you&#039;re playing, as this can be really good or really bad. In effect whoever it&#039;s cast on now causes Terror instead of Fear.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sky Chariot&#039;&#039;&#039;: A special chariot for 50 points that can only be taken by Barrow Kings. This chariot grants the user the fly rule, and it&#039;s awesome, especially if you pretend the Barrow King&#039;s on a normal chariot right up until you suddenly fly him from atop a hill across the table and into a flank. It&#039;s a shame that the Barrow King only has a points allowance of 50 as there&#039;s so many good items for him to take.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Charm of Defiance&#039;&#039;&#039;: 15 point charm that might as well be mandatory. It gives you two free dispel dice with no consequence in each enemy magic phase. It&#039;s probably supposed to have the &#039;&#039;one use only&#039;&#039; rule attached to it, but it doesn&#039;t!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Charm of Destruction&#039;&#039;&#039;: Another 15 point charm that functions as a one use only bound spell (power level 4). If the Hide of Retribution is used on another model, you can certainly save this trap for somebody else. You can take as many of these as you&#039;d like, even stack them on the same character and like the Hide of Retribution they can pull off an awesome performance if you pull a Barrow King up alongside another unit to get a ridiculous amount of hits (getting up to 21 automatic S4 hits on the 20mm bases, and 18 automatic S4 hits on 25mm bases) before combat even starts. Unfortunately pulling up alongside somebody like this likely means sacrificing your impact hits and charge bonuses, so you&#039;re going to have to decide whether or not this suicide run is worth it.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
It is possible, especially considering GW&#039;s love of basing things in both 40k and Fantasy on actual history, that Heinrich Kemmler takes the basis of his name from the German priest Heinrich Kramer, the guy who wrote the &#039;&#039;Malleus Malificarum&#039;&#039;, the book that started the European witch craze and was basically &amp;quot;Witch Hunting for Dummies&amp;quot;, complete with claims that witches went around stealing dicks and hiding them in birds-nests for the lulz.&lt;br /&gt;
&lt;br /&gt;
Alternately, Heinrich Kemmler is named after Heinrich Himmler, the man most responsible for how the Holocaust was carried out.&lt;br /&gt;
&lt;br /&gt;
Unrelated trivia: A necromancer of the same name existed in the [[Dresden Files]] series&#039; book Dead Beat; he was the biggest BAMF to ever raise a corpse, and now that he&#039;s dead, his apprentices are the runners-up. The author outright said [https://wordof.jim-butcher.com/index.php/word-of-jim-woj-compilation/woj-on-future-df-works/ Warhammer fans would have recognized some of the names within the book].&lt;br /&gt;
&lt;br /&gt;
==Total War: Warhammer==&lt;br /&gt;
Heinrich was one of the starting legendary lords for the vampire counts in Total War: Warhammer. Unfortunately his rather lackluster stats, the absence of Krell and lack of differentiation from a generic master necromancer have led to him becoming something of a joke to the playerbase. Indeed it got to the point where Helman Ghorst, an extremely minor character that a significant portion of the fanbase were unaware even existed, was generally considered more useful than Heinrich. Granted, Heinrich is more or less the same as his tabletop version, a cheap necromancer lord with Krell on his side, at least until you start grabbing his magic items in the campaign, whereupon he becomes a great necromancer who casts well and isn&#039;t fucked if he gets in melee combat. &lt;br /&gt;
&lt;br /&gt;
As of 20/07/2017, Krell has been added in the free DLC An Old Friend. Sadly, he is not a unique lord like The Red Duke, but a special summon usable only by the Lichemaster himself. He also comes with the downside of constantly deteriorating due to his summon status, but he can be kept around longer with Invocation of Nehek and has his own skill tree to make him even more powerful in Kemmler&#039;s skills list (one of which removes his deterioration). Still, Krell is a solid lord slayer who is capable of challenging and killing powerful heroes with nary a problem.&lt;br /&gt;
&lt;br /&gt;
With the free Bloodlines DLC, Heinrich splits off from Manfred in a new subfaction called the Barrow Legion and has a new location in the Grey Mountains, along with some new tricks. He gets his own mount, bonus relations with Chaos factions (so Beastmen don&#039;t instantly try to wipe your towns off the map) and attrition immunity for his army (which is huge). Caveat that this faction only appears in the Mortal Empires campaign, which requires both TW1 and TW2; in the Old World campaign of Total War 1 Kemmler is still Manfred&#039;s underling. Still, this gives him a much-needed boost in usefulness as he actually plays differently from the rest of the Counts, and his new location makes confederating with Mousillon actually viable for once. His attrition immunity also means his army can traverse in climates usually hostile to undead leading his AI to wander the old world like actual Warhammer Gandalf.&lt;br /&gt;
&lt;br /&gt;
Now with the Silence and the Fury patch Heinrich Kemmler has been updated for the last time (at least until Total War Wahammer 3 releases). In it, Kemmler has returned to his 6th edition bad ass-ery. Since making an updated lore of Vampires just for Kemmler would be too much effort, they instead updated his trait to reduce the cost of his spells by 20% (this, coupled with other traits he has access to, reduces the cost of overcasting Wind of Death from 23 to 15! Take that Helman Ghorst!). Additionally, most of his skill tree for buffing Krell has combined into 1 talent and with this newfound space in his skill tree they have given him his own unique talent tree which includes fun options such as making your wraith units regen health and models throughout the game. To top it all off, they also gave him greater arcane conduit, which finally makes the question of &amp;quot;Who is the best Vampire Counts spellcaster&amp;quot; a tough pick between yours truly and Mannfred Von Carstein (as it should be).&lt;br /&gt;
 &lt;br /&gt;
A mod is currently in progress to grant the Barrow Legion the old Army of the Lichemaster units.&lt;br /&gt;
&lt;br /&gt;
THE MOD IS HERE! thanks to cataph, the lichemaster now own a horde-kind army. Even if probably not everyone love this or the fact that his faction can only have four armies, ruled by legendary lords, this greatly reflect his errand life, going around all over the old world, looking for knowledge and artifacts. Plenty of units from his army are now at your disposal, with a unique perk. When you explore a destroyed settlement, you can open the barrow, having all your barrow units back at full capacity. Nasty!&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Kemmler Mini Old.jpg|Kemmler&#039;s original model.&lt;br /&gt;
Image:Kemmler New.jpg|His &amp;quot;new&amp;quot; model.&lt;br /&gt;
Image:Kemmler New Better.gif|A better paintjob of his newer model. &lt;br /&gt;
Image:Terror Of The Lichemaster.jpg&lt;br /&gt;
Image:Lichemaster Blanche.jpg&lt;br /&gt;
Image:Lichemaster Book Cover.jpg&lt;br /&gt;
File:Kemmler Total War.png|Kemmler in Total War:Warhammer&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer Fantasy]]&lt;br /&gt;
[[Category:Vampire Counts]]&lt;/div&gt;</summary>
		<author><name>2603:8001:3500:CB:518A:4CA3:4B2C:2080</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Heinrich_Kemmler&amp;diff=248067</id>
		<title>Heinrich Kemmler</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Heinrich_Kemmler&amp;diff=248067"/>
		<updated>2021-10-24T10:27:16Z</updated>

		<summary type="html">&lt;p&gt;2603:8001:3500:CB:518A:4CA3:4B2C:2080: /* The Legend */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Kemmler Art.jpg|thumb|right|500px|&amp;quot;-and I&#039;d have gotten away with it too, if it weren&#039;t for that meddling lich!&amp;quot;]]&lt;br /&gt;
{{topquote|A man does not die of love or his liver or even of old age; he dies of being a man.|Miguel de Unamuno}}&lt;br /&gt;
{{topquote|[[Meme|Where is Krell?]]|Heinrich Kemmler}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heinrich Kemmler&#039;&#039;&#039; is a Necromancer character from [[Warhammer Fantasy]], first introduced in the [[Terror Of The Lichemaster]] campaign for second edition, all the way back in 1986, of which he was the star.&lt;br /&gt;
&lt;br /&gt;
A little known fact is that this guy is one of the OG Special Characters of Warhammer Fantasy. Heinrich Kemmler is Warhammer Fantasy&#039;s first Special Character.&lt;br /&gt;
&lt;br /&gt;
==The Legend==&lt;br /&gt;
&lt;br /&gt;
===Old Canon===&lt;br /&gt;
Back in the days of yore, when Warhammer Fantasy was a combination of tabletop game and role-playing game, the campaign &amp;quot;Terror Of The Lichemaster&amp;quot; (for the tabletop) introduced Heinrich Kemmler as the first playable &#039;special character&#039; (along with the skavens as a race). &amp;quot;Terror Of The Lichemaster&amp;quot; dealt with Kemmler&#039;s rise to power and eventual downfall (at least in canon, it was possible for Kemmler to actually &#039;win&#039; the campaign in play).&lt;br /&gt;
&lt;br /&gt;
Kemmler however wasn&#039;t destroyed, he returns in &amp;quot;Vengeance Of The Lichemaster&amp;quot;. (Written as a RPG-supplement, where he is the Big Bad Evil Guy.) It turned out that after his first defeat, he managed to flee retribution and attempted to find a moment of respite at the Abbey A la Maisontaal in the Grey Mountains, pretending to be a pilgrim. The residing abbot (a powerful cleric of Taal) saw through his magical disguise and hammered Kemmler with a spell that severed him from his magical power source permanently. (What would today be known as Shyish, but back then was left nebulous). &lt;br /&gt;
&lt;br /&gt;
Still, Kemmler managed to escape once again and spent many years as an insane hermit in the mountains; his old foes believing him dead and the abbot never realising who he&#039;d driven off and secure in the knowledge the black mage would not regain his powers. But he was wrong: in his errance, Kemmler chanced upon a daemon which offered to restore his powers if he would kill in Chaos&#039; name; each soul he claimed for the daemon&#039;s patron(s) granting him a measure of power. (It is left unclear who exactly Kemmler bargains with, the demon he encounters is said to be &#039;serving Nurgle&#039; but &#039;showing an unusual interest in the necromantic arts&#039;). Kemmler, eager for revenge, and at that point utterly batshit insane after years of barely surviving, agreed to the bargain.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Vengeance Of The Lichemaster&amp;quot; then deals with Kemmler&#039;s slow restoring of his power with terror attacks meant simply to kill and secure magical power (striking at prospectors, lone hovels and farms, an isolated human village and a small dwarven mine outpost; with the PC&#039;s getting the chance to limit the damage in most places), until he felt secure enough to raise &#039;a famous chieftain having terrorised the region in ages past&#039; as his champion. (Back then called Hans Zwemmer, but who would later become Krell) With enough raw magical power from his wanton killing and undead under his command, he then launches an all-out attack against the Abbey A la Maisontaal, where he is eventually defeated for good. (The player characters having to either bargain with Skaven or chance risking using an artefact made of pure warpstone to counter his magicks.)&lt;br /&gt;
&lt;br /&gt;
===Modern Canon===&lt;br /&gt;
&lt;br /&gt;
====Origin====&lt;br /&gt;
Heinrich Kemmler burnt with the need for power.  Having recognised the limits that mortality placed upon him in his early years, Kemmler made it his life&#039;s work to escape them.  He plunged into the world of necromancy as a young man, and by the time he had reached his fortieth year he was able to raise entire graveyards of corpses to do his bidding.&lt;br /&gt;
&lt;br /&gt;
Kemmler became a great and much-feared Necromancer, plundering every Wizard&#039;s tower and ancient temple he could find in his search for dark truths. In the hills beyond Quenelles in Bretonnia his army had smashed the zombie legions of the Council of Nine, an alliance of nine powerful necromancers. In the dark woods beyond the town of Bögenhafen in the western Empire, he had overcome the three Vampire Wizards of Blutwald and all their armies of walking dead. In the crypts beneath castle Vermisace he had overcome the ancient Liche wizard and all his acolytes and was since known as The Lichemaster. His star was in the ascendant for many decades until ambitious rivals began to usurp his power. United, those who Kemmler had defeated proved stronger than even the self-styled Lichemaster. At the Battle of Ten Thousand Skulls, Kemmler&#039;s foes succeeded in driving him to his knees. Although he finally managed to scatter his attackers with a great spell of confusion, his body was broken and his mind blasted in the battle.&lt;br /&gt;
&lt;br /&gt;
====Tomb of Krell====&lt;br /&gt;
For many years Heinrich wandered the Grey Mountains and the Border Princes as little better than a half-sane beggar. It was in the Vaults where by some quirk of fate, he uncovered the tomb of Krell; a long dead Chaos Champion whose burial mound was so magnificent it towered high above him. Here Kemmler struck a terrible pact with the gods. They restored him to his former power and in return, Heinrich swore to slay and destroy in their name. The name of the Lichemaster once again struck terror into the hearts of ordinary folk.&lt;br /&gt;
&lt;br /&gt;
====Later activities====&lt;br /&gt;
The tales of these two monsters were many. In 2491 IC they attacked Brettonian abbey at la Maisontaal which contained a powerful artifact stolen from the Skaven. It was only thanks to the skill and heroism of Duke Tancred of Quenelles that the abbey wasn&#039;t destroyed utterly in a three-way battle. Kemmler escaped and fled back in the Grey Mountains while the Skaven returned to Skavenblight with their prize. Tancred returned with much honour and spent the rest of his life chasing the Lichemaster. The Duke was eventually killed at the Battle of Montfort Bridge, smashing Kemmler&#039;s forces.&lt;br /&gt;
The Wood Elves remember Kemmler for the Battle of the Cairns, when he raised a huge army from the many cairns in the forest, ancient human burial mounds long forgotten that were site of great mystical energy closely linked with the health of the Elves woodland home. By attacking in winter the Elves were at their weakest and it was thanks to the great and venerable treeman Durthu who roused the native wood spirits, and the sacrifice of a warrior-elder Sceolan (who grievously wounded Kemmler before Krell cut Sceolan&#039;s head off) that the necromancer fled and his army was defeated, though not before he caused great swathes of devastation to the forest, managing to strike further into the realm than any previous attacker. Funnily enough Kemmler showed up in the woods many times before this point, seemingly being one of the few outsiders who can enter and leave the woods of Athel Loren without issue (sometimes he&#039;d even show up with Krell). If he was ever spotted he&#039;d either turn the sentries to dust or have Krell hack them apart, and if the Elves ever gathered in number to catch him he&#039;d just vanish on the spot, like mist in a breeze. Presumably thanks to this he learned where the cairns were and also how to navigate the woods without fail, allowing him and his army to set their path straight to the Oak of Ages before his defeat. After his loss the Elves celebrated because he wouldn&#039;t show back up in their forest again... for a few years anyway.&lt;br /&gt;
&lt;br /&gt;
Though he perhaps never knew it, Kemmler&#039;s wanderings in the mountains were subtly guided by the spirit of Nagash - part of an evil plan that would free Krell and unite him with the forces of the Undead. Nagash&#039;s plans suffered a minor setback following the heavy casualties that the Lichemaster&#039;s armies suffered at the Battle of Maisontaal Abbey, but in time they bore rich and terrible fruit.&lt;br /&gt;
&lt;br /&gt;
====[[End Times]]====&lt;br /&gt;
Despite his honored place in the history of the game, Kemmler is hit by a third set of retcons that are hard on him. GW mixed up the business relationship, with Krell becoming so independent that it appears that Krell is the master and Kemmler is the servant. He gets enlisted by Arkhan the Black to help him retrieve Nagash&#039;s staff, Alakanash. But Kemmler is so independent, he chafes at the idea of servitude to the point of mania. The two of them summon an army and attack the abbey where it is being held, getting caught in a protracted battle against a Bretonnian army. At this point Kemmler gets called a servant of Nagash one too many times by Arkhan, so he goes goes &amp;quot;fuck it!&amp;quot; and turns his back on Nagash to serve the Chaos Gods. He abandons the battle to sneak into the abbey&#039;s vaults to try and take the staff for himself. &lt;br /&gt;
&lt;br /&gt;
Just as Kemmler grabs the staff, Arkhan confronts him and Kemmler triumphantly proclaims his new allegiance. He tries to get Arkhan to join him, but the liche is actually loyal to Nagash and genre savvy. Arkhan rebuffs Kemmler, telling him that the Chaos Gods will fuck him over on a whim and calling Kemmler a loser. This enrages the necromancer and the two engage in a destructive magical duel, Lichemaster vs Liche (which Arkhan, being the smartass that he is, comments on). Despite being evenly matched in magic power, following Kemmler&#039;s power boost from the Chaos Gods, Arkhan&#039;s thousands of years more experience with magic prove decisive. A beam-of-war between the two results in Kemmler being ripped to pieces. The magical backlash causes the abbey to explode and the blast floors most of both armies. To add insult to injury for Kemmler, Arkhan survives and laughs it off with nothing more than charred robes. &lt;br /&gt;
&lt;br /&gt;
Thus, Warhammer Fantasy&#039;s first Special Character was the first Special Character killed off in the End Times (the jury’s still out on whether this was intended or not). In hindsight, this seemed to be foreshadowing for what GW [[Rocks Fall, Everyone Dies|would end up doing to the Warhammer Fantasy setting]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==On The Tabletop==&lt;br /&gt;
Being the oldest Fantasy character, Kemmler naturally has had a number of rules variations on the tabletop and has appeared in most of the editions of the game (thanks to White Dwarf more than the individual army books). This is so long as we include his original appearance(s), which means he&#039;s had a total of 7 variations of his own rules (6th edition gave him rules twice as well for some odd reason), with the only thing remaining the same across all editions being that he had the Undead rule.&lt;br /&gt;
His appearance record is quite impressive, if for no other reason than GW remembered he existed and felt like giving him rules in a game where named characters were abruptly dropped from books for no reason (until AoS anyway, where he was first given very poor rules before being removed entirely). &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===4th Edtion===&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! || Pts || M || WS || BS || S || T || W || I || A || Ld || Sv&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Heinrich Kemmler:&#039;&#039;&#039; || 350-512 || 4 || 7 || 7 || 5 || 4 || 4 || 6 || 5 || 10 || -&lt;br /&gt;
|}&lt;br /&gt;
As anyone familiar with HeroHammer would be able to tell you, Kemmler&#039;s stats and weapons back in these editions were fucking bullshit. Having a statline that would allow him to annihilate most combat lords of 6th, 7th and 8th edition Kemmler also could get his own magic items and a skeleton steed (for +2 points) that made him harder to lock down and kill (optional, since this was back when named characters could buy their own magic items and with his cloak there was little reason to get the horse). Speaking of which, he was also a level 4 wizard who could equip the following:&lt;br /&gt;
*&#039;&#039;&#039;Chaos Tomb Blade&#039;&#039;&#039;: Kemmler&#039;s trusty sword that he&#039;s almost never without. In this edition it cost a whopping 75 points, but it was worth it as the Chaos Tomb Blade granted Kemmler a free spell every time he killed something (and if you take a look at his statline, you&#039;d realize there&#039;s never a time he isn&#039;t going to be killing something).&lt;br /&gt;
*&#039;&#039;&#039;Skull Staff&#039;&#039;&#039;: Kemmler&#039;s gibbering staff, which oddly enough received very few changes throughout the editions. In this edition it cost 35 points, it made enemies reveal all magic items when they came within 12&amp;quot; of Kemmler and it gave him +1 to dispel enemy spells (which given his level and how spells used to work, meant he dispelled nearly everything on a 2+ or very rarely, a 3+). In future editions the Skull Staff would usually keep one of these abilities (or both) and otherwise get something new in place of the one it lost.&lt;br /&gt;
*&#039;&#039;&#039;Cloak of Mists and Shadows&#039;&#039;&#039;: Like the Skull Staff, the Cloak of Mists and Shadows rarely gets changed around and is tied for having the fewest variations. In this edition it cost 50 points and gave him a free cast of Dark Mist, which made Kemmler Ethereal and allowed him to instantly move 24&amp;quot; so long as it wasn&#039;t dispelled or Kemmler hadn&#039;t decided to end it. Yes, this meant a combat monster was free to roam around the field at 24&amp;quot; a turn until the game was over, it&#039;s hardly a wonder he was changed around later.&lt;br /&gt;
&lt;br /&gt;
===5th Edition===&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! || Pts || M || WS || BS || S || T || W || I || A || Ld || Sv&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Heinrich Kemmler:&#039;&#039;&#039; || 450 || 4 || 4 || 4 || 4 || 4 || 4 || 6 || 3 || 10 || -&lt;br /&gt;
|}&lt;br /&gt;
5th Edition started to reign back the crazy profiles that appeared all over 4th, but that didn&#039;t mean it didn&#039;t have its own fair share of bullshit with its heroes. As such Kemmler&#039;s stats were dropped down a bit and his points increased... sort of (going up by 100 points base, but automatically given all his toys, so he&#039;s 60 points cheaper than a maxed-out 4th edition Lichemaster). He also lost 3 Weapon/Ballistic Skill, 1 Strength and 2 Attacks, but everything else with his profile remained the same. He also lost the ability to get a horse, something that would stay with him for the rest of Warhammer Fantasy since there was never a need for anyone to use him on one. Kemmler was still a level 4 wizard and armed with the following:&lt;br /&gt;
*&#039;&#039;&#039;Chaos Tomb Blade&#039;&#039;&#039;: Surprisingly this edition saw no changes to the Tomb Blade (unlike the latter editions). It was listed as the same price and still gave Kemmler free magic spells per kill, although thankfully he&#039;d be doing a whole lot less killing in this edition.&lt;br /&gt;
*&#039;&#039;&#039;Skull Staff&#039;&#039;&#039;: The Skull Staff is entirely unchanged in this edition. It still cost 35 points, made enemies reveal all magic items when they came within 12&amp;quot; of Kemmler and it gave him +1 to dispel enemy spells (which given his level and how spells used to work, meant he dispelled nearly everything on a 2+ or very rarely, a 3+). &lt;br /&gt;
*&#039;&#039;&#039;Cloak of Mists and Shadows&#039;&#039;&#039;: Dropped 20 points in cost (down to 30), but otherwise remained the same. In this edition it cost 50 points and gave him a free cast of Dark Mist, which made Kemmler Ethereal and allowed him to instantly move 24&amp;quot; so long as it wasn&#039;t dispelled or Kemmler hadn&#039;t decided to end it.&lt;br /&gt;
&lt;br /&gt;
===6th Edition v1.0===&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! || Pts || M || WS || BS || S || T || W || I || A || Ld || Sv&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Heinrich Kemmler:&#039;&#039;&#039; || 450 || 4 || 3 || 3 || 3 || 4 || 4 || 3 || 1 || 9 || -&lt;br /&gt;
|}&lt;br /&gt;
6th Edition once again kicked Kemmler right in the stats, dropping him down another 1 WS/BS, 1 Strength, 3 Initiative, 2 Attacks and 1 Leadership. It did help him out a little as far as his rules went though, even if he still cost a metric fuckton. He was still a Level 4 Necromancer, but this time with a whole host of new gear under his cloak and a shiny new rule:&lt;br /&gt;
*&#039;&#039;&#039;Sword&#039;&#039;&#039;: Kemmler dropped the Chaos Tomb Blade off somewhere, or was scared the Skaven might find it shiny and decide to steal it (since he was working alongside them at the time of getting these rules) so he only uses a normal sword in this version.&lt;br /&gt;
*&#039;&#039;&#039;Cloak of Mists and Shadows&#039;&#039;&#039;: In this edition it still makes Kemmler Ethereal, though for some reason loses its massive movement. It also makes it so that he can only attack other Ethereal creatures in close combat, although you were hardly going to have him in close combat to begin with unless it was to troll a combat lord who hadn&#039;t bought a magic weapon (they&#039;re more common than you think).&lt;br /&gt;
*&#039;&#039;&#039;Skull Staff&#039;&#039;&#039;: The Skull Staff had a minor change. While it still makes enemies reveal all magic items when they came within 12&amp;quot;, it no longer gives +1 to dispel, instead it allows Kemmler to re-roll the result on the Miscast table. Very handy for making sure he doesn&#039;t instantly die. Technically too the next four items are a part of his staff somehow:&lt;br /&gt;
**&#039;&#039;&#039;Power Stone&#039;&#039;&#039;: Once per game Kemmler could immediately give himself 2 free Power dice. Handy, if a little odd to see such a common item with him.&lt;br /&gt;
**&#039;&#039;&#039;Black Periapt&#039;&#039;&#039;: Kemmler apparently became fond of jewelry in this edition, as this is his second (and more useful) piece. It allows him to store one unused power/dispel dice, and then use it in the next magic phase (turning a power dice into a dispel dice and vice versa).&lt;br /&gt;
**&#039;&#039;&#039;Spell Familiar&#039;&#039;&#039;: Aside from picking up jewelry Kemmler also started keeping pets (aside from Krell). This one allows him to know an extra spell atop the usual 4 he already knows.&lt;br /&gt;
**&#039;&#039;&#039;Power Familiar&#039;&#039;&#039;: The second pet Kemmler keeps tied to his staff. This one gives him a free power dice and dispel dice every single magic phase.&lt;br /&gt;
Most of Kemmler&#039;s magic items work really well with the special rule he gained in this edition, you could potentially use the Power Stone, the Power Familiar and the Black Periapt to gain +4 power dice in one phase, just in case you felt like lubing up to use the rule to its full potential:&lt;br /&gt;
*&#039;&#039;&#039;Master of Necromancy&#039;&#039;&#039;: Kemmler can cast any spell he wants as many times as he wants so long as he still has power dice. It&#039;s essentially Khaine magic before Khaine came out and it&#039;s equally as broken. Presumably this is the reason Kemmler costs so much as he could heal up his entire army before scooting everyone across the battlefield, or just spamming Gaze of Nagash to annihilate annoying skirmisher units.&lt;br /&gt;
&lt;br /&gt;
===6th Edition v2.0===&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! || Pts || M || WS || BS || S || T || W || I || A || Ld || Sv&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Heinrich Kemmler:&#039;&#039;&#039; || 550 || 4 || 3 || 3 || 4 || 4 || 3 || 3 || 1 || 9 || 5++&lt;br /&gt;
|}&lt;br /&gt;
Yes he got rules twice for this edition, and you know what? His first showing was just a warmup to what he can really do. While he lost a few toys here and there (deciding two pets were too hard to care for, losing interest in his Power Stone and trading 1 Wound for 1 Strength) Kemmler&#039;s second version, despite being 100 points more expensive is easily one of the most powerful spellcasting Lords Warhammer Fantasy has seen, primarily due to still being Level 4, keeping the Master of Necromancy rule and gaining &#039;&#039;&#039;his own unique magic lore&#039;&#039;&#039;, as well as his own entire &#039;&#039;&#039;ARMY LIST&#039;&#039;&#039;. Before getting to that though, here&#039;s what he&#039;s armed with:&lt;br /&gt;
*&#039;&#039;&#039;Chaos Tomb Blade&#039;&#039;&#039;: In this edition it allows Kemmler to re-roll failed to Wound rolls and would be a great weapon if it was on anyone else. Fortunately it did have a use, if you combined it with Desiccating Grasp it gave a very welcome buff to the spell.&lt;br /&gt;
*&#039;&#039;&#039;Skull Staff&#039;&#039;&#039;: No change here either. It still makes enemies reveal all magic items when they came within 12&amp;quot; and it allows Kemmler to re-roll the result on the Miscast table. Very handy for making sure he doesn&#039;t instantly die.&lt;br /&gt;
*&#039;&#039;&#039;Cloak of Mists and Shadows&#039;&#039;&#039;: A slight change here, Kemmler&#039;s still Ethereal but he&#039;s no longer forced to only be able to attack other Ethereal creatures. Now he&#039;s free to walk up to anyone he wants and attempt to murder them with Desiccating Grasp while fearing no retaliation unless they have a magic weapon.&lt;br /&gt;
*&#039;&#039;&#039;Black Periapt&#039;&#039;&#039;: Luckily Kemmler decided to keep this over his Power Stone. It allows him to store one unused power/dispel dice, and then use it in the next magic phase (turning a power dice into a dispel dice and vice versa). No longer tied to his staff so you&#039;re not fucked if that gets destroyed.&lt;br /&gt;
*&#039;&#039;&#039;Power Familiar&#039;&#039;&#039;: The one pet Kemmler decided to keep under his coat. This one gives him a free power dice and dispel dice every single magic phase and like the Periapt it&#039;s no longer tied to his staff.&lt;br /&gt;
Aside from his gear Kemmler keeps the following rule, and gains a new one:&lt;br /&gt;
*&#039;&#039;&#039;Master of Necromancy&#039;&#039;&#039;: Kemmler can cast any spell he wants as many times as he wants so long as he still has power dice. Like before it&#039;s really powerful, and now even more so since his own spell lore is even better than regular Necromancy.&lt;br /&gt;
*&#039;&#039;&#039;Spells of Protection&#039;&#039;&#039;: Because only pussies gain their Ward saves from magic items. Kemmler finally decided he needed at least some save of some kind, so he cast a few spells on himself that give him a permanent 5+ Ward save that cannot be removed by any normal means (such as destroying a magic item, since this is a rule unique to him). Kemmler and his unit (should he be in one) also ignore one point of crumble, which can certainly help out if you lost because of something minor like musicians or outnumbering.&lt;br /&gt;
&lt;br /&gt;
===8th Edition===&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! || Pts || M || WS || BS || S || T || W || I || A || Ld || Sv&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Heinrich Kemmler:&#039;&#039;&#039; || 350 || 4 || 3 || 3 || 4 || 4 || 3 || 4 || 1(3) || 8 || -&lt;br /&gt;
|}&lt;br /&gt;
Kemmler had a very sad showing in 8th edition. After becoming an absolute magical beast in 6th which led his own unique army with its own unique units, 8th neutered him pretty hard and took away nearly all of the previous reasons you&#039;d bring him. In here he&#039;s stuck in a bizarre dual role of being a mediocre combat character thanks to trading -1 Ld for +1 Initiative (for some reason) and getting +2 attacks from his weapon, as well as being a good spellcaster (still level 4). However aside from the smaller games or a themed list where you wanted to avoid using vampires he&#039;d see little use. He had the following equipment:&lt;br /&gt;
*&#039;&#039;&#039;Chaos Tomb Blade&#039;&#039;&#039;: Kemmler&#039;s sword underwent a weird change in 8th, here it gave him +2 Attacks, and when he kills enemies they turn into extra models for the unit he&#039;s leading (so long as he was with Skeletons or Grave Guard). This could be very handy if he was in a souped-up unit of Grave Guard since it was essentially letting you get extra points, or helping you replenish your casualties from crumble, but most of the time you didn&#039;t want him in combat since any decent combat lord would kick his shit in and Kemmler has always cost a fuckload of points.&lt;br /&gt;
*&#039;&#039;&#039;Skull Staff&#039;&#039;&#039;: Oddly enough the Skull Staff went back to the rules it had in 4th/5th edition, making enemies reveal magic items when they get within 12&amp;quot; and giving Kemmler +1 to dispel. Handy, but you could recreate this for less than his cost.&lt;br /&gt;
*&#039;&#039;&#039;Cloak of Mists and Shadows&#039;&#039;&#039;: In this edition it gives Kemmler &#039;&#039;either&#039;&#039; the Fly or Ethereal rule. Most of the time this meant he was Ethereal as he was way too easy to kill otherwise.&lt;br /&gt;
That&#039;s all the stuff he gets, 8th dropped him down to his bare-basic gear and also removed his unique rules, which included removing his Ward save and anti-crumble. They did give him the following generic rules though:&lt;br /&gt;
*&#039;&#039;&#039;Loremaster (Lore of Vampires)&#039;&#039;&#039;: Kemmler knows all of the Lore of Vampires spells. This is to be expected since he already had a similar rule in the previous edition.&lt;br /&gt;
*&#039;&#039;&#039;Master of the Dead&#039;&#039;&#039;: Kemmler can increase Skeleton units to be larger than their starting size. Whoopee.&lt;br /&gt;
&lt;br /&gt;
===Age of Sigmar===&lt;br /&gt;
&lt;br /&gt;
In the &amp;quot;warhammer legends, hero of the old world&amp;quot; compendium, Kemmler returns with rules, but without points cost (those rules are for nostalgic and narrative play, after all). Here, Kemmler doesn&#039;t have a command ability, neither such a good unique spell (CV 5, every &amp;quot;vampire counts&amp;quot; model within 12&amp;quot; heals one wound. Only good with multi wounds models like varghaists or bats). For the rest, he can put some really nice tricks, like teleporting around the table at the start of the HERO PHASE (yes, he can move after), adding one to casting and unbinding rolls, and can pass wounds and mortals wounds to another &amp;quot;vampire count&amp;quot; unit at 2+ (no limitations about which unit can get the wounds, so this can have hilarious outcome: &amp;quot;hey Mannfred, can you step in front of me and take those incoming arrows in my place?&amp;quot; &amp;quot;why the hell i shou... Wait, what am I doing?! PLEASE NO! AAAAAH, RIGHT IN THE EYE!&amp;quot; &amp;quot;thanks Mannfred, you are the best bro ever&amp;quot; &amp;quot;FUCK YOU!&amp;quot;)&lt;br /&gt;
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==Lore of the Lichemaster==&lt;br /&gt;
Yep, at one point, back in 6th Edition Kemmler had his own spell lore. Only he could use it and he knew all of the spells in it (naturally). This was also back when Kemmler was built up to being close to Nagash in power and both his rules and his lore reflected this.&lt;br /&gt;
&lt;br /&gt;
As for how the spells themselves worked, the Lore of the Lichemaster was essentially a far more powerful version of Necromancy. Every spell has been upgraded in some way, shape or form and Kemmler has renamed some of them after himself, presumably to show up the original creator(s) (which are Nagash and Vanhel respectively).  &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Invocation of the Lichemaster&#039;&#039;&#039;: This spell has two uses and three casting levels. The use must be declared before the spell is rolled and they are to raise new skeletons and heal Wounds on a unit respectively. How many skeletons are created and how many Wounds are healed depend on the respective casting level. The first is 3+, and this created D6 Skeletons, or it heals D3 Wounds on any existing unit. The second value is 7+, which creates 2D6 Skeletons or heals 2D3 Wounds. The final one creates 3D6 Skeletons or heals 3D3 Wounds and its value is 11+. All Skeletons are armed with Hand Weapons and Shields, however if you create less than 5 Skeletons the spell fails to work.&lt;br /&gt;
**The way this spell is superior to the Invocation of Nehek is simple, it heals far more Wounds. In 6th the spell would only heal 1/2/3 Wounds respectively, as opposed to 1D3/2D3/3D3 Wounds, and you could use this spell on anything, from Vampires to Zombie Dragons and if you were playing for fun, you could use it in 7th to heal stuff like 3D3 Wounds that were on Blood Knights, whereas normally they could only be healed one Wound from any other source. On its own this spell is a good reason to take Kemmler, let alone the other shit he can do.&lt;br /&gt;
*&#039;&#039;&#039;Desiccating Grasp&#039;&#039;&#039;: A remains in play spell. If Kemmler casts this on himself (and he can only cast it on himself) then his attacks ignore armour saves, and if he causes even a single unsaved while this spell is active then he instantly kills whoever he hurt, no matter who/what they are and how many Wounds they had left.&lt;br /&gt;
**You know what&#039;s sweet about Hand of Dust? It&#039;s how it can instantly kill your opponent. You know what would make it even better? If it had a lower casting value (6+ instead of 7+), didn&#039;t take your attacks away and turned whoever it killed into a skeleton instead of turning them into dust. If you can find some sort of creative way to give Kemmler his attacks back (as well as some way to up his Strength) then you can emulate his 4th/5th edition versions where he can kill a ridiculous amount of things. Even with only one attack Kemmler has a 30% chance to Wound even T6 creatures (and better than 50% on T5) thanks to his sword, so using him to kill monsters even while he isn&#039;t buffed isn&#039;t out of the question. Think of it like Heroic Killing Blow but it always works so long as you Wound successfully.&lt;br /&gt;
*&#039;&#039;&#039;Eternal Vigour&#039;&#039;&#039;: The upgrade to Hellish Vigour. The targeted unit gains the Always Strikes First rule (Zombies also lose Always Strikes Last) and they re-roll all failed To Hit rolls, as well as all failed To Wound rolls. Cast this on pretty much anything and they become combat blenders.&lt;br /&gt;
**In this edition Hellish Vigour only granted re-rolls on To Hit rolls as well as Always Strikes First. They both had a 7+ casting value but the re-rolls on To Wound rolls are quite nice, and make stuff like Sword and Board Grave Guard hit harder (normally you&#039;d have to choose whether you wanted them to be the hammer, or the anvil and this way they could be both).&lt;br /&gt;
*&#039;&#039;&#039;Withering Gaze&#039;&#039;&#039;: Kemmler shoots beams of light from his eyes, [[Samurai Jack|Aku style]] and kills whatever he&#039;s looking at. It&#039;s a magic missile with 8+ to cast, and causes 2D6 Strength 4 hits, with a 36&amp;quot;(!) range.&lt;br /&gt;
**This is straight up Gaze of Nagash with an extra 12&amp;quot;, presumably because Kemmler wanted to show Nagash up in this magic dick-measuring contest.&lt;br /&gt;
*&#039;&#039;&#039;Kemmler&#039;s Danse Macabre&#039;&#039;&#039;: Pick an undead unit within 24&amp;quot; and isn&#039;t in close combat. That unit now gets to make a free 8&amp;quot; move as if it was the movement phase. This means this move can even be a charge, following the usual charge restrictions with the exception being that this move allows the unit to ignore the effects of both terrain and obstacles, and a failed charge (in the event that the charged unit flees since they get normal charge reactions and they have to take the appropriate Psychology tests) will still have the unit move 8&amp;quot;.&lt;br /&gt;
**This is Vanhel&#039;s Danse Macabre but better because not only does the move ignore terrain and obstacles (it&#039;s like that forest or that house wasn&#039;t even there) but it works up to 24&amp;quot;, as opposed to Vanhel&#039;s meager 18&amp;quot;, because Kemmler can&#039;t get away with only showing up Nagash. The only downside is that it has a casting value of 10+ instead of the 9+ of Vanhel&#039;s spell.&lt;br /&gt;
*&#039;&#039;&#039;Curse of Eternities&#039;&#039;&#039;: Arguably Kemmler&#039;s greatest spell. Pick an enemy unit within 24&amp;quot;, even one engaged in close combat, then roll a dice for each model in the unit. On a 5+ that model takes a Wound with no Armour saves allowed. To make matters better, this spell is a Remains in Play spell that only grows stronger over time, at the start of the next magic phase every model takes a Wound on a 4+, then in the next phase it&#039;s a 3+, then it&#039;s a 2+, where it finally caps. This spell even affects characters in the unit, although if they leave they become free of its effects.&lt;br /&gt;
**This spell is Curse of Years on steroids. Curse of Years only has a 10+ to cast as opposed to Curse of Eternities 13+, however Curse of Years cannot be cast into combat, and its first roll is only on a 6+ before it gets better (making it lag behind by a significant amount and limiting its use).&lt;br /&gt;
Overall the Lore of the Lichemaster is an incredibly powerful lore that is even preferable to the 7th and 8th edition Lore of Vampires due to its many uses and having many advantages to its spells that the regular lore lacks. It&#039;s a shame Kemmler didn&#039;t feel like teaching it to anyone, as having such a powerful lore without having to pay his 550 points cost to get it would&#039;ve been awesome. Thankfully his Master of Necromancy rule softens the blow somewhat when you realize you have no limitations to the amount of times each of the spells can be used in a single magic phase.&lt;br /&gt;
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==Army of the Lichemaster==&lt;br /&gt;
Yep, as if having his own spell lore wasn&#039;t enough, Kemmler had his own fucking &#039;&#039;&#039;ARMY LIST&#039;&#039;&#039;. This wasn&#039;t even one of those half-assed army lists either (like that Kislev bullshit), Kemmler&#039;s army is comprised of 13 units (almost being as big as the actual rulebook armies), 9 of which are entirely unique to his army and it also has its own magic items completely unique to it (which is a shame because most of them are fucking awesome and would be great choices in other armies). The army is based on the entities Kemmler summoned from the Barrows when he attacked the Wood Elves, and as such many of them have not been seen before or since. Even now it can still be fun to experiment with as it has oddball stuff like Wight Kings with Great Weapons riding Chariots (it made more sense in the editions when charging allowed you to strike first with them), Ethereal undead spellcasters that were T2 and could use the Lore of Heavens, and core choices that were Strength 5, Toughness 5, with three Wounds and 4 Attacks!&lt;br /&gt;
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&lt;br /&gt;
===Army Rules===&lt;br /&gt;
All units in the Army of the Lichemaster are governed by the following:&lt;br /&gt;
*&#039;&#039;&#039;Undead&#039;&#039;&#039;: Universal. Like usual it&#039;s a mishmash of other rules:&lt;br /&gt;
**&#039;&#039;&#039;Break Tests&#039;&#039;&#039;: When you lose combat, you take an unsaveable amount of Wounds equal to the amount you lost by instead of taking a break test. In the even of multiple combats, these Wounds apply to all units on the losing side.&lt;br /&gt;
**&#039;&#039;&#039;Immune to Psychology&#039;&#039;&#039;: Exactly what it says on the tin.&lt;br /&gt;
**&#039;&#039;&#039;Cause Fear&#039;&#039;&#039;: Same as above.&lt;br /&gt;
**&#039;&#039;&#039;Charge Reactions&#039;&#039;&#039;: Undead can only Hold when they&#039;re charged, a shame as Kemmler&#039;s army can actually get shooting attacks.&lt;br /&gt;
**&#039;&#039;&#039;Marching&#039;&#039;&#039;: No unit can March unless they&#039;re within 12&amp;quot; of Kemmler.&lt;br /&gt;
*&#039;&#039;&#039;The Lichemaster&#039;&#039;&#039;: Kemmler must be in the army and he must be the general. If he&#039;s ever killed (as much as he can be anyway), then at the end of the phase (and the start of every controlling player turn afterwards) everyone in the army must take a Leadership test, taking a Wound for every point they fail by, unless they&#039;re a character. If units have characters in them they can use the character&#039;s Leadership, which oddly enough means that Kemmler dying hardly affects most of his army. The average Ld is 8 and characters are either Ld9 or Ld10. If there was anybody else who could use Necromancy in this list then Kemmler dying could be entirely healed off. Oddly enough too the rules state that if Kemmler is taken below 0 Wounds but somehow gets them back then the army-wide crumble ceases to apply.&lt;br /&gt;
&lt;br /&gt;
====Lords====&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! || Pts || M || WS || BS || S || T || W || I || A || Ld || Sv&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Heinrich Kemmler:&#039;&#039;&#039; || 550 || 4 || 3 || 3 || 4 || 4 || 3 || 3 || 1 || 9 || 5++&lt;br /&gt;
|}&lt;br /&gt;
*Naturally Kemmler is the one and only Lord of this army. He&#039;s compulsory so you might as well learn to like him, despite his 550 points cost. He&#039;s an absolute magical beast especially if he teams up with a Shadow Druid carrying the right items and he has the following profile and items/rules:&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
*&#039;&#039;&#039;Unit Size&#039;&#039;&#039;: Just Kemmler.&lt;br /&gt;
*&#039;&#039;&#039;Chaos Tomb Blade&#039;&#039;&#039;: This allows kemmler to re-roll failed To Wound rolls and stacks nicely with Dessicating Grasp.&lt;br /&gt;
*&#039;&#039;&#039;Skull Staff&#039;&#039;&#039;: Enemies have to reveal all magic items when they come within 12&amp;quot; and it allows Kemmler to re-roll the result on the Miscast table. Very handy for making sure he doesn&#039;t instantly die to a bad casting/miscast roll.&lt;br /&gt;
*&#039;&#039;&#039;Cloak of Mists and Shadows&#039;&#039;&#039;: Kemmler&#039;s Ethereal. A very nice survivability bonus and it allows Kemmler to troll a few heroes/lords and their mounts who don&#039;t have magic weapons (they&#039;re more common than you might think).&lt;br /&gt;
*&#039;&#039;&#039;Black Periapt&#039;&#039;&#039;: Kemmler can store one unused power/dispel dice, and then use it in the next magic phase (turning a power dice into a dispel dice and vice versa). &lt;br /&gt;
*&#039;&#039;&#039;Power Familiar&#039;&#039;&#039;: Kemmler gets a free power dice and dispel dice in their respective magic phases.&lt;br /&gt;
:&#039;&#039;In addition to the above equipment, Kemmler also has the following rules:&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Magic&#039;&#039;&#039;: Kemmler is a level 4 Wizard who knows all the spells in Lore of the Lichemaster.&lt;br /&gt;
*&#039;&#039;&#039;Master of Necromancy&#039;&#039;&#039;: Kemmler can cast any spell he wants as many times as he wants so long as he still has power dice. An extremely powerful rule that almost justifies his obscene points cost on its own.&lt;br /&gt;
*&#039;&#039;&#039;Spells of Protection&#039;&#039;&#039;: Because only pussies gain their Ward saves from magic items. Kemmler finally decided he needed at least some save of some kind, so he cast a few spells on himself that give him a permanent 5+ Ward save that cannot be removed by any normal means (such as destroying a magic item, since this is a rule unique to him). Kemmler and his unit (should he be in one) also ignore one point of crumble, which can certainly help out if you lost because of something minor like musicians or outnumbering.&lt;br /&gt;
*&#039;&#039;&#039;Undead&#039;&#039;&#039;: As described above.&lt;br /&gt;
&lt;br /&gt;
====Heroes====&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! || Pts || M || WS || BS || S || T || W || I || A || Ld || Sv&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Krell:&#039;&#039;&#039; || 190 || 4 || 5 || 3 || 4 || 4 || 3 || 4 || 4 || 6 || 4+/4++&lt;br /&gt;
|}&lt;br /&gt;
*Like Kemmler, Krell is compulsory and how much you like him will depend almost entirely on how well you do with Stupidity tests, as Krell unfortunately has that rule and Kemmler&#039;s only Ld9. Still, Krell&#039;s more of a melee powerhouse in this edition than he is in later iterations and no matter who you point him towards, so long as it isn&#039;t a monster he&#039;s practically guaranteed to fuck shit up. He has the following profile and magic items/rules:&lt;br /&gt;
*&#039;&#039;&#039;Unit Size&#039;&#039;&#039;: Just Krell.&lt;br /&gt;
*&#039;&#039;&#039;Black Axe of Krell&#039;&#039;&#039;: Way better in this edition than it was in later editions, the Black Axe of Krell is a Great Weapon that aside from the usual rules, also causes whoever it Wounds to roll a dice at the start of each player&#039;s magic phases. On a 1-2, the model suffers an additional Wound that ignores Armour saves, and this effect lasts for the rest of the game. Even if Krell is killed, this ability is likely to finish off whoever killed him.&lt;br /&gt;
*&#039;&#039;&#039;Crown of the Damned&#039;&#039;&#039;: Krell has a 4+ Ward save and suffers from Stupidity. In addition the crown has fused to Krell and the two have become one entity, in practice this means the item is indestructible, in effect meaning it cannot be destroyed by spells such as Vaul&#039;s unmaking.&lt;br /&gt;
*&#039;&#039;&#039;Chaos Armour:&#039;&#039;&#039; Krell was a former Chaos champion after all, so naturally he has Chaos Armour. Given how he&#039;s armed though it&#039;s more of a mulligan compared to stuff like his crown.&lt;br /&gt;
:&#039;&#039;In addition to his fancy hat and axe, Krell has the following rules:&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The King of Wights&#039;&#039;&#039;: Krell&#039;s killing blow works on a 5+ instead of a 6+. If you use Eternal Vigour on Krell you&#039;re practically guaranteed 4 Wounds, about half of which benefit from Killing Blow. This in turn also means Krell&#039;s a close combat monster and a terrifying opponent against anyone who can be affected by Killing Blow.&lt;br /&gt;
*&#039;&#039;&#039;Undead&#039;&#039;&#039;: As described above.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! || Pts || M || WS || BS || S || T || W || I || A || Ld || Sv&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Barrow King:&#039;&#039;&#039; || 100 || 4 || 4 || 3 || 4 || 4 || 2 || 4 || 3 || 9 || 5+&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Chariot:&#039;&#039;&#039; || - || - || - || - || 5 || 5 || 4 || - || - || - || 4+&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Skeletal Steed:&#039;&#039;&#039; || - || 8 || 2 || 2 || 3 || - || - || 2 || 1 || - || -&lt;br /&gt;
|}&lt;br /&gt;
*Yet another compulsory choice, so you might as well learn to love them. It&#039;s a Wight King that always comes mounted on a Chariot; Their statlines and points costs are pretty bad, but their chariots are quite good and the magic items they can take are fantastic, so their impact largely depends on how they&#039;re built and when you use them. Done properly they can very well surprise you with the destruction they can bring.&lt;br /&gt;
*&#039;&#039;&#039;Unit Size&#039;&#039;&#039;: One Barrow King on a Chariot pulled by two Skeletal Steeds.&lt;br /&gt;
*&#039;&#039;&#039;Generic Equipment&#039;&#039;&#039;: Hand Weapon, Heavy Armour and Great Weapon.&lt;br /&gt;
*&#039;&#039;&#039;Options&#039;&#039;&#039;: &lt;br /&gt;
**Barrow Kings can choose Magic Items from the common lists or the Archeological Artefacts list of up to 50 points.&lt;br /&gt;
:::It&#039;s rather a shame they can&#039;t choose shields aside from magic ones. With some editions this would provide them a massive armour boost against missile fire (in 7th for example, having a 4+ save on a 4+ Chariot would mean you had a 2+ Armour save against missile fire).&lt;br /&gt;
:&#039;&#039;In addition to the above equipment, Barrow Kings have the following special rules:&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Magical Attacks&#039;&#039;&#039;: Exactly what you think it means.&lt;br /&gt;
*&#039;&#039;&#039;Killing Blow&#039;&#039;&#039;: Same as above. &lt;br /&gt;
**At the time this was actually a bit different than the regular book, because back then Wight Kings gained both of their abilities from the weapons they used, and as such they could be taken away by spells like Vaul&#039;s Unmaking. Since these are special rules they are exempt to such tactics, and in one case Killing Blow can cause a ridiculous chain reaction of deaths thanks to a certain sword (think beheading lightning).&lt;br /&gt;
*&#039;&#039;&#039;Undead&#039;&#039;&#039;: As described above.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! || Pts || M || WS || BS || S || T || W || I || A || Ld || Sv&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Shadow Druid:&#039;&#039;&#039; || 70 || 4 || 2 || 0 || 2 || 2 || 2 || 2 || 1 || 10 || -&lt;br /&gt;
|}&lt;br /&gt;
*The first choice that isn&#039;t compulsory, although these guys are awesome enough you&#039;re going to want 1-2 of them anyway. They have the single worst profile out of all characters in Warhammer Fantasy (presumably because they&#039;re ghosts and have no physical body), however their rules certainly make up for it and their magic items are must-haves.&lt;br /&gt;
*&#039;&#039;&#039;Unit Size&#039;&#039;&#039;: One Shadow Druid.&lt;br /&gt;
*&#039;&#039;&#039;Magic&#039;&#039;&#039;: Shadow Druids are Level 1 Wizards who can use the Lore of Death or the Lore of Shadow.&lt;br /&gt;
*&#039;&#039;&#039;Generic Equipment&#039;&#039;&#039;: Hand Weapon. With a statline like theirs it&#039;s not like they should have anything more anyway.&lt;br /&gt;
*&#039;&#039;&#039;Options&#039;&#039;&#039;: &lt;br /&gt;
**Shadow Druids can choose Magic Items from the common lists or the Archeological Artefacts list of up to 50 points.&lt;br /&gt;
**Shadow Druids can be upgraded to Level 2 Wizards for +35 points.&lt;br /&gt;
:&#039;&#039;In addition to the above equipment, Shadow Druids have the following special rules:&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Undead&#039;&#039;&#039;: As described above.&lt;br /&gt;
*&#039;&#039;&#039;Ethereal&#039;&#039;&#039;: Awesome. This means that your Shadow Druid can go with units or on their own, and like Kemmler they can be challenge trolls, holding up anyone who doesn&#039;t have a magic weapon.&lt;br /&gt;
**A nice thing to note is their Ld of 10 on top of being Wizards. This means that one of them can babysit Krell while still being able to cast spells should Krell fail his stupidity test.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Those are all the heroes that the Army of the Lichemaster gets, which unfortunately means you get no Battle Standard Bearer. This is quite unfortunate as unless Krell has a babysitter it&#039;s easier for him to fail his test than you&#039;d think and some of your other choices die if they fail their Leadership tests. In turn this means Krell either goes along on his own beside other units, or you pair him with a Shadow Druid the entire time which admittedly doesn&#039;t work out all that badly.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Core Units====&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! || Pts || M || WS || BS || S || T || W || I || A || Ld || Sv&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Skeleton Warrior:&#039;&#039;&#039; || 7 || 4 || 2 || 2 || 3 || 3 || 1 || 2 || 1 || 3 || 6+&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Skeleton Chieftain:&#039;&#039;&#039; || - || 4 || 2 || 2 || 3 || 3 || 1 || 2 || 2 || 3 || 6+&lt;br /&gt;
|}&lt;br /&gt;
*One unit of these are compulsory, which is unfortunate as they pale in comparison to literally every other choice in the army. You might as well find a use for them though since you have to take at least one unit, whether it&#039;s as a small unit of charge re-directors, a large tar pit, small javelin throwers meant to annoy or just a bunker to hide Kemmler in. Fortunately they&#039;re also the last the Compulsory units and from here on out you&#039;re free to choose what you wish.&lt;br /&gt;
*&#039;&#039;&#039;Unit Size&#039;&#039;&#039;: 10-40 Skeleton Warriors.&lt;br /&gt;
*&#039;&#039;&#039;Generic Equipment&#039;&#039;&#039;: Hand Weapon and Shields.&lt;br /&gt;
*&#039;&#039;&#039;Options&#039;&#039;&#039;: &lt;br /&gt;
**Any unit may replace their Shields with Great Weapons for +2 points per model. This is actually a good idea if you want to make them useful, as S5 models for only 9 points each are a pretty decent deal, especially if Kemmler casts Eternal Vigour on them, you&#039;ll end up with Core than can wreck the shit of most Special choices.&lt;br /&gt;
**Any unit may be equipped with Javelins for +2 points per model. An iffy prospect at best, especially depending on the edition you&#039;re playing at. In the editions before 8th, you&#039;d hit on a 5+ so long as then enemy had no cover (regardless of moving and long range) and you could pick away at a few wounds each turn, but at 9 points and the comparatively short range of Javelins made them little more than an annoyance that cost too much.&lt;br /&gt;
**Any unit may be equipped with Light Armour for +1 point per model. A good choice if you want to keep them with sword and board.&lt;br /&gt;
**Any unit may be equipped with Spears for +1 point per model. Skeleton Warriors can make for a decent horde and like with Great Weapons, casting Eternal Vigour on them can have them put out a surprising amount of damage. Cheaper than Great Weapons though they&#039;re slightly more durable and not as likely to kill as much.&lt;br /&gt;
**Skeleton Warriors can buy Command for the respective costs: Musician (+5 points), Chieftain (+10 points), Standard Bearer (+10 points).&lt;br /&gt;
:&#039;&#039;In addition to the above equipment, Skeleton Warriors have the following rule:&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Undead&#039;&#039;&#039;: Slap yourself if you thought otherwise.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! || Pts || M || WS || BS || S || T || W || I || A || Ld || Sv&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ghost:&#039;&#039;&#039; || 60 || 6 || 2 || 0 || 3 || 3 || 1 || 1 || 0 || 10 || -&lt;br /&gt;
|}&lt;br /&gt;
*These work similarly to Banshees, although they are far better at it than those ghosts. Unfortunately this is balanced out by the fact that they have a chance to die each turn (and when that happens, they can&#039;t come back). Don&#039;t be scared off by their terrible statlines, thanks to their special rule proper use can have them kill models that are worlds above them in terms of points quite easily and even models that have magic items/weapons aren&#039;t safe.&lt;br /&gt;
*&#039;&#039;&#039;Unit Size&#039;&#039;&#039;: 1 Ghost.&lt;br /&gt;
*&#039;&#039;&#039;Generic Equipment&#039;&#039;&#039;: Hand Weapon. They can&#039;t actually attack so it&#039;s not like they need anything else.&lt;br /&gt;
:&#039;&#039;In addition to the above equipment, Ghosts have the following rules:&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Undead&#039;&#039;&#039;: It figures. &lt;br /&gt;
*&#039;&#039;&#039;Ethereal&#039;&#039;&#039;: Fucking duh.&lt;br /&gt;
*&#039;&#039;&#039;Tormented&#039;&#039;&#039;: Ghosts always act as if Kemmler had died, following the Lichemaster rule described in the Army Rules. If Kemmler ever dies then they have to take the test twice. Of course if they fail at all (a little hard on Ld 10, but you&#039;ll be taking a lot of tests) they instantly die. Lorewise this is because they&#039;re constantly fighting Kemmler&#039;s control as they don&#039;t actually want to hurt the living (whereas Banshees and Cairn Wraiths do), but Kemmler uses them anyway because (former) beggars can&#039;t be choosers.&lt;br /&gt;
*&#039;&#039;&#039;Chill Attack:&#039;&#039;&#039; The main reason you take these guys. This attack can only be used in close combat and doesn&#039;t work on units that are Immune to Psychology. At the start of the close combat phase, the unit(s) engaged with the ghost must take a Leadership test on 2D6+2, taking a Wound for every point that they fail by. These Wounds ignore Armour saves, are distributed like combat casualties (so in editions earlier than 8th would take away the attacks that the targeted unit(s) could make back) and count towards combat resolution, which is awesome. On their own these guys can slaughter monsters, wipe out skirmishers and utterly break units of elite models. They also combine extremely well with anything that decreases the enemy&#039;s Leadership, as well as any other unit of yours (since they even work before Always Strikes First and as stated, can take away attacks from enemy units, therefore protecting your own units) and they&#039;re absolute hell for any cavalry that can be affected by them.&lt;br /&gt;
*&#039;&#039;&#039;Core Units&#039;&#039;&#039;: Ghosts do not count towards the minimum amount of Core units you must have. A real shame because they can be pretty awesome, skeletons can seem like sub-par choices, and the next choice is really expensive. If Ghosts didn&#039;t have this rule they&#039;d be the perfect Core choice filler.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! || Pts || M || WS || BS || S || T || W || I || A || Ld || Sv&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Simulacra:&#039;&#039;&#039; || 65 || 5 || 4 || 0 || 5 || 5 || 3 || 1 || 4 || 10 || 5+&lt;br /&gt;
|}&lt;br /&gt;
*These are walking statues made in the appearances of the various gods of death, and they&#039;re fucking awesome. Simulacra work like Tomb Kings Ushabti, except they&#039;re even better and they&#039;re core! While they might be limiting as far as static resolution goes, Simulacra are murder machines that only get better with Eternal Vigour cast upon them.&lt;br /&gt;
*&#039;&#039;&#039;Unit Size&#039;&#039;&#039;: 3+ Simulacra.&lt;br /&gt;
*&#039;&#039;&#039;Generic Equipment&#039;&#039;&#039;: Hand Weapon. With a profile like that who needs anything else?&lt;br /&gt;
:&#039;&#039;In addition to the above equipment, Simulacra have the following rule:&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Undead Constructs&#039;&#039;&#039;: Simulacra have the Undead rule and on top of that suffer one less Wound from Crumble than normal (which really helps save them in case the enemy outnumbers/has a musician) and it also gives them a 5+ Armour save.&lt;br /&gt;
&lt;br /&gt;
====Special Units====&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! || Pts || M || WS || BS || S || T || W || I || A || Ld || Sv&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Embalmed One:&#039;&#039;&#039; || 12 || 3 || 3 || 0 || 4 || 5 || 1 || 3 || 1 || 8 || -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cadaver:&#039;&#039;&#039; || - || 3 || 3 || 0 || 4 || 5 || 1 || 3 || 2 || 8 || -&lt;br /&gt;
|}&lt;br /&gt;
*The anvil to end all anvils. The Simulacra&#039;s points costs hold them back from being a great tar pit, but the Embalmed Ones have no issue, having good Strength and fantastic Toughness. Just watch out for poisons and other auto-wounding effects. They&#039;re also basically 4th edition mummies with fewer Wounds (and use the same models) which is awesome.&lt;br /&gt;
*&#039;&#039;&#039;Unit Size&#039;&#039;&#039;: 5-20 Embalmed Ones.&lt;br /&gt;
*&#039;&#039;&#039;Generic Equipment&#039;&#039;&#039;: Hand Weapon. Unfortunately they can&#039;t get anything else which is a real shame.&lt;br /&gt;
*&#039;&#039;&#039;Options&#039;&#039;&#039;:&lt;br /&gt;
**One Embalmed One can be upgraded to a Cadaver for +14 points.&lt;br /&gt;
:&#039;&#039;In addition to the above equipment, Embalmbed Ones have the following rule:&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Undead&#039;&#039;&#039;: Yep, the mummies have it too.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! || Pts || M || WS || BS || S || T || W || I || A || Ld || Sv&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Horseman:&#039;&#039;&#039; || 16 || 4 || 2 || 2 || 3 || 3 || 1 || 2 || 1 || 5 || 4+&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Chieftain:&#039;&#039;&#039; || - || 4 || 2 || 2 || 3 || 3 || 1 || 2 || 2 || 5 || 4+&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Skeletal Steed:&#039;&#039;&#039; || - || 8 || 2 || 0 || 3 || 3 || 1 || 2 || 1 || 5 || -&lt;br /&gt;
|}&lt;br /&gt;
*Kemmler&#039;s poorly named and overpriced cavalry, good for flank charges and that&#039;s about it. Their points costs are very prohibitive so if you&#039;re taking them, make sure you&#039;re going to get your money&#039;s worth and break the enemy on the charge, otherwise they&#039;re just going to waste. At least their points cost have an explanation as far as the lore goes, that being the Barrow Kings couldn&#039;t find many uses for cavalry in a forest, so they hardly had any.&lt;br /&gt;
*&#039;&#039;&#039;Unit Size&#039;&#039;&#039;: 5-16 Unquiet Horsemen.&lt;br /&gt;
*&#039;&#039;&#039;Generic Equipment&#039;&#039;&#039;: Hand Weapon, Spear, Light Armour and Shield.&lt;br /&gt;
*&#039;&#039;&#039;Options&#039;&#039;&#039;:&lt;br /&gt;
**Any unit may replace their Spears with Lances for +1 point per model. The points cost for this unit might as well be 17 points per model as this is a near-mandatory upgrade.&lt;br /&gt;
**Any unit may replace their Light Armour with Heavy Armour for +2 points per model. Not too bad an idea, you&#039;re already paying out the nose for this unit, so you might as well make them survivable.&lt;br /&gt;
**Unquiet Horsemen can buy Command for the respective costs: Musician (+5 points), Chieftain (+10 points), Standard Bearer (+10 points).&lt;br /&gt;
:&#039;&#039;In addition to the above equipment, Unquiet Horsemen have the following rule:&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Undead&#039;&#039;&#039;: Yep, they&#039;ve got it too.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! || Pts || M || WS || BS || S || T || W || I || A || Ld || Sv&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Barrow Guardian:&#039;&#039;&#039; || 12 || 4 || 3 || 3 || 4 || 4 || 1 || 3 || 1 || 8 || 5+&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dread Guardian:&#039;&#039;&#039; || - || 4 || 3 || 3 || 4 || 4 || 1 || 3 || 2 || 8 || 5+&lt;br /&gt;
|}&lt;br /&gt;
*Grave Guard with a different name and newer options/rules for the time. They used to be outright better than regular Grave Guard as their magic attacks/killing blow weren&#039;t dependent on the weapons they used, but the later editions of VC changed them to make them almost identical to these guys. In effect these are going to be the elite troops of your army, as there is nothing in the game they cannot handle with the right equipment and Eternal Vigour.&lt;br /&gt;
*&#039;&#039;&#039;Unit Size&#039;&#039;&#039;: 10-30 Barrow Guardians.&lt;br /&gt;
*&#039;&#039;&#039;Generic Equipment&#039;&#039;&#039;: Hand Weapon, Corroded Heavy Armour (it has the same effect as the normal stuff).&lt;br /&gt;
*&#039;&#039;&#039;Options&#039;&#039;&#039;:&lt;br /&gt;
**Any unit may be equipped with Great Weapons +3 points per model. You&#039;re paying out the ass for this upgrade, but in turn you get a unit that can slaughter everything in its path. If you are buying this upgrade, make sure you&#039;re not letting their unit-wide S6 go to waste.&lt;br /&gt;
**Any unit may be equipped with Shields for +1 point per model. Mandatory if you&#039;re not taking Great Weapons, otherwise you can skip it.&lt;br /&gt;
**Barrow Guardians can buy Command for the respective costs: Musician (+6 points), Dread Guardian (+12 points), Standard Bearer (+12 points).&lt;br /&gt;
**A Standard Bearer can carry a Magic Standard worth up to 50 points. This is quite handy since aside from the obvious, you&#039;re not limited to only having one unit of these with a Magic Standard (unlike many other armies).&lt;br /&gt;
:&#039;&#039;In addition to the above equipment, Barrow Guardians have the following rules:&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Undead&#039;&#039;&#039;: Figures.&lt;br /&gt;
*&#039;&#039;&#039;Magical Attacks&#039;&#039;&#039;: Just like their Barrow Kings.&lt;br /&gt;
*&#039;&#039;&#039;Killing Blow&#039;&#039;&#039;: Not exactly reliable, but it is handy when it goes off.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! || Pts || M || WS || BS || S || T || W || I || A || Ld || Sv&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tomb Stalker:&#039;&#039;&#039; || 45 || 6 || 4 || 0 || 5 || 5 || 4 || 3 || 4 || 8 || 5+&lt;br /&gt;
|}&lt;br /&gt;
*A bizarre unit for more than a few reasons. Like the Simulacra they are stone constructs (usually) with awesome statlines, however they&#039;re very limited in size and despite their Undead Construct rule are prone to being killed through static combat resolution. Thanks to their very cheap points cost (comparatively) you might want to take quite a few, but that eats up your special choices very quickly and even in 8th you&#039;re only allowed 3. As such they&#039;re better for keeping smaller units in check, taking out Skirmishers and hunting down more annoying units that you wouldn&#039;t want to spare an entire unit block to deal with.&lt;br /&gt;
*&#039;&#039;&#039;Unit Size&#039;&#039;&#039;: 1 Tomb Stalker.&lt;br /&gt;
*&#039;&#039;&#039;Generic Equipment&#039;&#039;&#039;: Claws/Tails/Fists/Whatever they&#039;re modeled with, aka a Hand Weapon. Like the Simulacra they don&#039;t need anything else.&lt;br /&gt;
:&#039;&#039;In addition to the above equipment, Tomb Stalkers have the following rule:&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Undead Constructs&#039;&#039;&#039;: Just like their Core choice stone buddies, Tomb Stalkers have the Undead rule and on top of that suffer one less Wound from Crumble than normal. Unfortunately as mentions this hardly helps them survive static combat resolution and is more of a mulligan. It also gives them a 5+ Armour save.&lt;br /&gt;
&lt;br /&gt;
====Rare Units====&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! || Pts || M || WS || BS || S || T || W || I || A || Ld || Sv&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Gloom:&#039;&#039;&#039; || 6 || 4 || 2 || 0 || 2 || 2 || 1 || 1 || 1 || 5 || -&lt;br /&gt;
|}&lt;br /&gt;
*A strange case, essentially being zombie ghosts. Meant to be a tarpit but they usually end up dying to their own rules more than anything else. Even so they can be quite good at holding up very high Strength units that the Embalmbed Ones can&#039;t handle even with their T5. If you&#039;re left with the power dice to spare however, Invocation of the Lichemaster can keep them in perfect shape without much issue and they might impress you against stuff like units with Great Weapons.&lt;br /&gt;
*&#039;&#039;&#039;Unit Size&#039;&#039;&#039;: 10-20 Glooms.&lt;br /&gt;
*&#039;&#039;&#039;Generic Equipment&#039;&#039;&#039;: Throttling Dead Hands (aka a Hand Weapon, or two if your opponent is generous and/or you want to try rules lawyer arguing it).&lt;br /&gt;
:&#039;&#039;In addition to the above equipment, Glooms have the following rules:&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Ethereal&#039;&#039;&#039;: The main reason you&#039;re taking them. Think of them as a unit of very weak Wraiths.&lt;br /&gt;
*&#039;&#039;&#039;Tormented&#039;&#039;&#039;: Like Ghosts the Glooms tend to destroy themselves. Unlike Ghosts, the entire unit doesn&#039;t die when they fail the test once. Unfortunately this also prevents them from using Kemmler&#039;s Leadership when they take the test.&lt;br /&gt;
*&#039;&#039;&#039;Spirit Levy&#039;&#039;&#039;: Basically the Skaven rule Strength in Numbers, the Glooms add their rank bonus to their Leadership. In practice this means they&#039;ll pass their tormented test more often than not provided they&#039;re at full Strength. If you&#039;re still worried about them even with Ld8, you could put a Shadow Druid in their unit as they&#039;re also Ethereal and have Ld10, therefore making sure the unit isn&#039;t going anywhere.&lt;br /&gt;
*&#039;&#039;&#039;Undead&#039;&#039;&#039;: Yep, they&#039;re spirits.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Winged Nightmares&#039;&#039;&#039;: &lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! || Pts || M || WS || BS || S || T || W || I || A || Ld || Sv&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Winged Nightmare:&#039;&#039;&#039; || 175 || 6 || 4 || 0 || 5 || 5 || 4 || 2 || 3 || 5 || -&lt;br /&gt;
|}&lt;br /&gt;
*Because Kemmler&#039;s powerful enough to have several of these things running around without other necromancers to power them. Winged Nightmares are of dubious use in this army, filling mostly the same role as the Tomb Stalkers (albeit for 130 points more) and having the added bonus of being able to hunt War Machine crews. However even in that role they&#039;re outdone by a Barrow King with a certain magic item (who&#039;s also 25 points cheaper). Still they&#039;re not actually bad at what they do, just outdone by some others in certain situations/with certain equipment, however if you&#039;ve got other uses for Tomb Stalkers/you can&#039;t get a Barrow King on a Sky Chariot then you&#039;ll find they can do their job very well indeed. Depending on the edition you can also get great use out of their Terror rule as well.&lt;br /&gt;
*&#039;&#039;&#039;Unit Size&#039;&#039;&#039;: 1 Winged Nightmare.&lt;br /&gt;
*&#039;&#039;&#039;Generic Equipment&#039;&#039;&#039;: Hand Weapon. It&#039;s not like a monster can get anything else.&lt;br /&gt;
:&#039;&#039;In addition to the above equipment, Winged Nightmares have the following rules:&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Undead&#039;&#039;&#039;: Kemmler&#039;s Nightmares are Frankenstein creations between stuff like Manticores and Griffons, so naturally they&#039;re undead too.&lt;br /&gt;
*&#039;&#039;&#039;Terror&#039;&#039;&#039;: As it says on the tin. Either really good or mediocre depending on the edition you&#039;re playing.&lt;br /&gt;
*&#039;&#039;&#039;Impale&#039;&#039;&#039;: The Winged Nightmare gets +1 Strength on the turn it charges. In turn this means it Wounds even Dwarf artillery crews on 2+ when it makes the charge to ensure it makes the kill.&lt;br /&gt;
*&#039;&#039;&#039;Fly&#039;&#039;&#039;: Awesome, and the main reason you&#039;re taking them. Unfortunately it also makes them a big target which isn&#039;t helped by the next rule.&lt;br /&gt;
*&#039;&#039;&#039;Large Target&#039;&#039;&#039;: On the one hand it&#039;s nice that it can help them see over terrain (depending on the edition), on the other hand it really hurts to see them get shot. A lucky bolt thrower can definitely put them down.&lt;br /&gt;
&lt;br /&gt;
====Archeological Artefacts====&lt;br /&gt;
:Kemmler&#039;s Magic Items. Both Barrow Kings and Shadow Druids can take common items, but these ones are almost all universally good as well as entirely unique to the army, so you might as well use them.&lt;br /&gt;
&lt;br /&gt;
=====Magic Weapons=====&lt;br /&gt;
*&#039;&#039;&#039;The Stormsword of Medhe&#039;&#039;&#039;: A magic sword costing 50 points. A sword that discharges lightning in each strike. Every time the bearer delivers an unsaved Wound from this sword, everyone in base contact with that model who took the Wound automatically suffer a Strength 4 hit. Thanks to how it&#039;s written, it&#039;s easily argued that such extra hits benefit from the Killing Blow ability, should the user be a Barrow King. Unfortunately the weapon also hits the user of the Stormsword (as well as any mount/chariot they might be on), which means that by killing enemies your Barrow King can easily decapitate himself with his own lightning (and thanks to his poor statline, he&#039;s quite likely to kill himself even without killing blow). Still, it&#039;s a high risk/high reward weapon that can easily wipe out more points than your King is worth, it&#039;s just a shame that at 50 points it takes up his entire magic allowance.&lt;br /&gt;
&lt;br /&gt;
=====Magic Armour=====&lt;br /&gt;
*&#039;&#039;&#039;Shield of the Ancients&#039;&#039;&#039;: A magic shield costing 50 points. One of the few ways to give your Barrow King a shield (which can buff him to a 2+ save against missile fire and working really well with his hand weapon depending on the edition), it&#039;s a shame that it uses up his entire points allowance. Still, it adds +1 Toughness and if you get a flank charge with a character as tough as their chariot, you&#039;re virtually guaranteed to stay lodged in there until the enemy breaks.&lt;br /&gt;
&lt;br /&gt;
=====Talismans=====&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Cailledh&#039;&#039;&#039;: 30 points. An odd item, it gives you a 5+ Ward save that also grants you Frenzy (despite being Undead) should you pass it. Can be quite nice if you only wanted a 5+ since it&#039;s outright better than the 8th edition rulebook equivalent, and a Barrow King with 4 Attacks is awesome. Otherwise you should avoid it as Barrow Kings aren&#039;t especially durable anyway.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hide of Retribution&#039;&#039;&#039;: A 25 point cloak. An awesome item, every time you get hit, the model who did the hitting automatically strikes themselves with an equal amount of hits and at the same Strength. This is great for setting up traps and dealing a ton of damage without actually paying that much (a Barrow King who exposes their flank can wipe out an entire unit of Blood Knights for example). The model who has it isn&#039;t likely to survive, however so long as you kill more points than you spend you shouldn&#039;t regret a suicide run or two, and the psychological effect it can have on an opponent who knows you took it but not who you took it on can&#039;t be underestimated.&lt;br /&gt;
&lt;br /&gt;
=====Arcane Items=====&lt;br /&gt;
*&#039;&#039;&#039;Staff of the Trickster&#039;&#039;&#039;: A staff costing 50 points. A great reason on its own to take a Shadow Druid, as it allows you to modify one of your dispel dice to match the number on a casting dice. In effect you can turn one of your ones into a six which is fantastic. Combined with one of the later items and you&#039;ll be ruling the Magic phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Storm Cauldron&#039;&#039;&#039;: A cauldron costing 50 points. Another great reason to take a Shadow Druid, as not only does it allow them to take spells from the Lore of Heavens, but it also gives them +1 to cast such spells. Such a bonus is always welcome, it&#039;s much cheaper than the 8th edition common equivalent and the Lore of Heavens has plenty of useful spells to help you, regardless of edition.&lt;br /&gt;
&lt;br /&gt;
=====Enchanted Items=====&lt;br /&gt;
*&#039;&#039;&#039;The Casket of Shadows&#039;&#039;&#039;: A scary coffin costing 50 points and containing a bound spell (Shades of Death, power level 3). Your use of it will depend on the edition in which you&#039;re playing, as this can be really good or really bad. In effect whoever it&#039;s cast on now causes Terror instead of Fear.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sky Chariot&#039;&#039;&#039;: A special chariot for 50 points that can only be taken by Barrow Kings. This chariot grants the user the fly rule, and it&#039;s awesome, especially if you pretend the Barrow King&#039;s on a normal chariot right up until you suddenly fly him from atop a hill across the table and into a flank. It&#039;s a shame that the Barrow King only has a points allowance of 50 as there&#039;s so many good items for him to take.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Charm of Defiance&#039;&#039;&#039;: 15 point charm that might as well be mandatory. It gives you two free dispel dice with no consequence in each enemy magic phase. It&#039;s probably supposed to have the &#039;&#039;one use only&#039;&#039; rule attached to it, but it doesn&#039;t!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Charm of Destruction&#039;&#039;&#039;: Another 15 point charm that functions as a one use only bound spell (power level 4). If the Hide of Retribution is used on another model, you can certainly save this trap for somebody else. You can take as many of these as you&#039;d like, even stack them on the same character and like the Hide of Retribution they can pull off an awesome performance if you pull a Barrow King up alongside another unit to get a ridiculous amount of hits (getting up to 21 automatic S4 hits on the 20mm bases, and 18 automatic S4 hits on 25mm bases) before combat even starts. Unfortunately pulling up alongside somebody like this likely means sacrificing your impact hits and charge bonuses, so you&#039;re going to have to decide whether or not this suicide run is worth it.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
It is possible, especially considering GW&#039;s love of basing things in both 40k and Fantasy on actual history, that Heinrich Kemmler takes the basis of his name from the German priest Heinrich Kramer, the guy who wrote the &#039;&#039;Malleus Malificarum&#039;&#039;, the book that started the European witch craze and was basically &amp;quot;Witch Hunting for Dummies&amp;quot;, complete with claims that witches went around stealing dicks and hiding them in birds-nests for the lulz.&lt;br /&gt;
&lt;br /&gt;
Alternately, Heinrich Kemmler is named after Heinrich Himmler, the man most responsible for how the Holocaust was carried out.&lt;br /&gt;
&lt;br /&gt;
Unrelated trivia: A necromancer of the same name existed in the [[Dresden Files]] series&#039; book Dead Beat; he was the biggest BAMF to ever raise a corpse, and now that he&#039;s dead, his apprentices are the runners-up. The author outright said [https://wordof.jim-butcher.com/index.php/word-of-jim-woj-compilation/woj-on-future-df-works/ Warhammer fans would have recognized some of the names within the book].&lt;br /&gt;
&lt;br /&gt;
==Total War: Warhammer==&lt;br /&gt;
Heinrich was one of the starting legendary lords for the vampire counts in Total War: Warhammer. Unfortunately his rather lackluster stats, the absence of Krell and lack of differentiation from a generic master necromancer have led to him becoming something of a joke to the playerbase. Indeed it got to the point where Helman Ghorst, an extremely minor character that a significant portion of the fanbase were unaware even existed, was generally considered more useful than Heinrich. Granted, Heinrich is more or less the same as his tabletop version, a cheap necromancer lord with Krell on his side, at least until you start grabbing his magic items in the campaign, whereupon he becomes a great necromancer who casts well and isn&#039;t fucked if he gets in melee combat. &lt;br /&gt;
&lt;br /&gt;
As of 20/07/2017, Krell has been added in the free DLC An Old Friend. Sadly, he is not a unique lord like The Red Duke, but a special summon usable only by the Lichemaster himself. He also comes with the downside of constantly deteriorating due to his summon status, but he can be kept around longer with Invocation of Nehek and has his own skill tree to make him even more powerful in Kemmler&#039;s skills list (one of which removes his deterioration). Still, Krell is a solid lord slayer who is capable of challenging and killing powerful heroes with nary a problem.&lt;br /&gt;
&lt;br /&gt;
With the free Bloodlines DLC, Heinrich splits off from Manfred in a new subfaction called the Barrow Legion and has a new location in the Grey Mountains, along with some new tricks. He gets his own mount, bonus relations with Chaos factions (so Beastmen don&#039;t instantly try to wipe your towns off the map) and attrition immunity for his army (which is huge). Caveat that this faction only appears in the Mortal Empires campaign, which requires both TW1 and TW2; in the Old World campaign of Total War 1 Kemmler is still Manfred&#039;s underling. Still, this gives him a much-needed boost in usefulness as he actually plays differently from the rest of the Counts, and his new location makes confederating with Mousillon actually viable for once. His attrition immunity also means his army can traverse in climates usually hostile to undead leading his AI to wander the old world like actual Warhammer Gandalf.&lt;br /&gt;
&lt;br /&gt;
Now with the Silence and the Fury patch Heinrich Kemmler has been updated for the last time (at least until Total War Wahammer 3 releases). In it, Kemmler has returned to his 6th edition bad ass-ery. Since making an updated lore of Vampires just for Kemmler would be too much effort, they instead updated his trait to reduce the cost of his spells by 20% (this, coupled with other traits he has access to, reduces the cost of overcasting Wind of Death from 23 to 15! Take that Helman Ghorst!). Additionally, most of his skill tree for buffing Krell has combined into 1 talent and with this newfound space in his skill tree they have given him his own unique talent tree which includes fun options such as making your wraith units regen health and models throughout the game. To top it all off, they also gave him greater arcane conduit, which finally makes the question of &amp;quot;Who is the best Vampire Counts spellcaster&amp;quot; a tough pick between yours truly and Mannfred Von Carstein (as it should be).&lt;br /&gt;
 &lt;br /&gt;
A mod is currently in progress to grant the Barrow Legion the old Army of the Lichemaster units.&lt;br /&gt;
&lt;br /&gt;
THE MOD IS HERE! thanks to cataph, the lichemaster now own a horde-kind army. Even if probably not everyone love this or the fact that his faction can only have four armies, ruled by legendary lords, this greatly reflect his errand life, going around all over the old world, looking for knowledge and artifacts. Plenty of units from his army are now at your disposal, with a unique perk. When you explore a destroyed settlement, you can open the barrow, having all your barrow units back at full capacity. Nasty!&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Kemmler Mini Old.jpg|Kemmler&#039;s original model.&lt;br /&gt;
Image:Kemmler New.jpg|His &amp;quot;new&amp;quot; model.&lt;br /&gt;
Image:Kemmler New Better.gif|A better paintjob of his newer model. &lt;br /&gt;
Image:Terror Of The Lichemaster.jpg&lt;br /&gt;
Image:Lichemaster Blanche.jpg&lt;br /&gt;
Image:Lichemaster Book Cover.jpg&lt;br /&gt;
File:Kemmler Total War.png|Kemmler in Total War:Warhammer&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer Fantasy]]&lt;br /&gt;
[[Category:Vampire Counts]]&lt;/div&gt;</summary>
		<author><name>2603:8001:3500:CB:518A:4CA3:4B2C:2080</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Durthu&amp;diff=190468</id>
		<title>Durthu</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Durthu&amp;diff=190468"/>
		<updated>2021-10-24T10:24:32Z</updated>

		<summary type="html">&lt;p&gt;2603:8001:3500:CB:518A:4CA3:4B2C:2080: /* Gallery */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{topquote|Ahksi-do-ka-kau! (Axe-wielding filth!)|Durthu, utilizing reverse Dwarf diplomacy.}}&lt;br /&gt;
&lt;br /&gt;
{{topquote|Wo-ka-koah, fu-du-dah-truk-Dwarfs! (My heart is rotten with hatred for all Dwarfs!)|Durthu, telling Dwarf diplomats to suck his tree root.}}&lt;br /&gt;
[[File:Durthu.PNG|400px|thumb|right|&amp;quot;I will nourish my soils with your alcoholic blood! I will fashion myself with your skulls!&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Durthu&#039;&#039;&#039;, also known as &amp;quot;Oakheart&amp;quot; (when directly translated from Elvish), the Optimus Pine, was one of the many ancient treemen born in [[Athel Loren]] way before Chaos appeared, but he got incredibly bitter after countless years of battle (unlike Lizardmen who are also immortal but don&#039;t suffer mental breakdowns). He&#039;s best known for being incredibly racist against all man-like things, mostly towards Dwarfs because those hairy, short-footed, axe-wielding scum hacked him down long ago. Unlike his other racist tree brethren like [[Drycha]], Durthu is still considered cool headed among them and is sane enough to not hate everyone (whereas the tree spirit extremist would disown even their wood elf ally and had participated in hindering Orion&#039;s rebirth). Despite his sword having no name in the rulebook, it was called the &#039;&#039;&#039;Sword of Daith&#039;&#039;&#039; in [[Total War: Warhammer]]. The weapon is unique because it is about the size of his root leg (I mean just look at the fucking size of that thing on the right image!) and it was forged by Daith, a &#039;&#039;&#039;blind&#039;&#039;&#039; Elven smith (the dude is the incarnate of the Elven forge god [[Vaul]], but still, that blade is bigger than any humanoid being! how in Khaine&#039;s name is he able to hammer a metal that big while being blind at the same time?). So fuck those cunts who claimed the Dwarfs are the only good smiths in the setting! &lt;br /&gt;
&lt;br /&gt;
== In the Beginning ==&lt;br /&gt;
Back before the world was invaded by Chaos, Athel Loren was a peaceful place and treemen were much nicer. Only the Elves from Ulthuan visited the damned place and may have had a few unspeakable orgies with the local tree creatures. Durthu during that time was much nicer too, teaching the Elves how to care for trees and other hippy shit, since they weren&#039;t expecting to face anything serious like war.&lt;br /&gt;
&lt;br /&gt;
They were proven so very wrong.&lt;br /&gt;
&lt;br /&gt;
==The First Chaos Invasion==&lt;br /&gt;
When the polar gate at the North collapsed and [[Chaos]] [[Daemon]]s began slaughtering everything that moved (as well as anything that didn&#039;t), Athel Loren&#039;s far-reaching roots, which had spread all over the world at this point, were burned and chewed by the demons. Durthu and his kind fought side by side with the Elves not only in Athel Loren, but also at the heart of Ulthuan: Avelorn, where a similar magical forest resided. &lt;br /&gt;
&lt;br /&gt;
To the demons, Durthu and his kind were considered a similar form of existence to their own, so they were a little unnerved, so much so they decided it was better to just go for the Elves for their juicy souls. In order to protect her children, Astarielle, the first [[Everqueen]] asked Durthu to protect her heirs in exchange for Elven workers&#039; help tending the trees of Athel Loren. As soon as an agreement was made, she was slain by [[N&#039;kari]] while Durthu took off to Athel Loren with her two brats: Morelion and Yvraine. When Durthu returned, he found the forest he knew and loved was ravaged by war. His kin embraced the concept of xenophobia for the first time and had transformed into hateful tree creatures better suited for battle. His two treeman friends Coeddil (Drycha&#039;s turbo-racist buddy) and Adanhu also adapted to these changes so much that they demanded that the two brats Durthu had bought had to be slain. However, Durthu basically told his pals to calm their roots down and even convinced Adanhu to change his mind (unsurprisingly, Coeddil did not). Adanhu agreed to Durthu&#039;s decision, only if the two brats were to put to sleep in a magical slumber (aka magical cryo-chamber) until Ulthuan and Athel Loren were rebuilt. And so the heirs of Astarielle survived. Unbeknownst to everyone however, their father, Aenarion, would start a second family out of despair over the loss of Astarielle and his two children (or so he thought) as well as having the sword of Khaine sapping his sanity, providing fuel for upcoming tragedies.&lt;br /&gt;
&lt;br /&gt;
== Fuck the Dwarfs, Fuck Malekith, Fuck EVERYONE!==&lt;br /&gt;
After the two brats&#039; return, Yvraine became the new Everqueen and Morelion became her guard. Durthu during this time was busy repairing Athel Loren, as the forest suffered severe deforestation thanks to the Chaos reaming. Durthu also had the desire to rebuild Avelorn, but was too busy to do so. &lt;br /&gt;
&lt;br /&gt;
Things pretty much remained like this for years until Malekith defected from the High Elves, created the [[Dark Elves (Warhammer)|Dark Elves]] and instigated the [[War of the Beard]], sparking the most dreadful display of bloodshed and betrayal in Warhammer history. After the war ended with Phoenix King Caledor II&#039;s death, many of the elves living at Athel Loren declared their own independence from Ulthuan, but the Dwarfs didn&#039;t give a shit about that and so they came over, righting their grudges and venting their remaining anger at the Elves of Athel Loren. Unfortunately for the treefolk of Athel Loren, this had to happen during winter time, when the trees weren&#039;t able to do much. The dwarfen pillagers fatally wounded Durthu, which sparked his inner hatred for all Dwarfs as well as their axes. The dwarfs were eventually driven off by the Elves with their run and shoot tactics, making the slow and tired Dwarfs rage quit back to their mountain holds. This conflict sparked even more racism and xenophobia from the trees, such that Adanhu and Coeddil began loudly arguing in front of the Elves about their fate. Tired and still reeling from the Dwarf axe attack, Durthu stood silent during the debate, no longer able to trust his own judgement. With a little help from the goddess Ariel, the Elves were officially declared citizens of the forest (forming the [[Wood Elves (Warhammer Fantasy)|Wood Elves]] faction) and were tasked to take care of forest in exchange for equal protection by the trees. Durthu, however, was unmoved by the development due to being traumatized by the wars and hatred. Although he is still more cool headed compared to his treeman brothers, he is now more suited to war and hatred than ever, wielding a gigantic sword that makes [[Berserk|Guts&#039;]] look tiny in comparison while fashioning himself with the skulls of his enemies. [[Beastman]], [[Dwarfs]], [[Chaos]], Orcs, Undeads, Vampires and Bretonnians, fuck em, FUCK THEM ALL.&lt;br /&gt;
&lt;br /&gt;
==[[The End Times]]==&lt;br /&gt;
At some point, Alarielle came through to Athel Loren, pleading for the forest to help with her daughter&#039;s predicament. This, alongside the the illnesses of both Ariel and the Oak of Ages, had made negotiations very tense, but Durthu managed to convince the trees to aid her. This...did not come to pass and the result was fuck-mothering [[Nagash]] returning from the dead once more. Alarielle decides to then merge with Ariel, thus becoming the literal embodiment of life and the new queen of Athel Loren.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alarielle&#039;&#039;&#039; would be followed by &#039;&#039;&#039;[[Tyrion]]&#039;&#039;&#039;, driven mad by the combination of &#039;&#039;&#039;Teclis&#039;&#039;&#039;&#039; dickery, his daughter&#039;s death, &#039;&#039;&#039;Malekith&#039;&#039;&#039; becoming the Phoenix King and drawing the &#039;&#039;&#039;Widowmaker&#039;&#039;&#039;, making him the avatar of [[Khaine]]. Durthu would stand in the Everqueen&#039;s defense alongside the Wood Elves and those High Elves that defected from Tyrion&#039;s insanity. Durthu himself would come face to face with the mad prince, who had just murdered [[Orion]], and managed to toss that prissy bitch clear across the battlefield. This act of unmitigated badass, alongside Alarielle out-wizarding [[Morathi]] despite her injuries, was enough to rout the battle.&lt;br /&gt;
&lt;br /&gt;
At the battle where &#039;&#039;&#039;Be&#039;lakor&#039;&#039;&#039; assaulted the Oak of Ages, he finally mercy killed his buddy Coeddil whom had gone mad from Chaos influence (and Coeddil&#039;s ally buddy [[Drycha]] was slained by [[Malekith]] the &#039;&#039;&#039;ETERNITY KING&#039;&#039;&#039;). He then took on a motherfucking [[Bloodthirster]] and probably a bunch of [[Bloodletters]] as side dishes. After Allarielle had slain Hellebron, she was in a near death condition. Durthu was in agony, for he knew their enemies were too powerful for them to handle. Even he, an ancient yet powerful being, was unable to prevent the destruction of the world. He unleashed a great burning flame from his sword and purged the surrounding demons. Durthu then decided to sacrifice what remained of his lifespan to save Alarielle, just like how one of his brethren long ago had sacrificed himself and prevented the Everqueen&#039;s soul succumbing to corruption.  He threw his sword and skewered a [[Great Unclean One]] like a roast pig then made his way to Alarielle&#039;s side to give her his life force. When Durthu was done, Allarielle was saved, but what remained of him was simply no more, but a motionless, ordinary tree.&lt;br /&gt;
&lt;br /&gt;
== [[Age of Sigmar]] ==&lt;br /&gt;
Alarielle, upon taking control of the realm of life, had seed pods that housed the souls of countless folks who were slain during the world-that-was. While it&#039;s not certain that Durthu himself was among those soulpods, he was also resurrected in a sense. Among the ranks of the [[Sylvaneth]] are the &amp;quot;Spirits of Durthu&amp;quot;, a caste of treemen who represent the original&#039;s implacable loyalty and great wisdom and serve only the Everqueen rather than any clan. While their primary task is to act as ambassadors, ensuring that the various Sylvaneth glades adhere to their goddess&#039; will and fostering what alliances they can with the other mortal races, they also act as bodyguards to any vital figures and are very powerful warriors. Most notorious of these are the Sons of Durthu, an elite brotherhood of these ancient treemen who served as Alarielle&#039;s personal bodyguards since her very first steps and claim a direct lineage to the dude himself.&lt;br /&gt;
&lt;br /&gt;
== In [[Total War: WARHAMMER]] ==&lt;br /&gt;
Durthu appears as the one of the only two Legendary Lords next to Orion being the Wood Elves faction in the first game. Durthu is a FUCKING MONSTER IN COMBAT! Not only does he deal insanely good melee damage with that giant sword of his, he is in fact designed for killing infantry blobs (aka [[tarpit]]) judging from his abilities alone. First, he has the &#039;&#039;&#039;Lamentations of Despair&#039;&#039;&#039;, which is kinda like a shotgun of greenish magical energy that obliterates anything in front of him (is called shotgun because it has short casting range and it &#039;&#039;&#039;obliterates&#039;&#039;&#039; anything in it target). Since Durthu is a Lore of Beasts caster, he gets the &#039;&#039;&#039;Flock of Doom&#039;&#039;&#039; spell that deals AOE direct damage, as well as enhancement spells that buff him to stay in the fight longer. Finally, his &#039;&#039;&#039;Sword of Daith&#039;&#039;&#039; has its own unique ability that deals direct damage and decreases armor stats of those around him. Still, being a Treeman, Durthu is weak to flame damage, so he isn&#039;t a reliable [[DISTRACTION CARNIFEX]], but he sure as hell will fuck up the front line!&lt;br /&gt;
&lt;br /&gt;
In the campaign, he leads the faction of Argwylon in upper Athel Loren. His settlement is apparently next to a Dwarf hold, which is &#039;&#039;&#039;ESSENTIAL&#039;&#039;&#039; for him to wreck the damn place and claim it as his own. He used to be called &amp;quot;Tree Hitler&amp;quot;, which he got the title from an old bug, where his campaign AI would conquer every settlements around him and turning them into forest, as well as from his hateful diplomacy dialogue, where he insults the diplomats with his jarring Treeman language (supposedly Elvish? Durthu is an Elvish name after all...).&lt;br /&gt;
&lt;br /&gt;
With the Twisted and Twilight DLC came out, he now has the ability to upgrade his tree spirit units like how the Greenskins upgrade their boyz with scraps, making him a tree warboss rather than tree Hitler. &lt;br /&gt;
&lt;br /&gt;
His reputation for being a tree Hitler also got revoked twice with the introduction of &#039;&#039;&#039;Drycha&#039;&#039;&#039; as a FLC lord, who has &#039;&#039;&#039;Coeddil&#039;&#039;&#039;, the &#039;&#039;ORIGINAL TREE HITLER&#039;&#039; by her side.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Durthu 4th 5th edition.PNG| His derpy old model&lt;br /&gt;
Image:Durthu total war.PNG| Those who stared his broken eye funnily will be used as a fertilizer, ALIVE.&lt;br /&gt;
Image:Durthu druchii.jpg| FUCK DARK ELVES&lt;br /&gt;
Image:Durthu vs kroq gar.jpg| Only in Warhammer can you experience a battle between a pissed off eons old treeman, wielding a big red sword the size of his leg vs [[Kroq-Gar|another eons old lizardman with a prosthetic laser cannon arm, armed with spears that could kill anything while riding on top of a dinosaur.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Warhammer Fantasy]]&lt;br /&gt;
[[Category: Wood Elves]]&lt;br /&gt;
[[Category: Sylvaneth]]&lt;/div&gt;</summary>
		<author><name>2603:8001:3500:CB:518A:4CA3:4B2C:2080</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Durthu&amp;diff=190467</id>
		<title>Durthu</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Durthu&amp;diff=190467"/>
		<updated>2021-10-24T10:22:58Z</updated>

		<summary type="html">&lt;p&gt;2603:8001:3500:CB:518A:4CA3:4B2C:2080: /* In Total War: WARHAMMER */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{topquote|Ahksi-do-ka-kau! (Axe-wielding filth!)|Durthu, utilizing reverse Dwarf diplomacy.}}&lt;br /&gt;
&lt;br /&gt;
{{topquote|Wo-ka-koah, fu-du-dah-truk-Dwarfs! (My heart is rotten with hatred for all Dwarfs!)|Durthu, telling Dwarf diplomats to suck his tree root.}}&lt;br /&gt;
[[File:Durthu.PNG|400px|thumb|right|&amp;quot;I will nourish my soils with your alcoholic blood! I will fashion myself with your skulls!&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Durthu&#039;&#039;&#039;, also known as &amp;quot;Oakheart&amp;quot; (when directly translated from Elvish), the Optimus Pine, was one of the many ancient treemen born in [[Athel Loren]] way before Chaos appeared, but he got incredibly bitter after countless years of battle (unlike Lizardmen who are also immortal but don&#039;t suffer mental breakdowns). He&#039;s best known for being incredibly racist against all man-like things, mostly towards Dwarfs because those hairy, short-footed, axe-wielding scum hacked him down long ago. Unlike his other racist tree brethren like [[Drycha]], Durthu is still considered cool headed among them and is sane enough to not hate everyone (whereas the tree spirit extremist would disown even their wood elf ally and had participated in hindering Orion&#039;s rebirth). Despite his sword having no name in the rulebook, it was called the &#039;&#039;&#039;Sword of Daith&#039;&#039;&#039; in [[Total War: Warhammer]]. The weapon is unique because it is about the size of his root leg (I mean just look at the fucking size of that thing on the right image!) and it was forged by Daith, a &#039;&#039;&#039;blind&#039;&#039;&#039; Elven smith (the dude is the incarnate of the Elven forge god [[Vaul]], but still, that blade is bigger than any humanoid being! how in Khaine&#039;s name is he able to hammer a metal that big while being blind at the same time?). So fuck those cunts who claimed the Dwarfs are the only good smiths in the setting! &lt;br /&gt;
&lt;br /&gt;
== In the Beginning ==&lt;br /&gt;
Back before the world was invaded by Chaos, Athel Loren was a peaceful place and treemen were much nicer. Only the Elves from Ulthuan visited the damned place and may have had a few unspeakable orgies with the local tree creatures. Durthu during that time was much nicer too, teaching the Elves how to care for trees and other hippy shit, since they weren&#039;t expecting to face anything serious like war.&lt;br /&gt;
&lt;br /&gt;
They were proven so very wrong.&lt;br /&gt;
&lt;br /&gt;
==The First Chaos Invasion==&lt;br /&gt;
When the polar gate at the North collapsed and [[Chaos]] [[Daemon]]s began slaughtering everything that moved (as well as anything that didn&#039;t), Athel Loren&#039;s far-reaching roots, which had spread all over the world at this point, were burned and chewed by the demons. Durthu and his kind fought side by side with the Elves not only in Athel Loren, but also at the heart of Ulthuan: Avelorn, where a similar magical forest resided. &lt;br /&gt;
&lt;br /&gt;
To the demons, Durthu and his kind were considered a similar form of existence to their own, so they were a little unnerved, so much so they decided it was better to just go for the Elves for their juicy souls. In order to protect her children, Astarielle, the first [[Everqueen]] asked Durthu to protect her heirs in exchange for Elven workers&#039; help tending the trees of Athel Loren. As soon as an agreement was made, she was slain by [[N&#039;kari]] while Durthu took off to Athel Loren with her two brats: Morelion and Yvraine. When Durthu returned, he found the forest he knew and loved was ravaged by war. His kin embraced the concept of xenophobia for the first time and had transformed into hateful tree creatures better suited for battle. His two treeman friends Coeddil (Drycha&#039;s turbo-racist buddy) and Adanhu also adapted to these changes so much that they demanded that the two brats Durthu had bought had to be slain. However, Durthu basically told his pals to calm their roots down and even convinced Adanhu to change his mind (unsurprisingly, Coeddil did not). Adanhu agreed to Durthu&#039;s decision, only if the two brats were to put to sleep in a magical slumber (aka magical cryo-chamber) until Ulthuan and Athel Loren were rebuilt. And so the heirs of Astarielle survived. Unbeknownst to everyone however, their father, Aenarion, would start a second family out of despair over the loss of Astarielle and his two children (or so he thought) as well as having the sword of Khaine sapping his sanity, providing fuel for upcoming tragedies.&lt;br /&gt;
&lt;br /&gt;
== Fuck the Dwarfs, Fuck Malekith, Fuck EVERYONE!==&lt;br /&gt;
After the two brats&#039; return, Yvraine became the new Everqueen and Morelion became her guard. Durthu during this time was busy repairing Athel Loren, as the forest suffered severe deforestation thanks to the Chaos reaming. Durthu also had the desire to rebuild Avelorn, but was too busy to do so. &lt;br /&gt;
&lt;br /&gt;
Things pretty much remained like this for years until Malekith defected from the High Elves, created the [[Dark Elves (Warhammer)|Dark Elves]] and instigated the [[War of the Beard]], sparking the most dreadful display of bloodshed and betrayal in Warhammer history. After the war ended with Phoenix King Caledor II&#039;s death, many of the elves living at Athel Loren declared their own independence from Ulthuan, but the Dwarfs didn&#039;t give a shit about that and so they came over, righting their grudges and venting their remaining anger at the Elves of Athel Loren. Unfortunately for the treefolk of Athel Loren, this had to happen during winter time, when the trees weren&#039;t able to do much. The dwarfen pillagers fatally wounded Durthu, which sparked his inner hatred for all Dwarfs as well as their axes. The dwarfs were eventually driven off by the Elves with their run and shoot tactics, making the slow and tired Dwarfs rage quit back to their mountain holds. This conflict sparked even more racism and xenophobia from the trees, such that Adanhu and Coeddil began loudly arguing in front of the Elves about their fate. Tired and still reeling from the Dwarf axe attack, Durthu stood silent during the debate, no longer able to trust his own judgement. With a little help from the goddess Ariel, the Elves were officially declared citizens of the forest (forming the [[Wood Elves (Warhammer Fantasy)|Wood Elves]] faction) and were tasked to take care of forest in exchange for equal protection by the trees. Durthu, however, was unmoved by the development due to being traumatized by the wars and hatred. Although he is still more cool headed compared to his treeman brothers, he is now more suited to war and hatred than ever, wielding a gigantic sword that makes [[Berserk|Guts&#039;]] look tiny in comparison while fashioning himself with the skulls of his enemies. [[Beastman]], [[Dwarfs]], [[Chaos]], Orcs, Undeads, Vampires and Bretonnians, fuck em, FUCK THEM ALL.&lt;br /&gt;
&lt;br /&gt;
==[[The End Times]]==&lt;br /&gt;
At some point, Alarielle came through to Athel Loren, pleading for the forest to help with her daughter&#039;s predicament. This, alongside the the illnesses of both Ariel and the Oak of Ages, had made negotiations very tense, but Durthu managed to convince the trees to aid her. This...did not come to pass and the result was fuck-mothering [[Nagash]] returning from the dead once more. Alarielle decides to then merge with Ariel, thus becoming the literal embodiment of life and the new queen of Athel Loren.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alarielle&#039;&#039;&#039; would be followed by &#039;&#039;&#039;[[Tyrion]]&#039;&#039;&#039;, driven mad by the combination of &#039;&#039;&#039;Teclis&#039;&#039;&#039;&#039; dickery, his daughter&#039;s death, &#039;&#039;&#039;Malekith&#039;&#039;&#039; becoming the Phoenix King and drawing the &#039;&#039;&#039;Widowmaker&#039;&#039;&#039;, making him the avatar of [[Khaine]]. Durthu would stand in the Everqueen&#039;s defense alongside the Wood Elves and those High Elves that defected from Tyrion&#039;s insanity. Durthu himself would come face to face with the mad prince, who had just murdered [[Orion]], and managed to toss that prissy bitch clear across the battlefield. This act of unmitigated badass, alongside Alarielle out-wizarding [[Morathi]] despite her injuries, was enough to rout the battle.&lt;br /&gt;
&lt;br /&gt;
At the battle where &#039;&#039;&#039;Be&#039;lakor&#039;&#039;&#039; assaulted the Oak of Ages, he finally mercy killed his buddy Coeddil whom had gone mad from Chaos influence (and Coeddil&#039;s ally buddy [[Drycha]] was slained by [[Malekith]] the &#039;&#039;&#039;ETERNITY KING&#039;&#039;&#039;). He then took on a motherfucking [[Bloodthirster]] and probably a bunch of [[Bloodletters]] as side dishes. After Allarielle had slain Hellebron, she was in a near death condition. Durthu was in agony, for he knew their enemies were too powerful for them to handle. Even he, an ancient yet powerful being, was unable to prevent the destruction of the world. He unleashed a great burning flame from his sword and purged the surrounding demons. Durthu then decided to sacrifice what remained of his lifespan to save Alarielle, just like how one of his brethren long ago had sacrificed himself and prevented the Everqueen&#039;s soul succumbing to corruption.  He threw his sword and skewered a [[Great Unclean One]] like a roast pig then made his way to Alarielle&#039;s side to give her his life force. When Durthu was done, Allarielle was saved, but what remained of him was simply no more, but a motionless, ordinary tree.&lt;br /&gt;
&lt;br /&gt;
== [[Age of Sigmar]] ==&lt;br /&gt;
Alarielle, upon taking control of the realm of life, had seed pods that housed the souls of countless folks who were slain during the world-that-was. While it&#039;s not certain that Durthu himself was among those soulpods, he was also resurrected in a sense. Among the ranks of the [[Sylvaneth]] are the &amp;quot;Spirits of Durthu&amp;quot;, a caste of treemen who represent the original&#039;s implacable loyalty and great wisdom and serve only the Everqueen rather than any clan. While their primary task is to act as ambassadors, ensuring that the various Sylvaneth glades adhere to their goddess&#039; will and fostering what alliances they can with the other mortal races, they also act as bodyguards to any vital figures and are very powerful warriors. Most notorious of these are the Sons of Durthu, an elite brotherhood of these ancient treemen who served as Alarielle&#039;s personal bodyguards since her very first steps and claim a direct lineage to the dude himself.&lt;br /&gt;
&lt;br /&gt;
== In [[Total War: WARHAMMER]] ==&lt;br /&gt;
Durthu appears as the one of the only two Legendary Lords next to Orion being the Wood Elves faction in the first game. Durthu is a FUCKING MONSTER IN COMBAT! Not only does he deal insanely good melee damage with that giant sword of his, he is in fact designed for killing infantry blobs (aka [[tarpit]]) judging from his abilities alone. First, he has the &#039;&#039;&#039;Lamentations of Despair&#039;&#039;&#039;, which is kinda like a shotgun of greenish magical energy that obliterates anything in front of him (is called shotgun because it has short casting range and it &#039;&#039;&#039;obliterates&#039;&#039;&#039; anything in it target). Since Durthu is a Lore of Beasts caster, he gets the &#039;&#039;&#039;Flock of Doom&#039;&#039;&#039; spell that deals AOE direct damage, as well as enhancement spells that buff him to stay in the fight longer. Finally, his &#039;&#039;&#039;Sword of Daith&#039;&#039;&#039; has its own unique ability that deals direct damage and decreases armor stats of those around him. Still, being a Treeman, Durthu is weak to flame damage, so he isn&#039;t a reliable [[DISTRACTION CARNIFEX]], but he sure as hell will fuck up the front line!&lt;br /&gt;
&lt;br /&gt;
In the campaign, he leads the faction of Argwylon in upper Athel Loren. His settlement is apparently next to a Dwarf hold, which is &#039;&#039;&#039;ESSENTIAL&#039;&#039;&#039; for him to wreck the damn place and claim it as his own. He used to be called &amp;quot;Tree Hitler&amp;quot;, which he got the title from an old bug, where his campaign AI would conquer every settlements around him and turning them into forest, as well as from his hateful diplomacy dialogue, where he insults the diplomats with his jarring Treeman language (supposedly Elvish? Durthu is an Elvish name after all...).&lt;br /&gt;
&lt;br /&gt;
With the Twisted and Twilight DLC came out, he now has the ability to upgrade his tree spirit units like how the Greenskins upgrade their boyz with scraps, making him a tree warboss rather than tree Hitler. &lt;br /&gt;
&lt;br /&gt;
His reputation for being a tree Hitler also got revoked twice with the introduction of &#039;&#039;&#039;Drycha&#039;&#039;&#039; as a FLC lord, who has &#039;&#039;&#039;Coeddil&#039;&#039;&#039;, the &#039;&#039;ORIGINAL TREE HITLER&#039;&#039; by her side.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Durthu 4th 5th edition.PNG| His derpy old model&lt;br /&gt;
Image:Durthu total war.PNG| Those who stared his broken eye funnily will be used as a fertilizer, ALIVE.&lt;br /&gt;
Image:Durthu druchii.jpg| FUCK DARK ELVES&lt;br /&gt;
Image:Durthu vs kroq gar.jpg| Only in Warhammer you may experience a battle between a pissed of eons old treeman, wielding a big red sword the size of his leg vs [[Kroq-Gar|another eons old lizardman with prosthetic laser cannon arm, armed with spears that could kill anything while riding on top of a dinosaur.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Warhammer Fantasy]]&lt;br /&gt;
[[Category: Wood Elves]]&lt;br /&gt;
[[Category: Sylvaneth]]&lt;/div&gt;</summary>
		<author><name>2603:8001:3500:CB:518A:4CA3:4B2C:2080</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Durthu&amp;diff=190466</id>
		<title>Durthu</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Durthu&amp;diff=190466"/>
		<updated>2021-10-24T10:20:52Z</updated>

		<summary type="html">&lt;p&gt;2603:8001:3500:CB:518A:4CA3:4B2C:2080: /* The End Times */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{topquote|Ahksi-do-ka-kau! (Axe-wielding filth!)|Durthu, utilizing reverse Dwarf diplomacy.}}&lt;br /&gt;
&lt;br /&gt;
{{topquote|Wo-ka-koah, fu-du-dah-truk-Dwarfs! (My heart is rotten with hatred for all Dwarfs!)|Durthu, telling Dwarf diplomats to suck his tree root.}}&lt;br /&gt;
[[File:Durthu.PNG|400px|thumb|right|&amp;quot;I will nourish my soils with your alcoholic blood! I will fashion myself with your skulls!&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Durthu&#039;&#039;&#039;, also known as &amp;quot;Oakheart&amp;quot; (when directly translated from Elvish), the Optimus Pine, was one of the many ancient treemen born in [[Athel Loren]] way before Chaos appeared, but he got incredibly bitter after countless years of battle (unlike Lizardmen who are also immortal but don&#039;t suffer mental breakdowns). He&#039;s best known for being incredibly racist against all man-like things, mostly towards Dwarfs because those hairy, short-footed, axe-wielding scum hacked him down long ago. Unlike his other racist tree brethren like [[Drycha]], Durthu is still considered cool headed among them and is sane enough to not hate everyone (whereas the tree spirit extremist would disown even their wood elf ally and had participated in hindering Orion&#039;s rebirth). Despite his sword having no name in the rulebook, it was called the &#039;&#039;&#039;Sword of Daith&#039;&#039;&#039; in [[Total War: Warhammer]]. The weapon is unique because it is about the size of his root leg (I mean just look at the fucking size of that thing on the right image!) and it was forged by Daith, a &#039;&#039;&#039;blind&#039;&#039;&#039; Elven smith (the dude is the incarnate of the Elven forge god [[Vaul]], but still, that blade is bigger than any humanoid being! how in Khaine&#039;s name is he able to hammer a metal that big while being blind at the same time?). So fuck those cunts who claimed the Dwarfs are the only good smiths in the setting! &lt;br /&gt;
&lt;br /&gt;
== In the Beginning ==&lt;br /&gt;
Back before the world was invaded by Chaos, Athel Loren was a peaceful place and treemen were much nicer. Only the Elves from Ulthuan visited the damned place and may have had a few unspeakable orgies with the local tree creatures. Durthu during that time was much nicer too, teaching the Elves how to care for trees and other hippy shit, since they weren&#039;t expecting to face anything serious like war.&lt;br /&gt;
&lt;br /&gt;
They were proven so very wrong.&lt;br /&gt;
&lt;br /&gt;
==The First Chaos Invasion==&lt;br /&gt;
When the polar gate at the North collapsed and [[Chaos]] [[Daemon]]s began slaughtering everything that moved (as well as anything that didn&#039;t), Athel Loren&#039;s far-reaching roots, which had spread all over the world at this point, were burned and chewed by the demons. Durthu and his kind fought side by side with the Elves not only in Athel Loren, but also at the heart of Ulthuan: Avelorn, where a similar magical forest resided. &lt;br /&gt;
&lt;br /&gt;
To the demons, Durthu and his kind were considered a similar form of existence to their own, so they were a little unnerved, so much so they decided it was better to just go for the Elves for their juicy souls. In order to protect her children, Astarielle, the first [[Everqueen]] asked Durthu to protect her heirs in exchange for Elven workers&#039; help tending the trees of Athel Loren. As soon as an agreement was made, she was slain by [[N&#039;kari]] while Durthu took off to Athel Loren with her two brats: Morelion and Yvraine. When Durthu returned, he found the forest he knew and loved was ravaged by war. His kin embraced the concept of xenophobia for the first time and had transformed into hateful tree creatures better suited for battle. His two treeman friends Coeddil (Drycha&#039;s turbo-racist buddy) and Adanhu also adapted to these changes so much that they demanded that the two brats Durthu had bought had to be slain. However, Durthu basically told his pals to calm their roots down and even convinced Adanhu to change his mind (unsurprisingly, Coeddil did not). Adanhu agreed to Durthu&#039;s decision, only if the two brats were to put to sleep in a magical slumber (aka magical cryo-chamber) until Ulthuan and Athel Loren were rebuilt. And so the heirs of Astarielle survived. Unbeknownst to everyone however, their father, Aenarion, would start a second family out of despair over the loss of Astarielle and his two children (or so he thought) as well as having the sword of Khaine sapping his sanity, providing fuel for upcoming tragedies.&lt;br /&gt;
&lt;br /&gt;
== Fuck the Dwarfs, Fuck Malekith, Fuck EVERYONE!==&lt;br /&gt;
After the two brats&#039; return, Yvraine became the new Everqueen and Morelion became her guard. Durthu during this time was busy repairing Athel Loren, as the forest suffered severe deforestation thanks to the Chaos reaming. Durthu also had the desire to rebuild Avelorn, but was too busy to do so. &lt;br /&gt;
&lt;br /&gt;
Things pretty much remained like this for years until Malekith defected from the High Elves, created the [[Dark Elves (Warhammer)|Dark Elves]] and instigated the [[War of the Beard]], sparking the most dreadful display of bloodshed and betrayal in Warhammer history. After the war ended with Phoenix King Caledor II&#039;s death, many of the elves living at Athel Loren declared their own independence from Ulthuan, but the Dwarfs didn&#039;t give a shit about that and so they came over, righting their grudges and venting their remaining anger at the Elves of Athel Loren. Unfortunately for the treefolk of Athel Loren, this had to happen during winter time, when the trees weren&#039;t able to do much. The dwarfen pillagers fatally wounded Durthu, which sparked his inner hatred for all Dwarfs as well as their axes. The dwarfs were eventually driven off by the Elves with their run and shoot tactics, making the slow and tired Dwarfs rage quit back to their mountain holds. This conflict sparked even more racism and xenophobia from the trees, such that Adanhu and Coeddil began loudly arguing in front of the Elves about their fate. Tired and still reeling from the Dwarf axe attack, Durthu stood silent during the debate, no longer able to trust his own judgement. With a little help from the goddess Ariel, the Elves were officially declared citizens of the forest (forming the [[Wood Elves (Warhammer Fantasy)|Wood Elves]] faction) and were tasked to take care of forest in exchange for equal protection by the trees. Durthu, however, was unmoved by the development due to being traumatized by the wars and hatred. Although he is still more cool headed compared to his treeman brothers, he is now more suited to war and hatred than ever, wielding a gigantic sword that makes [[Berserk|Guts&#039;]] look tiny in comparison while fashioning himself with the skulls of his enemies. [[Beastman]], [[Dwarfs]], [[Chaos]], Orcs, Undeads, Vampires and Bretonnians, fuck em, FUCK THEM ALL.&lt;br /&gt;
&lt;br /&gt;
==[[The End Times]]==&lt;br /&gt;
At some point, Alarielle came through to Athel Loren, pleading for the forest to help with her daughter&#039;s predicament. This, alongside the the illnesses of both Ariel and the Oak of Ages, had made negotiations very tense, but Durthu managed to convince the trees to aid her. This...did not come to pass and the result was fuck-mothering [[Nagash]] returning from the dead once more. Alarielle decides to then merge with Ariel, thus becoming the literal embodiment of life and the new queen of Athel Loren.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alarielle&#039;&#039;&#039; would be followed by &#039;&#039;&#039;[[Tyrion]]&#039;&#039;&#039;, driven mad by the combination of &#039;&#039;&#039;Teclis&#039;&#039;&#039;&#039; dickery, his daughter&#039;s death, &#039;&#039;&#039;Malekith&#039;&#039;&#039; becoming the Phoenix King and drawing the &#039;&#039;&#039;Widowmaker&#039;&#039;&#039;, making him the avatar of [[Khaine]]. Durthu would stand in the Everqueen&#039;s defense alongside the Wood Elves and those High Elves that defected from Tyrion&#039;s insanity. Durthu himself would come face to face with the mad prince, who had just murdered [[Orion]], and managed to toss that prissy bitch clear across the battlefield. This act of unmitigated badass, alongside Alarielle out-wizarding [[Morathi]] despite her injuries, was enough to rout the battle.&lt;br /&gt;
&lt;br /&gt;
At the battle where &#039;&#039;&#039;Be&#039;lakor&#039;&#039;&#039; assaulted the Oak of Ages, he finally mercy killed his buddy Coeddil whom had gone mad from Chaos influence (and Coeddil&#039;s ally buddy [[Drycha]] was slained by [[Malekith]] the &#039;&#039;&#039;ETERNITY KING&#039;&#039;&#039;). He then took on a motherfucking [[Bloodthirster]] and probably a bunch of [[Bloodletters]] as side dishes. After Allarielle had slain Hellebron, she was in a near death condition. Durthu was in agony, for he knew their enemies were too powerful for them to handle. Even he, an ancient yet powerful being, was unable to prevent the destruction of the world. He unleashed a great burning flame from his sword and purged the surrounding demons. Durthu then decided to sacrifice what remained of his lifespan to save Alarielle, just like how one of his brethren long ago had sacrificed himself and prevented the Everqueen&#039;s soul succumbing to corruption.  He threw his sword and skewered a [[Great Unclean One]] like a roast pig then made his way to Alarielle&#039;s side to give her his life force. When Durthu was done, Allarielle was saved, but what remained of him was simply no more, but a motionless, ordinary tree.&lt;br /&gt;
&lt;br /&gt;
== [[Age of Sigmar]] ==&lt;br /&gt;
Alarielle, upon taking control of the realm of life, had seed pods that housed the souls of countless folks who were slain during the world-that-was. While it&#039;s not certain that Durthu himself was among those soulpods, he was also resurrected in a sense. Among the ranks of the [[Sylvaneth]] are the &amp;quot;Spirits of Durthu&amp;quot;, a caste of treemen who represent the original&#039;s implacable loyalty and great wisdom and serve only the Everqueen rather than any clan. While their primary task is to act as ambassadors, ensuring that the various Sylvaneth glades adhere to their goddess&#039; will and fostering what alliances they can with the other mortal races, they also act as bodyguards to any vital figures and are very powerful warriors. Most notorious of these are the Sons of Durthu, an elite brotherhood of these ancient treemen who served as Alarielle&#039;s personal bodyguards since her very first steps and claim a direct lineage to the dude himself.&lt;br /&gt;
&lt;br /&gt;
== In [[Total War: WARHAMMER]] ==&lt;br /&gt;
Durthu appears as the one of the only two Legendary Lords next to Orion being the Wood Elves faction in the first game. Durthu is a FUCKING MONSTER IN COMBAT! Not only does he deal insanely good melee damage with that giant sword of his, he is in fact designed for killing infantry blobs (aka [[tarpit]]) judging from his abilities alone. First, he has the &#039;&#039;&#039;Lamentations of Despair&#039;&#039;&#039;, which is kinda like a shotgun of greenish magical energy that obliterates anything in front of him (is called shotgun because it has short casting range and it &#039;&#039;&#039;obliterates&#039;&#039;&#039; anything in it target). Since Durthu is a Lore of Beasts caster, he gets the &#039;&#039;&#039;Flock of Doom&#039;&#039;&#039; spell that deals AOE direct damage, as well as enhancement spells that buff him to stay in the fight longer. Finally, his &#039;&#039;&#039;Sword of Daith&#039;&#039;&#039; has its own unique ability that deals direct damage and decreases armor stats of those around him. Still, being a Treeman, Durthu is weak to flame damage, so he isn&#039;t a reliable [[DISTRACTION CARNIFEX]], but he sure as hell will fuck up the front line!&lt;br /&gt;
&lt;br /&gt;
In the campaign, he leads the faction of Argwylon in upper Athel Loren. His settlement is apparently next to a Dwarf hold, which is &#039;&#039;&#039;ESSENTIAL&#039;&#039;&#039; for him to wreck the damn place and claim it as his own. He used to be called &amp;quot;Tree Hitler&amp;quot;, which he got the title from an old bug, where his campaign AI would conquer every settlements around him and turning them into forest, as well as from his hateful diplomacy dialogue, where he insults the diplomats with his jarring Treeman language (supposedly Elvish? Durthu is an Elvish name after all...).&lt;br /&gt;
&lt;br /&gt;
With the Twisted and Twilight DLC came out, he now has the ability to upgrade his tree spirit units like how the Greenskins upgrade their boyz with scraps, making him a tree warboss than tree Hitler. &lt;br /&gt;
&lt;br /&gt;
His reputation for being a tree Hitler also got revoked twice with the introduction of &#039;&#039;&#039;Drycha&#039;&#039;&#039; as a FLC lord, who has &#039;&#039;&#039;Coeddil&#039;&#039;&#039;, the &#039;&#039;ORIGINAL TREE HITLER&#039;&#039; by her side.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Durthu 4th 5th edition.PNG| His derpy old model&lt;br /&gt;
Image:Durthu total war.PNG| Those who stared his broken eye funnily will be used as a fertilizer, ALIVE.&lt;br /&gt;
Image:Durthu druchii.jpg| FUCK DARK ELVES&lt;br /&gt;
Image:Durthu vs kroq gar.jpg| Only in Warhammer you may experience a battle between a pissed of eons old treeman, wielding a big red sword the size of his leg vs [[Kroq-Gar|another eons old lizardman with prosthetic laser cannon arm, armed with spears that could kill anything while riding on top of a dinosaur.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Warhammer Fantasy]]&lt;br /&gt;
[[Category: Wood Elves]]&lt;br /&gt;
[[Category: Sylvaneth]]&lt;/div&gt;</summary>
		<author><name>2603:8001:3500:CB:518A:4CA3:4B2C:2080</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Durthu&amp;diff=190465</id>
		<title>Durthu</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Durthu&amp;diff=190465"/>
		<updated>2021-10-24T10:19:54Z</updated>

		<summary type="html">&lt;p&gt;2603:8001:3500:CB:518A:4CA3:4B2C:2080: /* The End Times */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{topquote|Ahksi-do-ka-kau! (Axe-wielding filth!)|Durthu, utilizing reverse Dwarf diplomacy.}}&lt;br /&gt;
&lt;br /&gt;
{{topquote|Wo-ka-koah, fu-du-dah-truk-Dwarfs! (My heart is rotten with hatred for all Dwarfs!)|Durthu, telling Dwarf diplomats to suck his tree root.}}&lt;br /&gt;
[[File:Durthu.PNG|400px|thumb|right|&amp;quot;I will nourish my soils with your alcoholic blood! I will fashion myself with your skulls!&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Durthu&#039;&#039;&#039;, also known as &amp;quot;Oakheart&amp;quot; (when directly translated from Elvish), the Optimus Pine, was one of the many ancient treemen born in [[Athel Loren]] way before Chaos appeared, but he got incredibly bitter after countless years of battle (unlike Lizardmen who are also immortal but don&#039;t suffer mental breakdowns). He&#039;s best known for being incredibly racist against all man-like things, mostly towards Dwarfs because those hairy, short-footed, axe-wielding scum hacked him down long ago. Unlike his other racist tree brethren like [[Drycha]], Durthu is still considered cool headed among them and is sane enough to not hate everyone (whereas the tree spirit extremist would disown even their wood elf ally and had participated in hindering Orion&#039;s rebirth). Despite his sword having no name in the rulebook, it was called the &#039;&#039;&#039;Sword of Daith&#039;&#039;&#039; in [[Total War: Warhammer]]. The weapon is unique because it is about the size of his root leg (I mean just look at the fucking size of that thing on the right image!) and it was forged by Daith, a &#039;&#039;&#039;blind&#039;&#039;&#039; Elven smith (the dude is the incarnate of the Elven forge god [[Vaul]], but still, that blade is bigger than any humanoid being! how in Khaine&#039;s name is he able to hammer a metal that big while being blind at the same time?). So fuck those cunts who claimed the Dwarfs are the only good smiths in the setting! &lt;br /&gt;
&lt;br /&gt;
== In the Beginning ==&lt;br /&gt;
Back before the world was invaded by Chaos, Athel Loren was a peaceful place and treemen were much nicer. Only the Elves from Ulthuan visited the damned place and may have had a few unspeakable orgies with the local tree creatures. Durthu during that time was much nicer too, teaching the Elves how to care for trees and other hippy shit, since they weren&#039;t expecting to face anything serious like war.&lt;br /&gt;
&lt;br /&gt;
They were proven so very wrong.&lt;br /&gt;
&lt;br /&gt;
==The First Chaos Invasion==&lt;br /&gt;
When the polar gate at the North collapsed and [[Chaos]] [[Daemon]]s began slaughtering everything that moved (as well as anything that didn&#039;t), Athel Loren&#039;s far-reaching roots, which had spread all over the world at this point, were burned and chewed by the demons. Durthu and his kind fought side by side with the Elves not only in Athel Loren, but also at the heart of Ulthuan: Avelorn, where a similar magical forest resided. &lt;br /&gt;
&lt;br /&gt;
To the demons, Durthu and his kind were considered a similar form of existence to their own, so they were a little unnerved, so much so they decided it was better to just go for the Elves for their juicy souls. In order to protect her children, Astarielle, the first [[Everqueen]] asked Durthu to protect her heirs in exchange for Elven workers&#039; help tending the trees of Athel Loren. As soon as an agreement was made, she was slain by [[N&#039;kari]] while Durthu took off to Athel Loren with her two brats: Morelion and Yvraine. When Durthu returned, he found the forest he knew and loved was ravaged by war. His kin embraced the concept of xenophobia for the first time and had transformed into hateful tree creatures better suited for battle. His two treeman friends Coeddil (Drycha&#039;s turbo-racist buddy) and Adanhu also adapted to these changes so much that they demanded that the two brats Durthu had bought had to be slain. However, Durthu basically told his pals to calm their roots down and even convinced Adanhu to change his mind (unsurprisingly, Coeddil did not). Adanhu agreed to Durthu&#039;s decision, only if the two brats were to put to sleep in a magical slumber (aka magical cryo-chamber) until Ulthuan and Athel Loren were rebuilt. And so the heirs of Astarielle survived. Unbeknownst to everyone however, their father, Aenarion, would start a second family out of despair over the loss of Astarielle and his two children (or so he thought) as well as having the sword of Khaine sapping his sanity, providing fuel for upcoming tragedies.&lt;br /&gt;
&lt;br /&gt;
== Fuck the Dwarfs, Fuck Malekith, Fuck EVERYONE!==&lt;br /&gt;
After the two brats&#039; return, Yvraine became the new Everqueen and Morelion became her guard. Durthu during this time was busy repairing Athel Loren, as the forest suffered severe deforestation thanks to the Chaos reaming. Durthu also had the desire to rebuild Avelorn, but was too busy to do so. &lt;br /&gt;
&lt;br /&gt;
Things pretty much remained like this for years until Malekith defected from the High Elves, created the [[Dark Elves (Warhammer)|Dark Elves]] and instigated the [[War of the Beard]], sparking the most dreadful display of bloodshed and betrayal in Warhammer history. After the war ended with Phoenix King Caledor II&#039;s death, many of the elves living at Athel Loren declared their own independence from Ulthuan, but the Dwarfs didn&#039;t give a shit about that and so they came over, righting their grudges and venting their remaining anger at the Elves of Athel Loren. Unfortunately for the treefolk of Athel Loren, this had to happen during winter time, when the trees weren&#039;t able to do much. The dwarfen pillagers fatally wounded Durthu, which sparked his inner hatred for all Dwarfs as well as their axes. The dwarfs were eventually driven off by the Elves with their run and shoot tactics, making the slow and tired Dwarfs rage quit back to their mountain holds. This conflict sparked even more racism and xenophobia from the trees, such that Adanhu and Coeddil began loudly arguing in front of the Elves about their fate. Tired and still reeling from the Dwarf axe attack, Durthu stood silent during the debate, no longer able to trust his own judgement. With a little help from the goddess Ariel, the Elves were officially declared citizens of the forest (forming the [[Wood Elves (Warhammer Fantasy)|Wood Elves]] faction) and were tasked to take care of forest in exchange for equal protection by the trees. Durthu, however, was unmoved by the development due to being traumatized by the wars and hatred. Although he is still more cool headed compared to his treeman brothers, he is now more suited to war and hatred than ever, wielding a gigantic sword that makes [[Berserk|Guts&#039;]] look tiny in comparison while fashioning himself with the skulls of his enemies. [[Beastman]], [[Dwarfs]], [[Chaos]], Orcs, Undeads, Vampires and Bretonnians, fuck em, FUCK THEM ALL.&lt;br /&gt;
&lt;br /&gt;
==[[The End Times]]==&lt;br /&gt;
At some point, Alarielle came through to Athel Loren, pleading for the forest to help with her daughter&#039;s predicament. This, alongside the the illnesses of both Ariel and the Oak of Ages, had made negotiations very tense, but Durthu managed to convince the trees to aid her. This...did not come to pass and the result was fuck-mothering [[Nagash]] returning from the dead once more. Alarielle decides to then merge with Ariel, thus becoming the literal embodiment of life and the new queen of Athel Loren.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alarielle&#039;&#039;&#039; would be followed by &#039;&#039;&#039;[[Tyrion]]&#039;&#039;&#039;, driven mad by the combination of &#039;&#039;&#039;Teclis&#039;&#039;&#039;&#039; dickery, his daughter&#039;s death, &#039;&#039;&#039;Malekith&#039;&#039;&#039; becoming the Phoenix King and drawing the &#039;&#039;&#039;Widowmaker&#039;&#039;&#039;, making him the avatar of [[Khaine]]. Durthu would stand in the Everqueen&#039;s defense alongside the Wood Elves and those High Elves that defected from Tyrion&#039;s insanity. Durthu himself would come face to face with the mad prince, who had just murdered [[Orion]], and managed to toss that prissy bitch clear across the battlefield. This act of unmitigated badass, alongside Alarielle out-wizarding [[Morathi]] despite her injuries, was enough to rout the battle.&lt;br /&gt;
&lt;br /&gt;
At the battle where &#039;&#039;&#039;Be&#039;lakor&#039;&#039;&#039; assaulted the Oak of Ages, he finally mercy killed his buddy Coeddil whom had gone mad from Chaos influence (and Coeddil&#039;s ally buddy [[Drycha]] was slained by [[Malekith]] the &#039;&#039;&#039;ETERNITY KING&#039;&#039;&#039;). He then took on a motherfucking [[Bloodthirster]] and probably a bunch of [[Bloodletters]] as side dishes. After Allarielle had slain Hellebron, she was in a near death condition. Durthu was in agony, for he knew their enemies were too powerful for them to handle. Even he, an ancient yet powerful being, was unable to prevent the destruction of the world. He unleashed a great burning flame from his sword and purged the surrounding demons. Durthu then decided to sacrifice what remained of his lifespan to save Alarielle, just like how one of his brethren long ago had sacrificed himself and prevented the Everqueen&#039;s soul succumbing to corruption.  He threw his sword and skewered a [[Great Unclean One]] like a roast pig then made his way to Alarielle&#039;s side to give her his life force. When Durthu was done, Allarielle was saved, but what&#039;s remained of him is simply no more, but a motionless, ordinary tree.&lt;br /&gt;
&lt;br /&gt;
== [[Age of Sigmar]] ==&lt;br /&gt;
Alarielle, upon taking control of the realm of life, had seed pods that housed the souls of countless folks who were slain during the world-that-was. While it&#039;s not certain that Durthu himself was among those soulpods, he was also resurrected in a sense. Among the ranks of the [[Sylvaneth]] are the &amp;quot;Spirits of Durthu&amp;quot;, a caste of treemen who represent the original&#039;s implacable loyalty and great wisdom and serve only the Everqueen rather than any clan. While their primary task is to act as ambassadors, ensuring that the various Sylvaneth glades adhere to their goddess&#039; will and fostering what alliances they can with the other mortal races, they also act as bodyguards to any vital figures and are very powerful warriors. Most notorious of these are the Sons of Durthu, an elite brotherhood of these ancient treemen who served as Alarielle&#039;s personal bodyguards since her very first steps and claim a direct lineage to the dude himself.&lt;br /&gt;
&lt;br /&gt;
== In [[Total War: WARHAMMER]] ==&lt;br /&gt;
Durthu appears as the one of the only two Legendary Lords next to Orion being the Wood Elves faction in the first game. Durthu is a FUCKING MONSTER IN COMBAT! Not only does he deal insanely good melee damage with that giant sword of his, he is in fact designed for killing infantry blobs (aka [[tarpit]]) judging from his abilities alone. First, he has the &#039;&#039;&#039;Lamentations of Despair&#039;&#039;&#039;, which is kinda like a shotgun of greenish magical energy that obliterates anything in front of him (is called shotgun because it has short casting range and it &#039;&#039;&#039;obliterates&#039;&#039;&#039; anything in it target). Since Durthu is a Lore of Beasts caster, he gets the &#039;&#039;&#039;Flock of Doom&#039;&#039;&#039; spell that deals AOE direct damage, as well as enhancement spells that buff him to stay in the fight longer. Finally, his &#039;&#039;&#039;Sword of Daith&#039;&#039;&#039; has its own unique ability that deals direct damage and decreases armor stats of those around him. Still, being a Treeman, Durthu is weak to flame damage, so he isn&#039;t a reliable [[DISTRACTION CARNIFEX]], but he sure as hell will fuck up the front line!&lt;br /&gt;
&lt;br /&gt;
In the campaign, he leads the faction of Argwylon in upper Athel Loren. His settlement is apparently next to a Dwarf hold, which is &#039;&#039;&#039;ESSENTIAL&#039;&#039;&#039; for him to wreck the damn place and claim it as his own. He used to be called &amp;quot;Tree Hitler&amp;quot;, which he got the title from an old bug, where his campaign AI would conquer every settlements around him and turning them into forest, as well as from his hateful diplomacy dialogue, where he insults the diplomats with his jarring Treeman language (supposedly Elvish? Durthu is an Elvish name after all...).&lt;br /&gt;
&lt;br /&gt;
With the Twisted and Twilight DLC came out, he now has the ability to upgrade his tree spirit units like how the Greenskins upgrade their boyz with scraps, making him a tree warboss than tree Hitler. &lt;br /&gt;
&lt;br /&gt;
His reputation for being a tree Hitler also got revoked twice with the introduction of &#039;&#039;&#039;Drycha&#039;&#039;&#039; as a FLC lord, who has &#039;&#039;&#039;Coeddil&#039;&#039;&#039;, the &#039;&#039;ORIGINAL TREE HITLER&#039;&#039; by her side.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Durthu 4th 5th edition.PNG| His derpy old model&lt;br /&gt;
Image:Durthu total war.PNG| Those who stared his broken eye funnily will be used as a fertilizer, ALIVE.&lt;br /&gt;
Image:Durthu druchii.jpg| FUCK DARK ELVES&lt;br /&gt;
Image:Durthu vs kroq gar.jpg| Only in Warhammer you may experience a battle between a pissed of eons old treeman, wielding a big red sword the size of his leg vs [[Kroq-Gar|another eons old lizardman with prosthetic laser cannon arm, armed with spears that could kill anything while riding on top of a dinosaur.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Warhammer Fantasy]]&lt;br /&gt;
[[Category: Wood Elves]]&lt;br /&gt;
[[Category: Sylvaneth]]&lt;/div&gt;</summary>
		<author><name>2603:8001:3500:CB:518A:4CA3:4B2C:2080</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Durthu&amp;diff=190464</id>
		<title>Durthu</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Durthu&amp;diff=190464"/>
		<updated>2021-10-24T10:17:46Z</updated>

		<summary type="html">&lt;p&gt;2603:8001:3500:CB:518A:4CA3:4B2C:2080: /* The End Times */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{topquote|Ahksi-do-ka-kau! (Axe-wielding filth!)|Durthu, utilizing reverse Dwarf diplomacy.}}&lt;br /&gt;
&lt;br /&gt;
{{topquote|Wo-ka-koah, fu-du-dah-truk-Dwarfs! (My heart is rotten with hatred for all Dwarfs!)|Durthu, telling Dwarf diplomats to suck his tree root.}}&lt;br /&gt;
[[File:Durthu.PNG|400px|thumb|right|&amp;quot;I will nourish my soils with your alcoholic blood! I will fashion myself with your skulls!&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Durthu&#039;&#039;&#039;, also known as &amp;quot;Oakheart&amp;quot; (when directly translated from Elvish), the Optimus Pine, was one of the many ancient treemen born in [[Athel Loren]] way before Chaos appeared, but he got incredibly bitter after countless years of battle (unlike Lizardmen who are also immortal but don&#039;t suffer mental breakdowns). He&#039;s best known for being incredibly racist against all man-like things, mostly towards Dwarfs because those hairy, short-footed, axe-wielding scum hacked him down long ago. Unlike his other racist tree brethren like [[Drycha]], Durthu is still considered cool headed among them and is sane enough to not hate everyone (whereas the tree spirit extremist would disown even their wood elf ally and had participated in hindering Orion&#039;s rebirth). Despite his sword having no name in the rulebook, it was called the &#039;&#039;&#039;Sword of Daith&#039;&#039;&#039; in [[Total War: Warhammer]]. The weapon is unique because it is about the size of his root leg (I mean just look at the fucking size of that thing on the right image!) and it was forged by Daith, a &#039;&#039;&#039;blind&#039;&#039;&#039; Elven smith (the dude is the incarnate of the Elven forge god [[Vaul]], but still, that blade is bigger than any humanoid being! how in Khaine&#039;s name is he able to hammer a metal that big while being blind at the same time?). So fuck those cunts who claimed the Dwarfs are the only good smiths in the setting! &lt;br /&gt;
&lt;br /&gt;
== In the Beginning ==&lt;br /&gt;
Back before the world was invaded by Chaos, Athel Loren was a peaceful place and treemen were much nicer. Only the Elves from Ulthuan visited the damned place and may have had a few unspeakable orgies with the local tree creatures. Durthu during that time was much nicer too, teaching the Elves how to care for trees and other hippy shit, since they weren&#039;t expecting to face anything serious like war.&lt;br /&gt;
&lt;br /&gt;
They were proven so very wrong.&lt;br /&gt;
&lt;br /&gt;
==The First Chaos Invasion==&lt;br /&gt;
When the polar gate at the North collapsed and [[Chaos]] [[Daemon]]s began slaughtering everything that moved (as well as anything that didn&#039;t), Athel Loren&#039;s far-reaching roots, which had spread all over the world at this point, were burned and chewed by the demons. Durthu and his kind fought side by side with the Elves not only in Athel Loren, but also at the heart of Ulthuan: Avelorn, where a similar magical forest resided. &lt;br /&gt;
&lt;br /&gt;
To the demons, Durthu and his kind were considered a similar form of existence to their own, so they were a little unnerved, so much so they decided it was better to just go for the Elves for their juicy souls. In order to protect her children, Astarielle, the first [[Everqueen]] asked Durthu to protect her heirs in exchange for Elven workers&#039; help tending the trees of Athel Loren. As soon as an agreement was made, she was slain by [[N&#039;kari]] while Durthu took off to Athel Loren with her two brats: Morelion and Yvraine. When Durthu returned, he found the forest he knew and loved was ravaged by war. His kin embraced the concept of xenophobia for the first time and had transformed into hateful tree creatures better suited for battle. His two treeman friends Coeddil (Drycha&#039;s turbo-racist buddy) and Adanhu also adapted to these changes so much that they demanded that the two brats Durthu had bought had to be slain. However, Durthu basically told his pals to calm their roots down and even convinced Adanhu to change his mind (unsurprisingly, Coeddil did not). Adanhu agreed to Durthu&#039;s decision, only if the two brats were to put to sleep in a magical slumber (aka magical cryo-chamber) until Ulthuan and Athel Loren were rebuilt. And so the heirs of Astarielle survived. Unbeknownst to everyone however, their father, Aenarion, would start a second family out of despair over the loss of Astarielle and his two children (or so he thought) as well as having the sword of Khaine sapping his sanity, providing fuel for upcoming tragedies.&lt;br /&gt;
&lt;br /&gt;
== Fuck the Dwarfs, Fuck Malekith, Fuck EVERYONE!==&lt;br /&gt;
After the two brats&#039; return, Yvraine became the new Everqueen and Morelion became her guard. Durthu during this time was busy repairing Athel Loren, as the forest suffered severe deforestation thanks to the Chaos reaming. Durthu also had the desire to rebuild Avelorn, but was too busy to do so. &lt;br /&gt;
&lt;br /&gt;
Things pretty much remained like this for years until Malekith defected from the High Elves, created the [[Dark Elves (Warhammer)|Dark Elves]] and instigated the [[War of the Beard]], sparking the most dreadful display of bloodshed and betrayal in Warhammer history. After the war ended with Phoenix King Caledor II&#039;s death, many of the elves living at Athel Loren declared their own independence from Ulthuan, but the Dwarfs didn&#039;t give a shit about that and so they came over, righting their grudges and venting their remaining anger at the Elves of Athel Loren. Unfortunately for the treefolk of Athel Loren, this had to happen during winter time, when the trees weren&#039;t able to do much. The dwarfen pillagers fatally wounded Durthu, which sparked his inner hatred for all Dwarfs as well as their axes. The dwarfs were eventually driven off by the Elves with their run and shoot tactics, making the slow and tired Dwarfs rage quit back to their mountain holds. This conflict sparked even more racism and xenophobia from the trees, such that Adanhu and Coeddil began loudly arguing in front of the Elves about their fate. Tired and still reeling from the Dwarf axe attack, Durthu stood silent during the debate, no longer able to trust his own judgement. With a little help from the goddess Ariel, the Elves were officially declared citizens of the forest (forming the [[Wood Elves (Warhammer Fantasy)|Wood Elves]] faction) and were tasked to take care of forest in exchange for equal protection by the trees. Durthu, however, was unmoved by the development due to being traumatized by the wars and hatred. Although he is still more cool headed compared to his treeman brothers, he is now more suited to war and hatred than ever, wielding a gigantic sword that makes [[Berserk|Guts&#039;]] look tiny in comparison while fashioning himself with the skulls of his enemies. [[Beastman]], [[Dwarfs]], [[Chaos]], Orcs, Undeads, Vampires and Bretonnians, fuck em, FUCK THEM ALL.&lt;br /&gt;
&lt;br /&gt;
==[[The End Times]]==&lt;br /&gt;
At some point, Alarielle came through to Athel Loren, pleading for the forest to help with her daughter&#039;s predicament. This, alongside the the illnesses of both Ariel and the Oak of Ages, had made negotiations very tense, but Durthu managed to convince the trees to aid her. This...did not come to pass and the result was fuck-mothering [[Nagash]] returning from the dead once more. Alarielle decides to then merge with Ariel, thus becoming the literal embodiment of life and the new queen of Athel Loren.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alarielle&#039;&#039;&#039; would be followed by &#039;&#039;&#039;[[Tyrion]]&#039;&#039;&#039;, driven mad by the combination of &#039;&#039;&#039;Teclis&#039;&#039;&#039;&#039; dickery, his daughter&#039;s death, &#039;&#039;&#039;Malekith&#039;&#039;&#039; becoming the Phoenix King and drawing the &#039;&#039;&#039;Widowmaker&#039;&#039;&#039;, making him the avatar of [[Khaine]]. Durthu would stand in the Everqueen&#039;s defense alongside the Wood Elves and those High Elves that defected from Tyrion&#039;s insanity. Durthu himself would come face to face with the mad prince, who had just murdered [[Orion]], and managed to toss that prissy bitch clear across the battlefield. This act of unmitigated badass, alongside Alarielle out-wizarding [[Morathi]] despite her injuries, was enough to rout the battle.&lt;br /&gt;
&lt;br /&gt;
At the battle where &#039;&#039;&#039;Be&#039;lakor&#039;&#039;&#039; assaulted the Oak of Ages, he finally mercy killed his buddy Coeddil whom had gone mad from Chaos influence (and Coeddil&#039;s ally buddy [[Drycha]] was slained by [[Malekith]] the &#039;&#039;&#039;ETERNITY KING&#039;&#039;&#039;). He then took on a motherfucking [[Bloodthirster]] and probably a bunch of [[Bloodletters]] as side dishes. After Allarielle had slain Hellebron, she was in a near death condition. Durthu was in agony, for he knew &lt;br /&gt;
their enemies are too powerful for them to handle. Even himself, an ancient yer powerful existence is unable to prevent the destruction of this world. He unleashed a great burning flame from his sword and purged his surrounding demons. Durthu then decided to sacrifice whats remained of his lifespan to save Alarielle, just how one of his brethren long ago, had sacrificed himself and prevented the Everqueen&#039;s soul succumbed to corruption.  He threw his sword and skewered a [[Great Unclean One]] like a roast pig then made his way to Alarielle&#039;s side to give her his life force. When Durthu was done, Allarielle was saved, but what&#039;s remained of him is simply no more, but a motionless, ordinary tree.&lt;br /&gt;
&lt;br /&gt;
== [[Age of Sigmar]] ==&lt;br /&gt;
Alarielle, upon taking control of the realm of life, had seed pods that housed the souls of countless folks who were slain during the world-that-was. While it&#039;s not certain that Durthu himself was among those soulpods, he was also resurrected in a sense. Among the ranks of the [[Sylvaneth]] are the &amp;quot;Spirits of Durthu&amp;quot;, a caste of treemen who represent the original&#039;s implacable loyalty and great wisdom and serve only the Everqueen rather than any clan. While their primary task is to act as ambassadors, ensuring that the various Sylvaneth glades adhere to their goddess&#039; will and fostering what alliances they can with the other mortal races, they also act as bodyguards to any vital figures and are very powerful warriors. Most notorious of these are the Sons of Durthu, an elite brotherhood of these ancient treemen who served as Alarielle&#039;s personal bodyguards since her very first steps and claim a direct lineage to the dude himself.&lt;br /&gt;
&lt;br /&gt;
== In [[Total War: WARHAMMER]] ==&lt;br /&gt;
Durthu appears as the one of the only two Legendary Lords next to Orion being the Wood Elves faction in the first game. Durthu is a FUCKING MONSTER IN COMBAT! Not only does he deal insanely good melee damage with that giant sword of his, he is in fact designed for killing infantry blobs (aka [[tarpit]]) judging from his abilities alone. First, he has the &#039;&#039;&#039;Lamentations of Despair&#039;&#039;&#039;, which is kinda like a shotgun of greenish magical energy that obliterates anything in front of him (is called shotgun because it has short casting range and it &#039;&#039;&#039;obliterates&#039;&#039;&#039; anything in it target). Since Durthu is a Lore of Beasts caster, he gets the &#039;&#039;&#039;Flock of Doom&#039;&#039;&#039; spell that deals AOE direct damage, as well as enhancement spells that buff him to stay in the fight longer. Finally, his &#039;&#039;&#039;Sword of Daith&#039;&#039;&#039; has its own unique ability that deals direct damage and decreases armor stats of those around him. Still, being a Treeman, Durthu is weak to flame damage, so he isn&#039;t a reliable [[DISTRACTION CARNIFEX]], but he sure as hell will fuck up the front line!&lt;br /&gt;
&lt;br /&gt;
In the campaign, he leads the faction of Argwylon in upper Athel Loren. His settlement is apparently next to a Dwarf hold, which is &#039;&#039;&#039;ESSENTIAL&#039;&#039;&#039; for him to wreck the damn place and claim it as his own. He used to be called &amp;quot;Tree Hitler&amp;quot;, which he got the title from an old bug, where his campaign AI would conquer every settlements around him and turning them into forest, as well as from his hateful diplomacy dialogue, where he insults the diplomats with his jarring Treeman language (supposedly Elvish? Durthu is an Elvish name after all...).&lt;br /&gt;
&lt;br /&gt;
With the Twisted and Twilight DLC came out, he now has the ability to upgrade his tree spirit units like how the Greenskins upgrade their boyz with scraps, making him a tree warboss than tree Hitler. &lt;br /&gt;
&lt;br /&gt;
His reputation for being a tree Hitler also got revoked twice with the introduction of &#039;&#039;&#039;Drycha&#039;&#039;&#039; as a FLC lord, who has &#039;&#039;&#039;Coeddil&#039;&#039;&#039;, the &#039;&#039;ORIGINAL TREE HITLER&#039;&#039; by her side.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Durthu 4th 5th edition.PNG| His derpy old model&lt;br /&gt;
Image:Durthu total war.PNG| Those who stared his broken eye funnily will be used as a fertilizer, ALIVE.&lt;br /&gt;
Image:Durthu druchii.jpg| FUCK DARK ELVES&lt;br /&gt;
Image:Durthu vs kroq gar.jpg| Only in Warhammer you may experience a battle between a pissed of eons old treeman, wielding a big red sword the size of his leg vs [[Kroq-Gar|another eons old lizardman with prosthetic laser cannon arm, armed with spears that could kill anything while riding on top of a dinosaur.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Warhammer Fantasy]]&lt;br /&gt;
[[Category: Wood Elves]]&lt;br /&gt;
[[Category: Sylvaneth]]&lt;/div&gt;</summary>
		<author><name>2603:8001:3500:CB:518A:4CA3:4B2C:2080</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Durthu&amp;diff=190463</id>
		<title>Durthu</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Durthu&amp;diff=190463"/>
		<updated>2021-10-24T10:17:27Z</updated>

		<summary type="html">&lt;p&gt;2603:8001:3500:CB:518A:4CA3:4B2C:2080: /* The End Times */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{topquote|Ahksi-do-ka-kau! (Axe-wielding filth!)|Durthu, utilizing reverse Dwarf diplomacy.}}&lt;br /&gt;
&lt;br /&gt;
{{topquote|Wo-ka-koah, fu-du-dah-truk-Dwarfs! (My heart is rotten with hatred for all Dwarfs!)|Durthu, telling Dwarf diplomats to suck his tree root.}}&lt;br /&gt;
[[File:Durthu.PNG|400px|thumb|right|&amp;quot;I will nourish my soils with your alcoholic blood! I will fashion myself with your skulls!&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Durthu&#039;&#039;&#039;, also known as &amp;quot;Oakheart&amp;quot; (when directly translated from Elvish), the Optimus Pine, was one of the many ancient treemen born in [[Athel Loren]] way before Chaos appeared, but he got incredibly bitter after countless years of battle (unlike Lizardmen who are also immortal but don&#039;t suffer mental breakdowns). He&#039;s best known for being incredibly racist against all man-like things, mostly towards Dwarfs because those hairy, short-footed, axe-wielding scum hacked him down long ago. Unlike his other racist tree brethren like [[Drycha]], Durthu is still considered cool headed among them and is sane enough to not hate everyone (whereas the tree spirit extremist would disown even their wood elf ally and had participated in hindering Orion&#039;s rebirth). Despite his sword having no name in the rulebook, it was called the &#039;&#039;&#039;Sword of Daith&#039;&#039;&#039; in [[Total War: Warhammer]]. The weapon is unique because it is about the size of his root leg (I mean just look at the fucking size of that thing on the right image!) and it was forged by Daith, a &#039;&#039;&#039;blind&#039;&#039;&#039; Elven smith (the dude is the incarnate of the Elven forge god [[Vaul]], but still, that blade is bigger than any humanoid being! how in Khaine&#039;s name is he able to hammer a metal that big while being blind at the same time?). So fuck those cunts who claimed the Dwarfs are the only good smiths in the setting! &lt;br /&gt;
&lt;br /&gt;
== In the Beginning ==&lt;br /&gt;
Back before the world was invaded by Chaos, Athel Loren was a peaceful place and treemen were much nicer. Only the Elves from Ulthuan visited the damned place and may have had a few unspeakable orgies with the local tree creatures. Durthu during that time was much nicer too, teaching the Elves how to care for trees and other hippy shit, since they weren&#039;t expecting to face anything serious like war.&lt;br /&gt;
&lt;br /&gt;
They were proven so very wrong.&lt;br /&gt;
&lt;br /&gt;
==The First Chaos Invasion==&lt;br /&gt;
When the polar gate at the North collapsed and [[Chaos]] [[Daemon]]s began slaughtering everything that moved (as well as anything that didn&#039;t), Athel Loren&#039;s far-reaching roots, which had spread all over the world at this point, were burned and chewed by the demons. Durthu and his kind fought side by side with the Elves not only in Athel Loren, but also at the heart of Ulthuan: Avelorn, where a similar magical forest resided. &lt;br /&gt;
&lt;br /&gt;
To the demons, Durthu and his kind were considered a similar form of existence to their own, so they were a little unnerved, so much so they decided it was better to just go for the Elves for their juicy souls. In order to protect her children, Astarielle, the first [[Everqueen]] asked Durthu to protect her heirs in exchange for Elven workers&#039; help tending the trees of Athel Loren. As soon as an agreement was made, she was slain by [[N&#039;kari]] while Durthu took off to Athel Loren with her two brats: Morelion and Yvraine. When Durthu returned, he found the forest he knew and loved was ravaged by war. His kin embraced the concept of xenophobia for the first time and had transformed into hateful tree creatures better suited for battle. His two treeman friends Coeddil (Drycha&#039;s turbo-racist buddy) and Adanhu also adapted to these changes so much that they demanded that the two brats Durthu had bought had to be slain. However, Durthu basically told his pals to calm their roots down and even convinced Adanhu to change his mind (unsurprisingly, Coeddil did not). Adanhu agreed to Durthu&#039;s decision, only if the two brats were to put to sleep in a magical slumber (aka magical cryo-chamber) until Ulthuan and Athel Loren were rebuilt. And so the heirs of Astarielle survived. Unbeknownst to everyone however, their father, Aenarion, would start a second family out of despair over the loss of Astarielle and his two children (or so he thought) as well as having the sword of Khaine sapping his sanity, providing fuel for upcoming tragedies.&lt;br /&gt;
&lt;br /&gt;
== Fuck the Dwarfs, Fuck Malekith, Fuck EVERYONE!==&lt;br /&gt;
After the two brats&#039; return, Yvraine became the new Everqueen and Morelion became her guard. Durthu during this time was busy repairing Athel Loren, as the forest suffered severe deforestation thanks to the Chaos reaming. Durthu also had the desire to rebuild Avelorn, but was too busy to do so. &lt;br /&gt;
&lt;br /&gt;
Things pretty much remained like this for years until Malekith defected from the High Elves, created the [[Dark Elves (Warhammer)|Dark Elves]] and instigated the [[War of the Beard]], sparking the most dreadful display of bloodshed and betrayal in Warhammer history. After the war ended with Phoenix King Caledor II&#039;s death, many of the elves living at Athel Loren declared their own independence from Ulthuan, but the Dwarfs didn&#039;t give a shit about that and so they came over, righting their grudges and venting their remaining anger at the Elves of Athel Loren. Unfortunately for the treefolk of Athel Loren, this had to happen during winter time, when the trees weren&#039;t able to do much. The dwarfen pillagers fatally wounded Durthu, which sparked his inner hatred for all Dwarfs as well as their axes. The dwarfs were eventually driven off by the Elves with their run and shoot tactics, making the slow and tired Dwarfs rage quit back to their mountain holds. This conflict sparked even more racism and xenophobia from the trees, such that Adanhu and Coeddil began loudly arguing in front of the Elves about their fate. Tired and still reeling from the Dwarf axe attack, Durthu stood silent during the debate, no longer able to trust his own judgement. With a little help from the goddess Ariel, the Elves were officially declared citizens of the forest (forming the [[Wood Elves (Warhammer Fantasy)|Wood Elves]] faction) and were tasked to take care of forest in exchange for equal protection by the trees. Durthu, however, was unmoved by the development due to being traumatized by the wars and hatred. Although he is still more cool headed compared to his treeman brothers, he is now more suited to war and hatred than ever, wielding a gigantic sword that makes [[Berserk|Guts&#039;]] look tiny in comparison while fashioning himself with the skulls of his enemies. [[Beastman]], [[Dwarfs]], [[Chaos]], Orcs, Undeads, Vampires and Bretonnians, fuck em, FUCK THEM ALL.&lt;br /&gt;
&lt;br /&gt;
==[[The End Times]]==&lt;br /&gt;
At some point, Alarielle came through to Athel Loren, pleading for the forest to help with her daughter&#039;s predicament. This, alongside the the illnesses of both Ariel and the Oak of Ages, had made negotiations very tense, but Durthu managed to convince the trees to aid her. This...did not come to pass and the result was fuck-mothering [[Nagash]] returning from the dead once more. Alarielle decides to then merge with Ariel, thus becoming the literal embodiment of life and the new queen of Athel Loren.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alarielle&#039;&#039;&#039; would be followed by &#039;&#039;&#039;[[Tyrion]]&#039;&#039;&#039;, driven mad by the combination of &#039;&#039;&#039;Teclis&#039;&#039;&#039;&#039; dickery, his daughter&#039;s death, &#039;&#039;&#039;Malekith&#039;&#039;&#039; becoming the Phoenix King and drawing the &#039;&#039;&#039;Widowmaker&#039;&#039;&#039;, making him the avatar of [[Khaine]]. Durthu would stand in the Everqueen&#039;s defense alongside the Wood Elves and those High Elves that defected from Tyrion&#039;s insanity. Durthu himself would come face to face with the mad prince, who had just murdered [[Orion]], and managed to toss that prissy bitch clear across the battlefield. This act of unmitigated badass, alongside Alarielle out-wizarding [[Morathi]] despite her injuries, was enough to rout the battle.&lt;br /&gt;
&lt;br /&gt;
At the battle where &#039;&#039;&#039;Be&#039;lakor&#039;&#039;&#039; assaulted the oak of ages, he finally mercy killed his buddy Coeddil whom had gone mad from Chaos influence (and Coeddil&#039;s ally buddy [[Drycha]] was slained by [[Malekith]] the &#039;&#039;&#039;ETERNITY KING&#039;&#039;&#039;). He then took on a motherfucking [[Bloodthirster]] and probably a bunch of [[Bloodletters]] as side dishes. After Allarielle had slain Hellebron, she was in a near death condition. Durthu was in agony, for he knew &lt;br /&gt;
their enemies are too powerful for them to handle. Even himself, an ancient yer powerful existence is unable to prevent the destruction of this world. He unleashed a great burning flame from his sword and purged his surrounding demons. Durthu then decided to sacrifice whats remained of his lifespan to save Alarielle, just how one of his brethren long ago, had sacrificed himself and prevented the Everqueen&#039;s soul succumbed to corruption.  He threw his sword and skewered a [[Great Unclean One]] like a roast pig then made his way to Alarielle&#039;s side to give her his life force. When Durthu was done, Allarielle was saved, but what&#039;s remained of him is simply no more, but a motionless, ordinary tree.&lt;br /&gt;
&lt;br /&gt;
== [[Age of Sigmar]] ==&lt;br /&gt;
Alarielle, upon taking control of the realm of life, had seed pods that housed the souls of countless folks who were slain during the world-that-was. While it&#039;s not certain that Durthu himself was among those soulpods, he was also resurrected in a sense. Among the ranks of the [[Sylvaneth]] are the &amp;quot;Spirits of Durthu&amp;quot;, a caste of treemen who represent the original&#039;s implacable loyalty and great wisdom and serve only the Everqueen rather than any clan. While their primary task is to act as ambassadors, ensuring that the various Sylvaneth glades adhere to their goddess&#039; will and fostering what alliances they can with the other mortal races, they also act as bodyguards to any vital figures and are very powerful warriors. Most notorious of these are the Sons of Durthu, an elite brotherhood of these ancient treemen who served as Alarielle&#039;s personal bodyguards since her very first steps and claim a direct lineage to the dude himself.&lt;br /&gt;
&lt;br /&gt;
== In [[Total War: WARHAMMER]] ==&lt;br /&gt;
Durthu appears as the one of the only two Legendary Lords next to Orion being the Wood Elves faction in the first game. Durthu is a FUCKING MONSTER IN COMBAT! Not only does he deal insanely good melee damage with that giant sword of his, he is in fact designed for killing infantry blobs (aka [[tarpit]]) judging from his abilities alone. First, he has the &#039;&#039;&#039;Lamentations of Despair&#039;&#039;&#039;, which is kinda like a shotgun of greenish magical energy that obliterates anything in front of him (is called shotgun because it has short casting range and it &#039;&#039;&#039;obliterates&#039;&#039;&#039; anything in it target). Since Durthu is a Lore of Beasts caster, he gets the &#039;&#039;&#039;Flock of Doom&#039;&#039;&#039; spell that deals AOE direct damage, as well as enhancement spells that buff him to stay in the fight longer. Finally, his &#039;&#039;&#039;Sword of Daith&#039;&#039;&#039; has its own unique ability that deals direct damage and decreases armor stats of those around him. Still, being a Treeman, Durthu is weak to flame damage, so he isn&#039;t a reliable [[DISTRACTION CARNIFEX]], but he sure as hell will fuck up the front line!&lt;br /&gt;
&lt;br /&gt;
In the campaign, he leads the faction of Argwylon in upper Athel Loren. His settlement is apparently next to a Dwarf hold, which is &#039;&#039;&#039;ESSENTIAL&#039;&#039;&#039; for him to wreck the damn place and claim it as his own. He used to be called &amp;quot;Tree Hitler&amp;quot;, which he got the title from an old bug, where his campaign AI would conquer every settlements around him and turning them into forest, as well as from his hateful diplomacy dialogue, where he insults the diplomats with his jarring Treeman language (supposedly Elvish? Durthu is an Elvish name after all...).&lt;br /&gt;
&lt;br /&gt;
With the Twisted and Twilight DLC came out, he now has the ability to upgrade his tree spirit units like how the Greenskins upgrade their boyz with scraps, making him a tree warboss than tree Hitler. &lt;br /&gt;
&lt;br /&gt;
His reputation for being a tree Hitler also got revoked twice with the introduction of &#039;&#039;&#039;Drycha&#039;&#039;&#039; as a FLC lord, who has &#039;&#039;&#039;Coeddil&#039;&#039;&#039;, the &#039;&#039;ORIGINAL TREE HITLER&#039;&#039; by her side.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Durthu 4th 5th edition.PNG| His derpy old model&lt;br /&gt;
Image:Durthu total war.PNG| Those who stared his broken eye funnily will be used as a fertilizer, ALIVE.&lt;br /&gt;
Image:Durthu druchii.jpg| FUCK DARK ELVES&lt;br /&gt;
Image:Durthu vs kroq gar.jpg| Only in Warhammer you may experience a battle between a pissed of eons old treeman, wielding a big red sword the size of his leg vs [[Kroq-Gar|another eons old lizardman with prosthetic laser cannon arm, armed with spears that could kill anything while riding on top of a dinosaur.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Warhammer Fantasy]]&lt;br /&gt;
[[Category: Wood Elves]]&lt;br /&gt;
[[Category: Sylvaneth]]&lt;/div&gt;</summary>
		<author><name>2603:8001:3500:CB:518A:4CA3:4B2C:2080</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Durthu&amp;diff=190462</id>
		<title>Durthu</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Durthu&amp;diff=190462"/>
		<updated>2021-10-24T10:16:17Z</updated>

		<summary type="html">&lt;p&gt;2603:8001:3500:CB:518A:4CA3:4B2C:2080: /* The End Times */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{topquote|Ahksi-do-ka-kau! (Axe-wielding filth!)|Durthu, utilizing reverse Dwarf diplomacy.}}&lt;br /&gt;
&lt;br /&gt;
{{topquote|Wo-ka-koah, fu-du-dah-truk-Dwarfs! (My heart is rotten with hatred for all Dwarfs!)|Durthu, telling Dwarf diplomats to suck his tree root.}}&lt;br /&gt;
[[File:Durthu.PNG|400px|thumb|right|&amp;quot;I will nourish my soils with your alcoholic blood! I will fashion myself with your skulls!&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Durthu&#039;&#039;&#039;, also known as &amp;quot;Oakheart&amp;quot; (when directly translated from Elvish), the Optimus Pine, was one of the many ancient treemen born in [[Athel Loren]] way before Chaos appeared, but he got incredibly bitter after countless years of battle (unlike Lizardmen who are also immortal but don&#039;t suffer mental breakdowns). He&#039;s best known for being incredibly racist against all man-like things, mostly towards Dwarfs because those hairy, short-footed, axe-wielding scum hacked him down long ago. Unlike his other racist tree brethren like [[Drycha]], Durthu is still considered cool headed among them and is sane enough to not hate everyone (whereas the tree spirit extremist would disown even their wood elf ally and had participated in hindering Orion&#039;s rebirth). Despite his sword having no name in the rulebook, it was called the &#039;&#039;&#039;Sword of Daith&#039;&#039;&#039; in [[Total War: Warhammer]]. The weapon is unique because it is about the size of his root leg (I mean just look at the fucking size of that thing on the right image!) and it was forged by Daith, a &#039;&#039;&#039;blind&#039;&#039;&#039; Elven smith (the dude is the incarnate of the Elven forge god [[Vaul]], but still, that blade is bigger than any humanoid being! how in Khaine&#039;s name is he able to hammer a metal that big while being blind at the same time?). So fuck those cunts who claimed the Dwarfs are the only good smiths in the setting! &lt;br /&gt;
&lt;br /&gt;
== In the Beginning ==&lt;br /&gt;
Back before the world was invaded by Chaos, Athel Loren was a peaceful place and treemen were much nicer. Only the Elves from Ulthuan visited the damned place and may have had a few unspeakable orgies with the local tree creatures. Durthu during that time was much nicer too, teaching the Elves how to care for trees and other hippy shit, since they weren&#039;t expecting to face anything serious like war.&lt;br /&gt;
&lt;br /&gt;
They were proven so very wrong.&lt;br /&gt;
&lt;br /&gt;
==The First Chaos Invasion==&lt;br /&gt;
When the polar gate at the North collapsed and [[Chaos]] [[Daemon]]s began slaughtering everything that moved (as well as anything that didn&#039;t), Athel Loren&#039;s far-reaching roots, which had spread all over the world at this point, were burned and chewed by the demons. Durthu and his kind fought side by side with the Elves not only in Athel Loren, but also at the heart of Ulthuan: Avelorn, where a similar magical forest resided. &lt;br /&gt;
&lt;br /&gt;
To the demons, Durthu and his kind were considered a similar form of existence to their own, so they were a little unnerved, so much so they decided it was better to just go for the Elves for their juicy souls. In order to protect her children, Astarielle, the first [[Everqueen]] asked Durthu to protect her heirs in exchange for Elven workers&#039; help tending the trees of Athel Loren. As soon as an agreement was made, she was slain by [[N&#039;kari]] while Durthu took off to Athel Loren with her two brats: Morelion and Yvraine. When Durthu returned, he found the forest he knew and loved was ravaged by war. His kin embraced the concept of xenophobia for the first time and had transformed into hateful tree creatures better suited for battle. His two treeman friends Coeddil (Drycha&#039;s turbo-racist buddy) and Adanhu also adapted to these changes so much that they demanded that the two brats Durthu had bought had to be slain. However, Durthu basically told his pals to calm their roots down and even convinced Adanhu to change his mind (unsurprisingly, Coeddil did not). Adanhu agreed to Durthu&#039;s decision, only if the two brats were to put to sleep in a magical slumber (aka magical cryo-chamber) until Ulthuan and Athel Loren were rebuilt. And so the heirs of Astarielle survived. Unbeknownst to everyone however, their father, Aenarion, would start a second family out of despair over the loss of Astarielle and his two children (or so he thought) as well as having the sword of Khaine sapping his sanity, providing fuel for upcoming tragedies.&lt;br /&gt;
&lt;br /&gt;
== Fuck the Dwarfs, Fuck Malekith, Fuck EVERYONE!==&lt;br /&gt;
After the two brats&#039; return, Yvraine became the new Everqueen and Morelion became her guard. Durthu during this time was busy repairing Athel Loren, as the forest suffered severe deforestation thanks to the Chaos reaming. Durthu also had the desire to rebuild Avelorn, but was too busy to do so. &lt;br /&gt;
&lt;br /&gt;
Things pretty much remained like this for years until Malekith defected from the High Elves, created the [[Dark Elves (Warhammer)|Dark Elves]] and instigated the [[War of the Beard]], sparking the most dreadful display of bloodshed and betrayal in Warhammer history. After the war ended with Phoenix King Caledor II&#039;s death, many of the elves living at Athel Loren declared their own independence from Ulthuan, but the Dwarfs didn&#039;t give a shit about that and so they came over, righting their grudges and venting their remaining anger at the Elves of Athel Loren. Unfortunately for the treefolk of Athel Loren, this had to happen during winter time, when the trees weren&#039;t able to do much. The dwarfen pillagers fatally wounded Durthu, which sparked his inner hatred for all Dwarfs as well as their axes. The dwarfs were eventually driven off by the Elves with their run and shoot tactics, making the slow and tired Dwarfs rage quit back to their mountain holds. This conflict sparked even more racism and xenophobia from the trees, such that Adanhu and Coeddil began loudly arguing in front of the Elves about their fate. Tired and still reeling from the Dwarf axe attack, Durthu stood silent during the debate, no longer able to trust his own judgement. With a little help from the goddess Ariel, the Elves were officially declared citizens of the forest (forming the [[Wood Elves (Warhammer Fantasy)|Wood Elves]] faction) and were tasked to take care of forest in exchange for equal protection by the trees. Durthu, however, was unmoved by the development due to being traumatized by the wars and hatred. Although he is still more cool headed compared to his treeman brothers, he is now more suited to war and hatred than ever, wielding a gigantic sword that makes [[Berserk|Guts&#039;]] look tiny in comparison while fashioning himself with the skulls of his enemies. [[Beastman]], [[Dwarfs]], [[Chaos]], Orcs, Undeads, Vampires and Bretonnians, fuck em, FUCK THEM ALL.&lt;br /&gt;
&lt;br /&gt;
==[[The End Times]]==&lt;br /&gt;
At some point, Alarielle came through to Athel Loren, pleading for the forest to help with her daughter&#039;s predicament. This, alongside the the illnesses of both Ariel and the Oak of Ages, had made negotiations very tense, but Durthu managed to convince the trees to aid her. This...did not come to pass and the result was fuck-mothering [[Nagash]] returning from the dead once more. Alarielle decides to then merge with Ariel, thus becoming the literal embodiment of life and the new queen of Athel Loren.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alarielle&#039;&#039;&#039; would be followed by &#039;&#039;&#039;[[Tyrion]]&#039;&#039;&#039;, driven mad by the combination of &#039;&#039;&#039;Teclis&#039;&#039;&#039;&#039; dickery, his daughter&#039;s death, &#039;&#039;&#039;Malekith&#039;&#039;&#039; becoming the Phoenix King and drawing the &#039;&#039;&#039;Widowmaker&#039;&#039;&#039;, making him the avatar of [[Khaine]]. Durthu would stand in the Everqueen&#039;s defense alongside the Wood Elves and those High Elves that defected from Tyrion&#039;s insanity. Durthu himself would come face to face with the mad prince, who had just murdered [[Orion]], and managed to toss that prissy bitch clear across the battlefield. This act of unmitigated badass, alongside Alarielle out-wizarding [[Morathi]] despite her injuries, was enough to rout the battle.&lt;br /&gt;
&lt;br /&gt;
At the battle where &#039;&#039;&#039;Be&#039;lakor&#039;&#039;&#039; assault the oak of ages, he finally mercy killed his buddy Coeddil whom had gone mad from Chaos influence (and Coeddil&#039;s ally buddy [[Drycha]] was slained by [[Malekith]] the &#039;&#039;&#039;ETERNITY KING&#039;&#039;&#039;). He then took on a motherfucking [[Bloodthirster]] and probably a bunch of [[Bloodletters]] as side dishes. After Allarielle had slain Hellebron, she was in a near death condition. Durthu was in agony, for he knew &lt;br /&gt;
their enemies are too powerful for them to handle. Even himself, an ancient yer powerful existence is unable to prevent the destruction of this world. He unleashed a great burning flame from his sword and purged his surrounding demons. Durthu then decided to sacrifice whats remained of his lifespan to save Alarielle, just how one of his brethren long ago, had sacrificed himself and prevented the Everqueen&#039;s soul succumbed to corruption.  He threw his sword and skewered a [[Great Unclean One]] like a roast pig then made his way to Alarielle&#039;s side to give her his life force. When Durthu was done, Allarielle was saved, but what&#039;s remained of him is simply no more, but a motionless, ordinary tree.&lt;br /&gt;
&lt;br /&gt;
== [[Age of Sigmar]] ==&lt;br /&gt;
Alarielle, upon taking control of the realm of life, had seed pods that housed the souls of countless folks who were slain during the world-that-was. While it&#039;s not certain that Durthu himself was among those soulpods, he was also resurrected in a sense. Among the ranks of the [[Sylvaneth]] are the &amp;quot;Spirits of Durthu&amp;quot;, a caste of treemen who represent the original&#039;s implacable loyalty and great wisdom and serve only the Everqueen rather than any clan. While their primary task is to act as ambassadors, ensuring that the various Sylvaneth glades adhere to their goddess&#039; will and fostering what alliances they can with the other mortal races, they also act as bodyguards to any vital figures and are very powerful warriors. Most notorious of these are the Sons of Durthu, an elite brotherhood of these ancient treemen who served as Alarielle&#039;s personal bodyguards since her very first steps and claim a direct lineage to the dude himself.&lt;br /&gt;
&lt;br /&gt;
== In [[Total War: WARHAMMER]] ==&lt;br /&gt;
Durthu appears as the one of the only two Legendary Lords next to Orion being the Wood Elves faction in the first game. Durthu is a FUCKING MONSTER IN COMBAT! Not only does he deal insanely good melee damage with that giant sword of his, he is in fact designed for killing infantry blobs (aka [[tarpit]]) judging from his abilities alone. First, he has the &#039;&#039;&#039;Lamentations of Despair&#039;&#039;&#039;, which is kinda like a shotgun of greenish magical energy that obliterates anything in front of him (is called shotgun because it has short casting range and it &#039;&#039;&#039;obliterates&#039;&#039;&#039; anything in it target). Since Durthu is a Lore of Beasts caster, he gets the &#039;&#039;&#039;Flock of Doom&#039;&#039;&#039; spell that deals AOE direct damage, as well as enhancement spells that buff him to stay in the fight longer. Finally, his &#039;&#039;&#039;Sword of Daith&#039;&#039;&#039; has its own unique ability that deals direct damage and decreases armor stats of those around him. Still, being a Treeman, Durthu is weak to flame damage, so he isn&#039;t a reliable [[DISTRACTION CARNIFEX]], but he sure as hell will fuck up the front line!&lt;br /&gt;
&lt;br /&gt;
In the campaign, he leads the faction of Argwylon in upper Athel Loren. His settlement is apparently next to a Dwarf hold, which is &#039;&#039;&#039;ESSENTIAL&#039;&#039;&#039; for him to wreck the damn place and claim it as his own. He used to be called &amp;quot;Tree Hitler&amp;quot;, which he got the title from an old bug, where his campaign AI would conquer every settlements around him and turning them into forest, as well as from his hateful diplomacy dialogue, where he insults the diplomats with his jarring Treeman language (supposedly Elvish? Durthu is an Elvish name after all...).&lt;br /&gt;
&lt;br /&gt;
With the Twisted and Twilight DLC came out, he now has the ability to upgrade his tree spirit units like how the Greenskins upgrade their boyz with scraps, making him a tree warboss than tree Hitler. &lt;br /&gt;
&lt;br /&gt;
His reputation for being a tree Hitler also got revoked twice with the introduction of &#039;&#039;&#039;Drycha&#039;&#039;&#039; as a FLC lord, who has &#039;&#039;&#039;Coeddil&#039;&#039;&#039;, the &#039;&#039;ORIGINAL TREE HITLER&#039;&#039; by her side.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Durthu 4th 5th edition.PNG| His derpy old model&lt;br /&gt;
Image:Durthu total war.PNG| Those who stared his broken eye funnily will be used as a fertilizer, ALIVE.&lt;br /&gt;
Image:Durthu druchii.jpg| FUCK DARK ELVES&lt;br /&gt;
Image:Durthu vs kroq gar.jpg| Only in Warhammer you may experience a battle between a pissed of eons old treeman, wielding a big red sword the size of his leg vs [[Kroq-Gar|another eons old lizardman with prosthetic laser cannon arm, armed with spears that could kill anything while riding on top of a dinosaur.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Warhammer Fantasy]]&lt;br /&gt;
[[Category: Wood Elves]]&lt;br /&gt;
[[Category: Sylvaneth]]&lt;/div&gt;</summary>
		<author><name>2603:8001:3500:CB:518A:4CA3:4B2C:2080</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Durthu&amp;diff=190461</id>
		<title>Durthu</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Durthu&amp;diff=190461"/>
		<updated>2021-10-24T10:15:13Z</updated>

		<summary type="html">&lt;p&gt;2603:8001:3500:CB:518A:4CA3:4B2C:2080: /* The End Times */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{topquote|Ahksi-do-ka-kau! (Axe-wielding filth!)|Durthu, utilizing reverse Dwarf diplomacy.}}&lt;br /&gt;
&lt;br /&gt;
{{topquote|Wo-ka-koah, fu-du-dah-truk-Dwarfs! (My heart is rotten with hatred for all Dwarfs!)|Durthu, telling Dwarf diplomats to suck his tree root.}}&lt;br /&gt;
[[File:Durthu.PNG|400px|thumb|right|&amp;quot;I will nourish my soils with your alcoholic blood! I will fashion myself with your skulls!&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Durthu&#039;&#039;&#039;, also known as &amp;quot;Oakheart&amp;quot; (when directly translated from Elvish), the Optimus Pine, was one of the many ancient treemen born in [[Athel Loren]] way before Chaos appeared, but he got incredibly bitter after countless years of battle (unlike Lizardmen who are also immortal but don&#039;t suffer mental breakdowns). He&#039;s best known for being incredibly racist against all man-like things, mostly towards Dwarfs because those hairy, short-footed, axe-wielding scum hacked him down long ago. Unlike his other racist tree brethren like [[Drycha]], Durthu is still considered cool headed among them and is sane enough to not hate everyone (whereas the tree spirit extremist would disown even their wood elf ally and had participated in hindering Orion&#039;s rebirth). Despite his sword having no name in the rulebook, it was called the &#039;&#039;&#039;Sword of Daith&#039;&#039;&#039; in [[Total War: Warhammer]]. The weapon is unique because it is about the size of his root leg (I mean just look at the fucking size of that thing on the right image!) and it was forged by Daith, a &#039;&#039;&#039;blind&#039;&#039;&#039; Elven smith (the dude is the incarnate of the Elven forge god [[Vaul]], but still, that blade is bigger than any humanoid being! how in Khaine&#039;s name is he able to hammer a metal that big while being blind at the same time?). So fuck those cunts who claimed the Dwarfs are the only good smiths in the setting! &lt;br /&gt;
&lt;br /&gt;
== In the Beginning ==&lt;br /&gt;
Back before the world was invaded by Chaos, Athel Loren was a peaceful place and treemen were much nicer. Only the Elves from Ulthuan visited the damned place and may have had a few unspeakable orgies with the local tree creatures. Durthu during that time was much nicer too, teaching the Elves how to care for trees and other hippy shit, since they weren&#039;t expecting to face anything serious like war.&lt;br /&gt;
&lt;br /&gt;
They were proven so very wrong.&lt;br /&gt;
&lt;br /&gt;
==The First Chaos Invasion==&lt;br /&gt;
When the polar gate at the North collapsed and [[Chaos]] [[Daemon]]s began slaughtering everything that moved (as well as anything that didn&#039;t), Athel Loren&#039;s far-reaching roots, which had spread all over the world at this point, were burned and chewed by the demons. Durthu and his kind fought side by side with the Elves not only in Athel Loren, but also at the heart of Ulthuan: Avelorn, where a similar magical forest resided. &lt;br /&gt;
&lt;br /&gt;
To the demons, Durthu and his kind were considered a similar form of existence to their own, so they were a little unnerved, so much so they decided it was better to just go for the Elves for their juicy souls. In order to protect her children, Astarielle, the first [[Everqueen]] asked Durthu to protect her heirs in exchange for Elven workers&#039; help tending the trees of Athel Loren. As soon as an agreement was made, she was slain by [[N&#039;kari]] while Durthu took off to Athel Loren with her two brats: Morelion and Yvraine. When Durthu returned, he found the forest he knew and loved was ravaged by war. His kin embraced the concept of xenophobia for the first time and had transformed into hateful tree creatures better suited for battle. His two treeman friends Coeddil (Drycha&#039;s turbo-racist buddy) and Adanhu also adapted to these changes so much that they demanded that the two brats Durthu had bought had to be slain. However, Durthu basically told his pals to calm their roots down and even convinced Adanhu to change his mind (unsurprisingly, Coeddil did not). Adanhu agreed to Durthu&#039;s decision, only if the two brats were to put to sleep in a magical slumber (aka magical cryo-chamber) until Ulthuan and Athel Loren were rebuilt. And so the heirs of Astarielle survived. Unbeknownst to everyone however, their father, Aenarion, would start a second family out of despair over the loss of Astarielle and his two children (or so he thought) as well as having the sword of Khaine sapping his sanity, providing fuel for upcoming tragedies.&lt;br /&gt;
&lt;br /&gt;
== Fuck the Dwarfs, Fuck Malekith, Fuck EVERYONE!==&lt;br /&gt;
After the two brats&#039; return, Yvraine became the new Everqueen and Morelion became her guard. Durthu during this time was busy repairing Athel Loren, as the forest suffered severe deforestation thanks to the Chaos reaming. Durthu also had the desire to rebuild Avelorn, but was too busy to do so. &lt;br /&gt;
&lt;br /&gt;
Things pretty much remained like this for years until Malekith defected from the High Elves, created the [[Dark Elves (Warhammer)|Dark Elves]] and instigated the [[War of the Beard]], sparking the most dreadful display of bloodshed and betrayal in Warhammer history. After the war ended with Phoenix King Caledor II&#039;s death, many of the elves living at Athel Loren declared their own independence from Ulthuan, but the Dwarfs didn&#039;t give a shit about that and so they came over, righting their grudges and venting their remaining anger at the Elves of Athel Loren. Unfortunately for the treefolk of Athel Loren, this had to happen during winter time, when the trees weren&#039;t able to do much. The dwarfen pillagers fatally wounded Durthu, which sparked his inner hatred for all Dwarfs as well as their axes. The dwarfs were eventually driven off by the Elves with their run and shoot tactics, making the slow and tired Dwarfs rage quit back to their mountain holds. This conflict sparked even more racism and xenophobia from the trees, such that Adanhu and Coeddil began loudly arguing in front of the Elves about their fate. Tired and still reeling from the Dwarf axe attack, Durthu stood silent during the debate, no longer able to trust his own judgement. With a little help from the goddess Ariel, the Elves were officially declared citizens of the forest (forming the [[Wood Elves (Warhammer Fantasy)|Wood Elves]] faction) and were tasked to take care of forest in exchange for equal protection by the trees. Durthu, however, was unmoved by the development due to being traumatized by the wars and hatred. Although he is still more cool headed compared to his treeman brothers, he is now more suited to war and hatred than ever, wielding a gigantic sword that makes [[Berserk|Guts&#039;]] look tiny in comparison while fashioning himself with the skulls of his enemies. [[Beastman]], [[Dwarfs]], [[Chaos]], Orcs, Undeads, Vampires and Bretonnians, fuck em, FUCK THEM ALL.&lt;br /&gt;
&lt;br /&gt;
==[[The End Times]]==&lt;br /&gt;
At some point, Alarielle comes through to Athel Loren, pleading for the forest to help with her daughter&#039;s predicament. This, alongside the the illnesses of both Ariel and the Oak of Ages, had made negotiations very tense, but Durthu managed to convince the trees to aid her. This...did not come to pass and the result was fuck-mothering [[Nagash]] returning from the dead once more. Alarielle decides to then merge with Ariel, thus becoming the literal embodiment of life and the new queen of Athel Loren.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alarielle&#039;&#039;&#039; would be followed by &#039;&#039;&#039;[[Tyrion]]&#039;&#039;&#039;, driven mad by the combination of &#039;&#039;&#039;Teclis&#039;&#039;&#039;&#039; dickery, his daughter&#039;s death, &#039;&#039;&#039;Malekith&#039;&#039;&#039; becoming the Phoenix King and drawing the &#039;&#039;&#039;Widowmaker&#039;&#039;&#039;, making him the avatar of [[Khaine]]. Durthu would stand in the Everqueen&#039;s defense alongside the Wood Elves and those High Elves that defected from Tyrion&#039;s insanity. Durthu himself would come face to face with the mad prince, who had just murdered [[Orion]], and managed to toss that prissy bitch clear across the battlefield. This act of unmitigated badass, alongside Alarielle out-wizarding [[Morathi]] despite her injuries, is enough to rout the battle.&lt;br /&gt;
&lt;br /&gt;
At the battle where &#039;&#039;&#039;Be&#039;lakor&#039;&#039;&#039; assault the oak of ages, he finally mercy killed his buddy Coeddil whom had gone mad from Chaos influence (and Coeddil&#039;s ally buddy [[Drycha]] was slained by [[Malekith]] the &#039;&#039;&#039;ETERNITY KING&#039;&#039;&#039;). He then took on a motherfucking [[Bloodthirster]] and probably a bunch of [[Bloodletters]] as side dishes. After Allarielle had slain Hellebron, she was in a near death condition. Durthu was in agony, for he knew &lt;br /&gt;
their enemies are too powerful for them to handle. Even himself, an ancient yer powerful existence is unable to prevent the destruction of this world. He unleashed a great burning flame from his sword and purged his surrounding demons. Durthu then decided to sacrifice whats remained of his lifespan to save Alarielle, just how one of his brethren long ago, had sacrificed himself and prevented the Everqueen&#039;s soul succumbed to corruption.  He threw his sword and skewered a [[Great Unclean One]] like a roast pig then made his way to Alarielle&#039;s side to give her his life force. When Durthu was done, Allarielle was saved, but what&#039;s remained of him is simply no more, but a motionless, ordinary tree.&lt;br /&gt;
&lt;br /&gt;
== [[Age of Sigmar]] ==&lt;br /&gt;
Alarielle, upon taking control of the realm of life, had seed pods that housed the souls of countless folks who were slain during the world-that-was. While it&#039;s not certain that Durthu himself was among those soulpods, he was also resurrected in a sense. Among the ranks of the [[Sylvaneth]] are the &amp;quot;Spirits of Durthu&amp;quot;, a caste of treemen who represent the original&#039;s implacable loyalty and great wisdom and serve only the Everqueen rather than any clan. While their primary task is to act as ambassadors, ensuring that the various Sylvaneth glades adhere to their goddess&#039; will and fostering what alliances they can with the other mortal races, they also act as bodyguards to any vital figures and are very powerful warriors. Most notorious of these are the Sons of Durthu, an elite brotherhood of these ancient treemen who served as Alarielle&#039;s personal bodyguards since her very first steps and claim a direct lineage to the dude himself.&lt;br /&gt;
&lt;br /&gt;
== In [[Total War: WARHAMMER]] ==&lt;br /&gt;
Durthu appears as the one of the only two Legendary Lords next to Orion being the Wood Elves faction in the first game. Durthu is a FUCKING MONSTER IN COMBAT! Not only does he deal insanely good melee damage with that giant sword of his, he is in fact designed for killing infantry blobs (aka [[tarpit]]) judging from his abilities alone. First, he has the &#039;&#039;&#039;Lamentations of Despair&#039;&#039;&#039;, which is kinda like a shotgun of greenish magical energy that obliterates anything in front of him (is called shotgun because it has short casting range and it &#039;&#039;&#039;obliterates&#039;&#039;&#039; anything in it target). Since Durthu is a Lore of Beasts caster, he gets the &#039;&#039;&#039;Flock of Doom&#039;&#039;&#039; spell that deals AOE direct damage, as well as enhancement spells that buff him to stay in the fight longer. Finally, his &#039;&#039;&#039;Sword of Daith&#039;&#039;&#039; has its own unique ability that deals direct damage and decreases armor stats of those around him. Still, being a Treeman, Durthu is weak to flame damage, so he isn&#039;t a reliable [[DISTRACTION CARNIFEX]], but he sure as hell will fuck up the front line!&lt;br /&gt;
&lt;br /&gt;
In the campaign, he leads the faction of Argwylon in upper Athel Loren. His settlement is apparently next to a Dwarf hold, which is &#039;&#039;&#039;ESSENTIAL&#039;&#039;&#039; for him to wreck the damn place and claim it as his own. He used to be called &amp;quot;Tree Hitler&amp;quot;, which he got the title from an old bug, where his campaign AI would conquer every settlements around him and turning them into forest, as well as from his hateful diplomacy dialogue, where he insults the diplomats with his jarring Treeman language (supposedly Elvish? Durthu is an Elvish name after all...).&lt;br /&gt;
&lt;br /&gt;
With the Twisted and Twilight DLC came out, he now has the ability to upgrade his tree spirit units like how the Greenskins upgrade their boyz with scraps, making him a tree warboss than tree Hitler. &lt;br /&gt;
&lt;br /&gt;
His reputation for being a tree Hitler also got revoked twice with the introduction of &#039;&#039;&#039;Drycha&#039;&#039;&#039; as a FLC lord, who has &#039;&#039;&#039;Coeddil&#039;&#039;&#039;, the &#039;&#039;ORIGINAL TREE HITLER&#039;&#039; by her side.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Durthu 4th 5th edition.PNG| His derpy old model&lt;br /&gt;
Image:Durthu total war.PNG| Those who stared his broken eye funnily will be used as a fertilizer, ALIVE.&lt;br /&gt;
Image:Durthu druchii.jpg| FUCK DARK ELVES&lt;br /&gt;
Image:Durthu vs kroq gar.jpg| Only in Warhammer you may experience a battle between a pissed of eons old treeman, wielding a big red sword the size of his leg vs [[Kroq-Gar|another eons old lizardman with prosthetic laser cannon arm, armed with spears that could kill anything while riding on top of a dinosaur.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Warhammer Fantasy]]&lt;br /&gt;
[[Category: Wood Elves]]&lt;br /&gt;
[[Category: Sylvaneth]]&lt;/div&gt;</summary>
		<author><name>2603:8001:3500:CB:518A:4CA3:4B2C:2080</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Durthu&amp;diff=190460</id>
		<title>Durthu</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Durthu&amp;diff=190460"/>
		<updated>2021-10-24T10:14:16Z</updated>

		<summary type="html">&lt;p&gt;2603:8001:3500:CB:518A:4CA3:4B2C:2080: /* Fuck the Dwarfs, Fuck Malekith, Fuck EVERYONE! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{topquote|Ahksi-do-ka-kau! (Axe-wielding filth!)|Durthu, utilizing reverse Dwarf diplomacy.}}&lt;br /&gt;
&lt;br /&gt;
{{topquote|Wo-ka-koah, fu-du-dah-truk-Dwarfs! (My heart is rotten with hatred for all Dwarfs!)|Durthu, telling Dwarf diplomats to suck his tree root.}}&lt;br /&gt;
[[File:Durthu.PNG|400px|thumb|right|&amp;quot;I will nourish my soils with your alcoholic blood! I will fashion myself with your skulls!&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Durthu&#039;&#039;&#039;, also known as &amp;quot;Oakheart&amp;quot; (when directly translated from Elvish), the Optimus Pine, was one of the many ancient treemen born in [[Athel Loren]] way before Chaos appeared, but he got incredibly bitter after countless years of battle (unlike Lizardmen who are also immortal but don&#039;t suffer mental breakdowns). He&#039;s best known for being incredibly racist against all man-like things, mostly towards Dwarfs because those hairy, short-footed, axe-wielding scum hacked him down long ago. Unlike his other racist tree brethren like [[Drycha]], Durthu is still considered cool headed among them and is sane enough to not hate everyone (whereas the tree spirit extremist would disown even their wood elf ally and had participated in hindering Orion&#039;s rebirth). Despite his sword having no name in the rulebook, it was called the &#039;&#039;&#039;Sword of Daith&#039;&#039;&#039; in [[Total War: Warhammer]]. The weapon is unique because it is about the size of his root leg (I mean just look at the fucking size of that thing on the right image!) and it was forged by Daith, a &#039;&#039;&#039;blind&#039;&#039;&#039; Elven smith (the dude is the incarnate of the Elven forge god [[Vaul]], but still, that blade is bigger than any humanoid being! how in Khaine&#039;s name is he able to hammer a metal that big while being blind at the same time?). So fuck those cunts who claimed the Dwarfs are the only good smiths in the setting! &lt;br /&gt;
&lt;br /&gt;
== In the Beginning ==&lt;br /&gt;
Back before the world was invaded by Chaos, Athel Loren was a peaceful place and treemen were much nicer. Only the Elves from Ulthuan visited the damned place and may have had a few unspeakable orgies with the local tree creatures. Durthu during that time was much nicer too, teaching the Elves how to care for trees and other hippy shit, since they weren&#039;t expecting to face anything serious like war.&lt;br /&gt;
&lt;br /&gt;
They were proven so very wrong.&lt;br /&gt;
&lt;br /&gt;
==The First Chaos Invasion==&lt;br /&gt;
When the polar gate at the North collapsed and [[Chaos]] [[Daemon]]s began slaughtering everything that moved (as well as anything that didn&#039;t), Athel Loren&#039;s far-reaching roots, which had spread all over the world at this point, were burned and chewed by the demons. Durthu and his kind fought side by side with the Elves not only in Athel Loren, but also at the heart of Ulthuan: Avelorn, where a similar magical forest resided. &lt;br /&gt;
&lt;br /&gt;
To the demons, Durthu and his kind were considered a similar form of existence to their own, so they were a little unnerved, so much so they decided it was better to just go for the Elves for their juicy souls. In order to protect her children, Astarielle, the first [[Everqueen]] asked Durthu to protect her heirs in exchange for Elven workers&#039; help tending the trees of Athel Loren. As soon as an agreement was made, she was slain by [[N&#039;kari]] while Durthu took off to Athel Loren with her two brats: Morelion and Yvraine. When Durthu returned, he found the forest he knew and loved was ravaged by war. His kin embraced the concept of xenophobia for the first time and had transformed into hateful tree creatures better suited for battle. His two treeman friends Coeddil (Drycha&#039;s turbo-racist buddy) and Adanhu also adapted to these changes so much that they demanded that the two brats Durthu had bought had to be slain. However, Durthu basically told his pals to calm their roots down and even convinced Adanhu to change his mind (unsurprisingly, Coeddil did not). Adanhu agreed to Durthu&#039;s decision, only if the two brats were to put to sleep in a magical slumber (aka magical cryo-chamber) until Ulthuan and Athel Loren were rebuilt. And so the heirs of Astarielle survived. Unbeknownst to everyone however, their father, Aenarion, would start a second family out of despair over the loss of Astarielle and his two children (or so he thought) as well as having the sword of Khaine sapping his sanity, providing fuel for upcoming tragedies.&lt;br /&gt;
&lt;br /&gt;
== Fuck the Dwarfs, Fuck Malekith, Fuck EVERYONE!==&lt;br /&gt;
After the two brats&#039; return, Yvraine became the new Everqueen and Morelion became her guard. Durthu during this time was busy repairing Athel Loren, as the forest suffered severe deforestation thanks to the Chaos reaming. Durthu also had the desire to rebuild Avelorn, but was too busy to do so. &lt;br /&gt;
&lt;br /&gt;
Things pretty much remained like this for years until Malekith defected from the High Elves, created the [[Dark Elves (Warhammer)|Dark Elves]] and instigated the [[War of the Beard]], sparking the most dreadful display of bloodshed and betrayal in Warhammer history. After the war ended with Phoenix King Caledor II&#039;s death, many of the elves living at Athel Loren declared their own independence from Ulthuan, but the Dwarfs didn&#039;t give a shit about that and so they came over, righting their grudges and venting their remaining anger at the Elves of Athel Loren. Unfortunately for the treefolk of Athel Loren, this had to happen during winter time, when the trees weren&#039;t able to do much. The dwarfen pillagers fatally wounded Durthu, which sparked his inner hatred for all Dwarfs as well as their axes. The dwarfs were eventually driven off by the Elves with their run and shoot tactics, making the slow and tired Dwarfs rage quit back to their mountain holds. This conflict sparked even more racism and xenophobia from the trees, such that Adanhu and Coeddil began loudly arguing in front of the Elves about their fate. Tired and still reeling from the Dwarf axe attack, Durthu stood silent during the debate, no longer able to trust his own judgement. With a little help from the goddess Ariel, the Elves were officially declared citizens of the forest (forming the [[Wood Elves (Warhammer Fantasy)|Wood Elves]] faction) and were tasked to take care of forest in exchange for equal protection by the trees. Durthu, however, was unmoved by the development due to being traumatized by the wars and hatred. Although he is still more cool headed compared to his treeman brothers, he is now more suited to war and hatred than ever, wielding a gigantic sword that makes [[Berserk|Guts&#039;]] look tiny in comparison while fashioning himself with the skulls of his enemies. [[Beastman]], [[Dwarfs]], [[Chaos]], Orcs, Undeads, Vampires and Bretonnians, fuck em, FUCK THEM ALL.&lt;br /&gt;
&lt;br /&gt;
==[[The End Times]]==&lt;br /&gt;
At some point, Alarielle comes through to Athel Loren, pleading for the forest to help with her daughter&#039;s predicament. This, alongside the the illnesses of both Ariel and the Oak of Ages, had made negotiations very tense, but Durthu managed to convince the trees to aid her. This...did not come to pass and the result was fuck-mothering [[Nagash]] returning from the dead once more. Alarielle decides to then merge with Ariel, thus becoming the literal embodiment of life and the new queen of Athel Loren.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alarielle&#039;&#039;&#039; would be followed by &#039;&#039;&#039;[[Tyrion]]&#039;&#039;&#039;, driven mad by the combination of &#039;&#039;&#039;Teclis&#039;&#039;&#039;&#039; dickery, his daughter&#039;s death, &#039;&#039;&#039;Malekith&#039;&#039;&#039; becoming the Phoenix King and drawing the &#039;&#039;&#039;Widomaker&#039;&#039;&#039;, making him the avatar of [[Khaine]]. Durthu would stand in the Everqueen&#039;s defense alongside the Wood Elves and those High Elves that defected from Tyrion&#039;s insanity. Durthu himself would come face to face with the mad prince, who had just murdered [[Orion]], and managed to toss that prissy bitch clear across the battlefield. This act of unmitigated badass, alongside Alarielle out-wizarding [[Morathi]] despite her injuries, is enough to rout the battle.&lt;br /&gt;
&lt;br /&gt;
At the battle where &#039;&#039;&#039;Be&#039;lakor&#039;&#039;&#039; assault the oak of ages, he finally mercy killed his buddy Coeddil whom had gone mad from Chaos influence (and Coeddil&#039;s ally buddy [[Drycha]] was slained by [[Malekith]] the &#039;&#039;&#039;ETERNITY KING&#039;&#039;&#039;). He then took on a motherfucking [[Bloodthirster]] and probably a bunch of [[Bloodletters]] as side dishes. After Allarielle had slain Hellebron, she was in a near death condition. Durthu was in agony, for he knew &lt;br /&gt;
their enemies are too powerful for them to handle. Even himself, an ancient yer powerful existence is unable to prevent the destruction of this world. He unleashed a great burning flame from his sword and purged his surrounding demons. Durthu then decided to sacrifice whats remained of his lifespan to save Alarielle, just how one of his brethren long ago, had sacrificed himself and prevented the Everqueen&#039;s soul succumbed to corruption.  He threw his sword and skewered a [[Great Unclean One]] like a roast pig then made his way to Alarielle&#039;s side to give her his life force. When Durthu was done, Allarielle was saved, but what&#039;s remained of him is simply no more, but a motionless, ordinary tree.&lt;br /&gt;
&lt;br /&gt;
== [[Age of Sigmar]] ==&lt;br /&gt;
Alarielle, upon taking control of the realm of life, had seed pods that housed the souls of countless folks who were slain during the world-that-was. While it&#039;s not certain that Durthu himself was among those soulpods, he was also resurrected in a sense. Among the ranks of the [[Sylvaneth]] are the &amp;quot;Spirits of Durthu&amp;quot;, a caste of treemen who represent the original&#039;s implacable loyalty and great wisdom and serve only the Everqueen rather than any clan. While their primary task is to act as ambassadors, ensuring that the various Sylvaneth glades adhere to their goddess&#039; will and fostering what alliances they can with the other mortal races, they also act as bodyguards to any vital figures and are very powerful warriors. Most notorious of these are the Sons of Durthu, an elite brotherhood of these ancient treemen who served as Alarielle&#039;s personal bodyguards since her very first steps and claim a direct lineage to the dude himself.&lt;br /&gt;
&lt;br /&gt;
== In [[Total War: WARHAMMER]] ==&lt;br /&gt;
Durthu appears as the one of the only two Legendary Lords next to Orion being the Wood Elves faction in the first game. Durthu is a FUCKING MONSTER IN COMBAT! Not only does he deal insanely good melee damage with that giant sword of his, he is in fact designed for killing infantry blobs (aka [[tarpit]]) judging from his abilities alone. First, he has the &#039;&#039;&#039;Lamentations of Despair&#039;&#039;&#039;, which is kinda like a shotgun of greenish magical energy that obliterates anything in front of him (is called shotgun because it has short casting range and it &#039;&#039;&#039;obliterates&#039;&#039;&#039; anything in it target). Since Durthu is a Lore of Beasts caster, he gets the &#039;&#039;&#039;Flock of Doom&#039;&#039;&#039; spell that deals AOE direct damage, as well as enhancement spells that buff him to stay in the fight longer. Finally, his &#039;&#039;&#039;Sword of Daith&#039;&#039;&#039; has its own unique ability that deals direct damage and decreases armor stats of those around him. Still, being a Treeman, Durthu is weak to flame damage, so he isn&#039;t a reliable [[DISTRACTION CARNIFEX]], but he sure as hell will fuck up the front line!&lt;br /&gt;
&lt;br /&gt;
In the campaign, he leads the faction of Argwylon in upper Athel Loren. His settlement is apparently next to a Dwarf hold, which is &#039;&#039;&#039;ESSENTIAL&#039;&#039;&#039; for him to wreck the damn place and claim it as his own. He used to be called &amp;quot;Tree Hitler&amp;quot;, which he got the title from an old bug, where his campaign AI would conquer every settlements around him and turning them into forest, as well as from his hateful diplomacy dialogue, where he insults the diplomats with his jarring Treeman language (supposedly Elvish? Durthu is an Elvish name after all...).&lt;br /&gt;
&lt;br /&gt;
With the Twisted and Twilight DLC came out, he now has the ability to upgrade his tree spirit units like how the Greenskins upgrade their boyz with scraps, making him a tree warboss than tree Hitler. &lt;br /&gt;
&lt;br /&gt;
His reputation for being a tree Hitler also got revoked twice with the introduction of &#039;&#039;&#039;Drycha&#039;&#039;&#039; as a FLC lord, who has &#039;&#039;&#039;Coeddil&#039;&#039;&#039;, the &#039;&#039;ORIGINAL TREE HITLER&#039;&#039; by her side.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Durthu 4th 5th edition.PNG| His derpy old model&lt;br /&gt;
Image:Durthu total war.PNG| Those who stared his broken eye funnily will be used as a fertilizer, ALIVE.&lt;br /&gt;
Image:Durthu druchii.jpg| FUCK DARK ELVES&lt;br /&gt;
Image:Durthu vs kroq gar.jpg| Only in Warhammer you may experience a battle between a pissed of eons old treeman, wielding a big red sword the size of his leg vs [[Kroq-Gar|another eons old lizardman with prosthetic laser cannon arm, armed with spears that could kill anything while riding on top of a dinosaur.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Warhammer Fantasy]]&lt;br /&gt;
[[Category: Wood Elves]]&lt;br /&gt;
[[Category: Sylvaneth]]&lt;/div&gt;</summary>
		<author><name>2603:8001:3500:CB:518A:4CA3:4B2C:2080</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Durthu&amp;diff=190459</id>
		<title>Durthu</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Durthu&amp;diff=190459"/>
		<updated>2021-10-24T10:11:11Z</updated>

		<summary type="html">&lt;p&gt;2603:8001:3500:CB:518A:4CA3:4B2C:2080: /* Fuck the Dwarfs, Fuck Malekith, Fuck EVERYONE! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{topquote|Ahksi-do-ka-kau! (Axe-wielding filth!)|Durthu, utilizing reverse Dwarf diplomacy.}}&lt;br /&gt;
&lt;br /&gt;
{{topquote|Wo-ka-koah, fu-du-dah-truk-Dwarfs! (My heart is rotten with hatred for all Dwarfs!)|Durthu, telling Dwarf diplomats to suck his tree root.}}&lt;br /&gt;
[[File:Durthu.PNG|400px|thumb|right|&amp;quot;I will nourish my soils with your alcoholic blood! I will fashion myself with your skulls!&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Durthu&#039;&#039;&#039;, also known as &amp;quot;Oakheart&amp;quot; (when directly translated from Elvish), the Optimus Pine, was one of the many ancient treemen born in [[Athel Loren]] way before Chaos appeared, but he got incredibly bitter after countless years of battle (unlike Lizardmen who are also immortal but don&#039;t suffer mental breakdowns). He&#039;s best known for being incredibly racist against all man-like things, mostly towards Dwarfs because those hairy, short-footed, axe-wielding scum hacked him down long ago. Unlike his other racist tree brethren like [[Drycha]], Durthu is still considered cool headed among them and is sane enough to not hate everyone (whereas the tree spirit extremist would disown even their wood elf ally and had participated in hindering Orion&#039;s rebirth). Despite his sword having no name in the rulebook, it was called the &#039;&#039;&#039;Sword of Daith&#039;&#039;&#039; in [[Total War: Warhammer]]. The weapon is unique because it is about the size of his root leg (I mean just look at the fucking size of that thing on the right image!) and it was forged by Daith, a &#039;&#039;&#039;blind&#039;&#039;&#039; Elven smith (the dude is the incarnate of the Elven forge god [[Vaul]], but still, that blade is bigger than any humanoid being! how in Khaine&#039;s name is he able to hammer a metal that big while being blind at the same time?). So fuck those cunts who claimed the Dwarfs are the only good smiths in the setting! &lt;br /&gt;
&lt;br /&gt;
== In the Beginning ==&lt;br /&gt;
Back before the world was invaded by Chaos, Athel Loren was a peaceful place and treemen were much nicer. Only the Elves from Ulthuan visited the damned place and may have had a few unspeakable orgies with the local tree creatures. Durthu during that time was much nicer too, teaching the Elves how to care for trees and other hippy shit, since they weren&#039;t expecting to face anything serious like war.&lt;br /&gt;
&lt;br /&gt;
They were proven so very wrong.&lt;br /&gt;
&lt;br /&gt;
==The First Chaos Invasion==&lt;br /&gt;
When the polar gate at the North collapsed and [[Chaos]] [[Daemon]]s began slaughtering everything that moved (as well as anything that didn&#039;t), Athel Loren&#039;s far-reaching roots, which had spread all over the world at this point, were burned and chewed by the demons. Durthu and his kind fought side by side with the Elves not only in Athel Loren, but also at the heart of Ulthuan: Avelorn, where a similar magical forest resided. &lt;br /&gt;
&lt;br /&gt;
To the demons, Durthu and his kind were considered a similar form of existence to their own, so they were a little unnerved, so much so they decided it was better to just go for the Elves for their juicy souls. In order to protect her children, Astarielle, the first [[Everqueen]] asked Durthu to protect her heirs in exchange for Elven workers&#039; help tending the trees of Athel Loren. As soon as an agreement was made, she was slain by [[N&#039;kari]] while Durthu took off to Athel Loren with her two brats: Morelion and Yvraine. When Durthu returned, he found the forest he knew and loved was ravaged by war. His kin embraced the concept of xenophobia for the first time and had transformed into hateful tree creatures better suited for battle. His two treeman friends Coeddil (Drycha&#039;s turbo-racist buddy) and Adanhu also adapted to these changes so much that they demanded that the two brats Durthu had bought had to be slain. However, Durthu basically told his pals to calm their roots down and even convinced Adanhu to change his mind (unsurprisingly, Coeddil did not). Adanhu agreed to Durthu&#039;s decision, only if the two brats were to put to sleep in a magical slumber (aka magical cryo-chamber) until Ulthuan and Athel Loren were rebuilt. And so the heirs of Astarielle survived. Unbeknownst to everyone however, their father, Aenarion, would start a second family out of despair over the loss of Astarielle and his two children (or so he thought) as well as having the sword of Khaine sapping his sanity, providing fuel for upcoming tragedies.&lt;br /&gt;
&lt;br /&gt;
== Fuck the Dwarfs, Fuck Malekith, Fuck EVERYONE!==&lt;br /&gt;
After the two brats&#039; return, Yvraine became the new Everqueen and Morelion became her guard. Durthu during this time was busy repairing Athel Loren, as the forest suffered severe deforestation thanks to the Chaos reaming. Durthu also had the desire to rebuild Avelorn, but was too busy to do so. &lt;br /&gt;
&lt;br /&gt;
Things pretty much remained like this for years until Malekith defected from the High Elves, created the [[Dark Elves (Warhammer)|Dark Elves]] and instigated the [[War of the Beard]], sparking the most dreadful display of bloodshed and betrayal in Warhammer history. After the war ended with Phoenix King Caledor II&#039;s death, many of the elves living at Athel Loren declared their own independence from Ulthuan, but the Dwarfs didn&#039;t give a shit about that and so they came over, righting their grudges and venting their remaining anger at the Elves of Athel Loren. Unfortunately for the treefolk of Athel Loren, this had to happen during winter time, when the trees weren&#039;t able to do much. The dwarfen pillagers fatally wounded Durthu, which sparked his inner hatred for all Dwarfs as well as their axes. The dwarfs were eventually driven off by the Elves with their run and shoot tactics, making the slow and tired Dwarfs rage quit back to their mountain holds. This conflict sparks even more racism and xenophobia from the trees that Adanhu and Coeddil began loudly arguing in front of the Elves about their fate. Tired and still reeling from the Dwarf axe attack, Durthu stood silent during the debate, no longer able to trust his own judgement. With a little help from the goddess Ariel, the Elves were officially declared citizens of the forest (forming the [[Wood Elves (Warhammer Fantasy)|Wood Elves]] faction) and were tasked to take care of forest in exchange for equal protection by the trees. Durthu is however unmoved by the development due to being traumatized by the wars and hatred. Although he is still more cool headed compared to his treeman brothers, he is now more suited to war and hatred than ever, wield a gigantic sword that made [[Berserk|Guts&#039;]] look pale in comparison while fashioning himself with the skulls of his enemies. [[Beastman]], [[Dwarfs]], [[Chaos]], Orcs, Undeads, Vampires and Bretonnians, fuck em, FUCK THEM ALL.&lt;br /&gt;
&lt;br /&gt;
==[[The End Times]]==&lt;br /&gt;
At some point, Alarielle comes through to Athel Loren, pleading for the forest to help with her daughter&#039;s predicament. This, alongside the the illnesses of both Ariel and the Oak of Ages, had made negotiations very tense, but Durthu managed to convince the trees to aid her. This...did not come to pass and the result was fuck-mothering [[Nagash]] returning from the dead once more. Alarielle decides to then merge with Ariel, thus becoming the literal embodiment of life and the new queen of Athel Loren.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alarielle&#039;&#039;&#039; would be followed by &#039;&#039;&#039;[[Tyrion]]&#039;&#039;&#039;, driven mad by the combination of &#039;&#039;&#039;Teclis&#039;&#039;&#039;&#039; dickery, his daughter&#039;s death, &#039;&#039;&#039;Malekith&#039;&#039;&#039; becoming the Phoenix King and drawing the &#039;&#039;&#039;Widomaker&#039;&#039;&#039;, making him the avatar of [[Khaine]]. Durthu would stand in the Everqueen&#039;s defense alongside the Wood Elves and those High Elves that defected from Tyrion&#039;s insanity. Durthu himself would come face to face with the mad prince, who had just murdered [[Orion]], and managed to toss that prissy bitch clear across the battlefield. This act of unmitigated badass, alongside Alarielle out-wizarding [[Morathi]] despite her injuries, is enough to rout the battle.&lt;br /&gt;
&lt;br /&gt;
At the battle where &#039;&#039;&#039;Be&#039;lakor&#039;&#039;&#039; assault the oak of ages, he finally mercy killed his buddy Coeddil whom had gone mad from Chaos influence (and Coeddil&#039;s ally buddy [[Drycha]] was slained by [[Malekith]] the &#039;&#039;&#039;ETERNITY KING&#039;&#039;&#039;). He then took on a motherfucking [[Bloodthirster]] and probably a bunch of [[Bloodletters]] as side dishes. After Allarielle had slain Hellebron, she was in a near death condition. Durthu was in agony, for he knew &lt;br /&gt;
their enemies are too powerful for them to handle. Even himself, an ancient yer powerful existence is unable to prevent the destruction of this world. He unleashed a great burning flame from his sword and purged his surrounding demons. Durthu then decided to sacrifice whats remained of his lifespan to save Alarielle, just how one of his brethren long ago, had sacrificed himself and prevented the Everqueen&#039;s soul succumbed to corruption.  He threw his sword and skewered a [[Great Unclean One]] like a roast pig then made his way to Alarielle&#039;s side to give her his life force. When Durthu was done, Allarielle was saved, but what&#039;s remained of him is simply no more, but a motionless, ordinary tree.&lt;br /&gt;
&lt;br /&gt;
== [[Age of Sigmar]] ==&lt;br /&gt;
Alarielle, upon taking control of the realm of life, had seed pods that housed the souls of countless folks who were slain during the world-that-was. While it&#039;s not certain that Durthu himself was among those soulpods, he was also resurrected in a sense. Among the ranks of the [[Sylvaneth]] are the &amp;quot;Spirits of Durthu&amp;quot;, a caste of treemen who represent the original&#039;s implacable loyalty and great wisdom and serve only the Everqueen rather than any clan. While their primary task is to act as ambassadors, ensuring that the various Sylvaneth glades adhere to their goddess&#039; will and fostering what alliances they can with the other mortal races, they also act as bodyguards to any vital figures and are very powerful warriors. Most notorious of these are the Sons of Durthu, an elite brotherhood of these ancient treemen who served as Alarielle&#039;s personal bodyguards since her very first steps and claim a direct lineage to the dude himself.&lt;br /&gt;
&lt;br /&gt;
== In [[Total War: WARHAMMER]] ==&lt;br /&gt;
Durthu appears as the one of the only two Legendary Lords next to Orion being the Wood Elves faction in the first game. Durthu is a FUCKING MONSTER IN COMBAT! Not only does he deal insanely good melee damage with that giant sword of his, he is in fact designed for killing infantry blobs (aka [[tarpit]]) judging from his abilities alone. First, he has the &#039;&#039;&#039;Lamentations of Despair&#039;&#039;&#039;, which is kinda like a shotgun of greenish magical energy that obliterates anything in front of him (is called shotgun because it has short casting range and it &#039;&#039;&#039;obliterates&#039;&#039;&#039; anything in it target). Since Durthu is a Lore of Beasts caster, he gets the &#039;&#039;&#039;Flock of Doom&#039;&#039;&#039; spell that deals AOE direct damage, as well as enhancement spells that buff him to stay in the fight longer. Finally, his &#039;&#039;&#039;Sword of Daith&#039;&#039;&#039; has its own unique ability that deals direct damage and decreases armor stats of those around him. Still, being a Treeman, Durthu is weak to flame damage, so he isn&#039;t a reliable [[DISTRACTION CARNIFEX]], but he sure as hell will fuck up the front line!&lt;br /&gt;
&lt;br /&gt;
In the campaign, he leads the faction of Argwylon in upper Athel Loren. His settlement is apparently next to a Dwarf hold, which is &#039;&#039;&#039;ESSENTIAL&#039;&#039;&#039; for him to wreck the damn place and claim it as his own. He used to be called &amp;quot;Tree Hitler&amp;quot;, which he got the title from an old bug, where his campaign AI would conquer every settlements around him and turning them into forest, as well as from his hateful diplomacy dialogue, where he insults the diplomats with his jarring Treeman language (supposedly Elvish? Durthu is an Elvish name after all...).&lt;br /&gt;
&lt;br /&gt;
With the Twisted and Twilight DLC came out, he now has the ability to upgrade his tree spirit units like how the Greenskins upgrade their boyz with scraps, making him a tree warboss than tree Hitler. &lt;br /&gt;
&lt;br /&gt;
His reputation for being a tree Hitler also got revoked twice with the introduction of &#039;&#039;&#039;Drycha&#039;&#039;&#039; as a FLC lord, who has &#039;&#039;&#039;Coeddil&#039;&#039;&#039;, the &#039;&#039;ORIGINAL TREE HITLER&#039;&#039; by her side.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Durthu 4th 5th edition.PNG| His derpy old model&lt;br /&gt;
Image:Durthu total war.PNG| Those who stared his broken eye funnily will be used as a fertilizer, ALIVE.&lt;br /&gt;
Image:Durthu druchii.jpg| FUCK DARK ELVES&lt;br /&gt;
Image:Durthu vs kroq gar.jpg| Only in Warhammer you may experience a battle between a pissed of eons old treeman, wielding a big red sword the size of his leg vs [[Kroq-Gar|another eons old lizardman with prosthetic laser cannon arm, armed with spears that could kill anything while riding on top of a dinosaur.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Warhammer Fantasy]]&lt;br /&gt;
[[Category: Wood Elves]]&lt;br /&gt;
[[Category: Sylvaneth]]&lt;/div&gt;</summary>
		<author><name>2603:8001:3500:CB:518A:4CA3:4B2C:2080</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Durthu&amp;diff=190458</id>
		<title>Durthu</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Durthu&amp;diff=190458"/>
		<updated>2021-10-24T10:09:47Z</updated>

		<summary type="html">&lt;p&gt;2603:8001:3500:CB:518A:4CA3:4B2C:2080: /* The First Chaos Invasion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{topquote|Ahksi-do-ka-kau! (Axe-wielding filth!)|Durthu, utilizing reverse Dwarf diplomacy.}}&lt;br /&gt;
&lt;br /&gt;
{{topquote|Wo-ka-koah, fu-du-dah-truk-Dwarfs! (My heart is rotten with hatred for all Dwarfs!)|Durthu, telling Dwarf diplomats to suck his tree root.}}&lt;br /&gt;
[[File:Durthu.PNG|400px|thumb|right|&amp;quot;I will nourish my soils with your alcoholic blood! I will fashion myself with your skulls!&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Durthu&#039;&#039;&#039;, also known as &amp;quot;Oakheart&amp;quot; (when directly translated from Elvish), the Optimus Pine, was one of the many ancient treemen born in [[Athel Loren]] way before Chaos appeared, but he got incredibly bitter after countless years of battle (unlike Lizardmen who are also immortal but don&#039;t suffer mental breakdowns). He&#039;s best known for being incredibly racist against all man-like things, mostly towards Dwarfs because those hairy, short-footed, axe-wielding scum hacked him down long ago. Unlike his other racist tree brethren like [[Drycha]], Durthu is still considered cool headed among them and is sane enough to not hate everyone (whereas the tree spirit extremist would disown even their wood elf ally and had participated in hindering Orion&#039;s rebirth). Despite his sword having no name in the rulebook, it was called the &#039;&#039;&#039;Sword of Daith&#039;&#039;&#039; in [[Total War: Warhammer]]. The weapon is unique because it is about the size of his root leg (I mean just look at the fucking size of that thing on the right image!) and it was forged by Daith, a &#039;&#039;&#039;blind&#039;&#039;&#039; Elven smith (the dude is the incarnate of the Elven forge god [[Vaul]], but still, that blade is bigger than any humanoid being! how in Khaine&#039;s name is he able to hammer a metal that big while being blind at the same time?). So fuck those cunts who claimed the Dwarfs are the only good smiths in the setting! &lt;br /&gt;
&lt;br /&gt;
== In the Beginning ==&lt;br /&gt;
Back before the world was invaded by Chaos, Athel Loren was a peaceful place and treemen were much nicer. Only the Elves from Ulthuan visited the damned place and may have had a few unspeakable orgies with the local tree creatures. Durthu during that time was much nicer too, teaching the Elves how to care for trees and other hippy shit, since they weren&#039;t expecting to face anything serious like war.&lt;br /&gt;
&lt;br /&gt;
They were proven so very wrong.&lt;br /&gt;
&lt;br /&gt;
==The First Chaos Invasion==&lt;br /&gt;
When the polar gate at the North collapsed and [[Chaos]] [[Daemon]]s began slaughtering everything that moved (as well as anything that didn&#039;t), Athel Loren&#039;s far-reaching roots, which had spread all over the world at this point, were burned and chewed by the demons. Durthu and his kind fought side by side with the Elves not only in Athel Loren, but also at the heart of Ulthuan: Avelorn, where a similar magical forest resided. &lt;br /&gt;
&lt;br /&gt;
To the demons, Durthu and his kind were considered a similar form of existence to their own, so they were a little unnerved, so much so they decided it was better to just go for the Elves for their juicy souls. In order to protect her children, Astarielle, the first [[Everqueen]] asked Durthu to protect her heirs in exchange for Elven workers&#039; help tending the trees of Athel Loren. As soon as an agreement was made, she was slain by [[N&#039;kari]] while Durthu took off to Athel Loren with her two brats: Morelion and Yvraine. When Durthu returned, he found the forest he knew and loved was ravaged by war. His kin embraced the concept of xenophobia for the first time and had transformed into hateful tree creatures better suited for battle. His two treeman friends Coeddil (Drycha&#039;s turbo-racist buddy) and Adanhu also adapted to these changes so much that they demanded that the two brats Durthu had bought had to be slain. However, Durthu basically told his pals to calm their roots down and even convinced Adanhu to change his mind (unsurprisingly, Coeddil did not). Adanhu agreed to Durthu&#039;s decision, only if the two brats were to put to sleep in a magical slumber (aka magical cryo-chamber) until Ulthuan and Athel Loren were rebuilt. And so the heirs of Astarielle survived. Unbeknownst to everyone however, their father, Aenarion, would start a second family out of despair over the loss of Astarielle and his two children (or so he thought) as well as having the sword of Khaine sapping his sanity, providing fuel for upcoming tragedies.&lt;br /&gt;
&lt;br /&gt;
== Fuck the Dwarfs, Fuck Malekith, Fuck EVERYONE!==&lt;br /&gt;
After the two brats&#039; return, Yvraine became the new Everqueen and Morelion became her guard. Durthu during this time was busy repairing Athel Loren, as the forest suffered severe deforestation thanks to the Chaos reaming. Durthu also had the desire to rebuild Avelorn, but was too busy to do so. &lt;br /&gt;
&lt;br /&gt;
Things pretty much remained like this for years until Malekith defected from the High Elves, created the [[Dark Elves (Warhammer)|Dark Elves]] and instigated the [[War of the Beard]], sparking the most dreadful display of bloodshed and betrayal in Warhammer history. After the war ended with Phoenix King Caledor II&#039;s death, many of the elves living at Athel Loren declared their own independence form Ulthuan, but the Dwarfs didn&#039;t gives a shit about that and so they came over, righting their grudges and venting their remaining anger at the Elves of Athel Loren. Unfortunately for the treefolk of Athel Loren, this had to happen during winter time, when the trees weren&#039;t able to do much. The dwarfen pillagers fatally wounded Durthu, which sparked his inner hatred for all Dwarfs as well as their axes. The dwarfs were eventually driven off by the Elves with their run and shoot tactics, making the slow and tired Dwarfs rage quit back to their mountain holds. This conflict sparks even more racism and xenophobia from the trees that Adanhu and Coeddil began loudly arguing in front of the Elves about their fate. Tired and still reeling from the Dwarf axe attack, Durthu stood silent during the debate, no longer able to trust his own judgement. With a little help from the goddess Ariel, the Elves were officially declared citizens of the forest (forming the [[Wood Elves (Warhammer Fantasy)|Wood Elves]] faction) and were tasked to take care of forest in exchange for equal protection by the trees. Durthu is however unmoved by the development due to being traumatized by the wars and hatred. Although he is still more cool headed compared to his treeman brothers, he is now more suited to war and hatred than ever, wield a gigantic sword that made [[Berserk|Guts&#039;]] look pale in comparison while fashioning himself with the skulls of his enemies. [[Beastman]], [[Dwarfs]], [[Chaos]], Orcs, Undeads, Vampires and Bretonnians, fuck em, FUCK THEM ALL.&lt;br /&gt;
&lt;br /&gt;
==[[The End Times]]==&lt;br /&gt;
At some point, Alarielle comes through to Athel Loren, pleading for the forest to help with her daughter&#039;s predicament. This, alongside the the illnesses of both Ariel and the Oak of Ages, had made negotiations very tense, but Durthu managed to convince the trees to aid her. This...did not come to pass and the result was fuck-mothering [[Nagash]] returning from the dead once more. Alarielle decides to then merge with Ariel, thus becoming the literal embodiment of life and the new queen of Athel Loren.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alarielle&#039;&#039;&#039; would be followed by &#039;&#039;&#039;[[Tyrion]]&#039;&#039;&#039;, driven mad by the combination of &#039;&#039;&#039;Teclis&#039;&#039;&#039;&#039; dickery, his daughter&#039;s death, &#039;&#039;&#039;Malekith&#039;&#039;&#039; becoming the Phoenix King and drawing the &#039;&#039;&#039;Widomaker&#039;&#039;&#039;, making him the avatar of [[Khaine]]. Durthu would stand in the Everqueen&#039;s defense alongside the Wood Elves and those High Elves that defected from Tyrion&#039;s insanity. Durthu himself would come face to face with the mad prince, who had just murdered [[Orion]], and managed to toss that prissy bitch clear across the battlefield. This act of unmitigated badass, alongside Alarielle out-wizarding [[Morathi]] despite her injuries, is enough to rout the battle.&lt;br /&gt;
&lt;br /&gt;
At the battle where &#039;&#039;&#039;Be&#039;lakor&#039;&#039;&#039; assault the oak of ages, he finally mercy killed his buddy Coeddil whom had gone mad from Chaos influence (and Coeddil&#039;s ally buddy [[Drycha]] was slained by [[Malekith]] the &#039;&#039;&#039;ETERNITY KING&#039;&#039;&#039;). He then took on a motherfucking [[Bloodthirster]] and probably a bunch of [[Bloodletters]] as side dishes. After Allarielle had slain Hellebron, she was in a near death condition. Durthu was in agony, for he knew &lt;br /&gt;
their enemies are too powerful for them to handle. Even himself, an ancient yer powerful existence is unable to prevent the destruction of this world. He unleashed a great burning flame from his sword and purged his surrounding demons. Durthu then decided to sacrifice whats remained of his lifespan to save Alarielle, just how one of his brethren long ago, had sacrificed himself and prevented the Everqueen&#039;s soul succumbed to corruption.  He threw his sword and skewered a [[Great Unclean One]] like a roast pig then made his way to Alarielle&#039;s side to give her his life force. When Durthu was done, Allarielle was saved, but what&#039;s remained of him is simply no more, but a motionless, ordinary tree.&lt;br /&gt;
&lt;br /&gt;
== [[Age of Sigmar]] ==&lt;br /&gt;
Alarielle, upon taking control of the realm of life, had seed pods that housed the souls of countless folks who were slain during the world-that-was. While it&#039;s not certain that Durthu himself was among those soulpods, he was also resurrected in a sense. Among the ranks of the [[Sylvaneth]] are the &amp;quot;Spirits of Durthu&amp;quot;, a caste of treemen who represent the original&#039;s implacable loyalty and great wisdom and serve only the Everqueen rather than any clan. While their primary task is to act as ambassadors, ensuring that the various Sylvaneth glades adhere to their goddess&#039; will and fostering what alliances they can with the other mortal races, they also act as bodyguards to any vital figures and are very powerful warriors. Most notorious of these are the Sons of Durthu, an elite brotherhood of these ancient treemen who served as Alarielle&#039;s personal bodyguards since her very first steps and claim a direct lineage to the dude himself.&lt;br /&gt;
&lt;br /&gt;
== In [[Total War: WARHAMMER]] ==&lt;br /&gt;
Durthu appears as the one of the only two Legendary Lords next to Orion being the Wood Elves faction in the first game. Durthu is a FUCKING MONSTER IN COMBAT! Not only does he deal insanely good melee damage with that giant sword of his, he is in fact designed for killing infantry blobs (aka [[tarpit]]) judging from his abilities alone. First, he has the &#039;&#039;&#039;Lamentations of Despair&#039;&#039;&#039;, which is kinda like a shotgun of greenish magical energy that obliterates anything in front of him (is called shotgun because it has short casting range and it &#039;&#039;&#039;obliterates&#039;&#039;&#039; anything in it target). Since Durthu is a Lore of Beasts caster, he gets the &#039;&#039;&#039;Flock of Doom&#039;&#039;&#039; spell that deals AOE direct damage, as well as enhancement spells that buff him to stay in the fight longer. Finally, his &#039;&#039;&#039;Sword of Daith&#039;&#039;&#039; has its own unique ability that deals direct damage and decreases armor stats of those around him. Still, being a Treeman, Durthu is weak to flame damage, so he isn&#039;t a reliable [[DISTRACTION CARNIFEX]], but he sure as hell will fuck up the front line!&lt;br /&gt;
&lt;br /&gt;
In the campaign, he leads the faction of Argwylon in upper Athel Loren. His settlement is apparently next to a Dwarf hold, which is &#039;&#039;&#039;ESSENTIAL&#039;&#039;&#039; for him to wreck the damn place and claim it as his own. He used to be called &amp;quot;Tree Hitler&amp;quot;, which he got the title from an old bug, where his campaign AI would conquer every settlements around him and turning them into forest, as well as from his hateful diplomacy dialogue, where he insults the diplomats with his jarring Treeman language (supposedly Elvish? Durthu is an Elvish name after all...).&lt;br /&gt;
&lt;br /&gt;
With the Twisted and Twilight DLC came out, he now has the ability to upgrade his tree spirit units like how the Greenskins upgrade their boyz with scraps, making him a tree warboss than tree Hitler. &lt;br /&gt;
&lt;br /&gt;
His reputation for being a tree Hitler also got revoked twice with the introduction of &#039;&#039;&#039;Drycha&#039;&#039;&#039; as a FLC lord, who has &#039;&#039;&#039;Coeddil&#039;&#039;&#039;, the &#039;&#039;ORIGINAL TREE HITLER&#039;&#039; by her side.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Durthu 4th 5th edition.PNG| His derpy old model&lt;br /&gt;
Image:Durthu total war.PNG| Those who stared his broken eye funnily will be used as a fertilizer, ALIVE.&lt;br /&gt;
Image:Durthu druchii.jpg| FUCK DARK ELVES&lt;br /&gt;
Image:Durthu vs kroq gar.jpg| Only in Warhammer you may experience a battle between a pissed of eons old treeman, wielding a big red sword the size of his leg vs [[Kroq-Gar|another eons old lizardman with prosthetic laser cannon arm, armed with spears that could kill anything while riding on top of a dinosaur.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Warhammer Fantasy]]&lt;br /&gt;
[[Category: Wood Elves]]&lt;br /&gt;
[[Category: Sylvaneth]]&lt;/div&gt;</summary>
		<author><name>2603:8001:3500:CB:518A:4CA3:4B2C:2080</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Durthu&amp;diff=190457</id>
		<title>Durthu</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Durthu&amp;diff=190457"/>
		<updated>2021-10-24T10:08:29Z</updated>

		<summary type="html">&lt;p&gt;2603:8001:3500:CB:518A:4CA3:4B2C:2080: /* The First Chaos Invasion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{topquote|Ahksi-do-ka-kau! (Axe-wielding filth!)|Durthu, utilizing reverse Dwarf diplomacy.}}&lt;br /&gt;
&lt;br /&gt;
{{topquote|Wo-ka-koah, fu-du-dah-truk-Dwarfs! (My heart is rotten with hatred for all Dwarfs!)|Durthu, telling Dwarf diplomats to suck his tree root.}}&lt;br /&gt;
[[File:Durthu.PNG|400px|thumb|right|&amp;quot;I will nourish my soils with your alcoholic blood! I will fashion myself with your skulls!&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Durthu&#039;&#039;&#039;, also known as &amp;quot;Oakheart&amp;quot; (when directly translated from Elvish), the Optimus Pine, was one of the many ancient treemen born in [[Athel Loren]] way before Chaos appeared, but he got incredibly bitter after countless years of battle (unlike Lizardmen who are also immortal but don&#039;t suffer mental breakdowns). He&#039;s best known for being incredibly racist against all man-like things, mostly towards Dwarfs because those hairy, short-footed, axe-wielding scum hacked him down long ago. Unlike his other racist tree brethren like [[Drycha]], Durthu is still considered cool headed among them and is sane enough to not hate everyone (whereas the tree spirit extremist would disown even their wood elf ally and had participated in hindering Orion&#039;s rebirth). Despite his sword having no name in the rulebook, it was called the &#039;&#039;&#039;Sword of Daith&#039;&#039;&#039; in [[Total War: Warhammer]]. The weapon is unique because it is about the size of his root leg (I mean just look at the fucking size of that thing on the right image!) and it was forged by Daith, a &#039;&#039;&#039;blind&#039;&#039;&#039; Elven smith (the dude is the incarnate of the Elven forge god [[Vaul]], but still, that blade is bigger than any humanoid being! how in Khaine&#039;s name is he able to hammer a metal that big while being blind at the same time?). So fuck those cunts who claimed the Dwarfs are the only good smiths in the setting! &lt;br /&gt;
&lt;br /&gt;
== In the Beginning ==&lt;br /&gt;
Back before the world was invaded by Chaos, Athel Loren was a peaceful place and treemen were much nicer. Only the Elves from Ulthuan visited the damned place and may have had a few unspeakable orgies with the local tree creatures. Durthu during that time was much nicer too, teaching the Elves how to care for trees and other hippy shit, since they weren&#039;t expecting to face anything serious like war.&lt;br /&gt;
&lt;br /&gt;
They were proven so very wrong.&lt;br /&gt;
&lt;br /&gt;
==The First Chaos Invasion==&lt;br /&gt;
When the polar gate at the North collapsed and [[Chaos]] [[Daemon]]s began slaughtering everything that moved (as well as anything that didn&#039;t), Athel Loren&#039;s far-reaching roots, which had spread all over the world at this point, were burned and chewed by the demons. Durthu and his kind fought side by side with the Elves not only in Athel Loren, but also at the heart of Ulthuan: Avelorn, where a similar magical forest resided. &lt;br /&gt;
&lt;br /&gt;
To the demons, Durthu and his kind were considered a similar form of existence to their own, so they were a little unnerved, so much so they decided it was better to just go for the Elves for their juicy souls. In order to protect her children, Astarielle, the first [[Everqueen]] asked Durthu to protect her heirs in exchange for Elven workers&#039; help tending the trees of Athel Loren. As soon as an agreement was made, she was slain by [[N&#039;kari]] while Durthu took off to Athel Loren with her two brats: Morelion and Yvraine. When Durthu returned, he found the forest he knew and loved was ravaged by war. His kin embraced the concept of xenophobia for the first time and had transformed into hateful tree creatures better suited for battle. His two treeman friends Coeddil (Drycha&#039;s turbo-racist buddy) and Adanhu also adapted to these change so much that they demanded that the two brats Durthu had bought had to be slain. However, Durthu basically told his pals to calm their roots down and even convinced Adanhu to change his mind (unsurprisingly, Coeddil did not). Adanhu agreed to Durthu&#039;s decision, only if the two brats were to put to sleep in a magical slumber (aka magical cryo-chamber) until Ulthuan and Athel Loren were rebuilt. And so the heirs of Astarielle survived. Unbeknownst to everyone however, their father, Aenarion, would start a second family out of despair over the loss of Astarielle and his two children (or so he thought) as well as having the sword of Khaine sapping his sanity, providing fuel for upcoming tragedies.&lt;br /&gt;
&lt;br /&gt;
== Fuck the Dwarfs, Fuck Malekith, Fuck EVERYONE!==&lt;br /&gt;
After the two brats&#039; return, Yvraine became the new Everqueen and Morelion became her guard. Durthu during this time was busy repairing Athel Loren, as the forest suffered severe deforestation thanks to the Chaos reaming. Durthu also had the desire to rebuild Avelorn, but was too busy to do so. &lt;br /&gt;
&lt;br /&gt;
Things pretty much remained like this for years until Malekith defected from the High Elves, created the [[Dark Elves (Warhammer)|Dark Elves]] and instigated the [[War of the Beard]], sparking the most dreadful display of bloodshed and betrayal in Warhammer history. After the war ended with Phoenix King Caledor II&#039;s death, many of the elves living at Athel Loren declared their own independence form Ulthuan, but the Dwarfs didn&#039;t gives a shit about that and so they came over, righting their grudges and venting their remaining anger at the Elves of Athel Loren. Unfortunately for the treefolk of Athel Loren, this had to happen during winter time, when the trees weren&#039;t able to do much. The dwarfen pillagers fatally wounded Durthu, which sparked his inner hatred for all Dwarfs as well as their axes. The dwarfs were eventually driven off by the Elves with their run and shoot tactics, making the slow and tired Dwarfs rage quit back to their mountain holds. This conflict sparks even more racism and xenophobia from the trees that Adanhu and Coeddil began loudly arguing in front of the Elves about their fate. Tired and still reeling from the Dwarf axe attack, Durthu stood silent during the debate, no longer able to trust his own judgement. With a little help from the goddess Ariel, the Elves were officially declared citizens of the forest (forming the [[Wood Elves (Warhammer Fantasy)|Wood Elves]] faction) and were tasked to take care of forest in exchange for equal protection by the trees. Durthu is however unmoved by the development due to being traumatized by the wars and hatred. Although he is still more cool headed compared to his treeman brothers, he is now more suited to war and hatred than ever, wield a gigantic sword that made [[Berserk|Guts&#039;]] look pale in comparison while fashioning himself with the skulls of his enemies. [[Beastman]], [[Dwarfs]], [[Chaos]], Orcs, Undeads, Vampires and Bretonnians, fuck em, FUCK THEM ALL.&lt;br /&gt;
&lt;br /&gt;
==[[The End Times]]==&lt;br /&gt;
At some point, Alarielle comes through to Athel Loren, pleading for the forest to help with her daughter&#039;s predicament. This, alongside the the illnesses of both Ariel and the Oak of Ages, had made negotiations very tense, but Durthu managed to convince the trees to aid her. This...did not come to pass and the result was fuck-mothering [[Nagash]] returning from the dead once more. Alarielle decides to then merge with Ariel, thus becoming the literal embodiment of life and the new queen of Athel Loren.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alarielle&#039;&#039;&#039; would be followed by &#039;&#039;&#039;[[Tyrion]]&#039;&#039;&#039;, driven mad by the combination of &#039;&#039;&#039;Teclis&#039;&#039;&#039;&#039; dickery, his daughter&#039;s death, &#039;&#039;&#039;Malekith&#039;&#039;&#039; becoming the Phoenix King and drawing the &#039;&#039;&#039;Widomaker&#039;&#039;&#039;, making him the avatar of [[Khaine]]. Durthu would stand in the Everqueen&#039;s defense alongside the Wood Elves and those High Elves that defected from Tyrion&#039;s insanity. Durthu himself would come face to face with the mad prince, who had just murdered [[Orion]], and managed to toss that prissy bitch clear across the battlefield. This act of unmitigated badass, alongside Alarielle out-wizarding [[Morathi]] despite her injuries, is enough to rout the battle.&lt;br /&gt;
&lt;br /&gt;
At the battle where &#039;&#039;&#039;Be&#039;lakor&#039;&#039;&#039; assault the oak of ages, he finally mercy killed his buddy Coeddil whom had gone mad from Chaos influence (and Coeddil&#039;s ally buddy [[Drycha]] was slained by [[Malekith]] the &#039;&#039;&#039;ETERNITY KING&#039;&#039;&#039;). He then took on a motherfucking [[Bloodthirster]] and probably a bunch of [[Bloodletters]] as side dishes. After Allarielle had slain Hellebron, she was in a near death condition. Durthu was in agony, for he knew &lt;br /&gt;
their enemies are too powerful for them to handle. Even himself, an ancient yer powerful existence is unable to prevent the destruction of this world. He unleashed a great burning flame from his sword and purged his surrounding demons. Durthu then decided to sacrifice whats remained of his lifespan to save Alarielle, just how one of his brethren long ago, had sacrificed himself and prevented the Everqueen&#039;s soul succumbed to corruption.  He threw his sword and skewered a [[Great Unclean One]] like a roast pig then made his way to Alarielle&#039;s side to give her his life force. When Durthu was done, Allarielle was saved, but what&#039;s remained of him is simply no more, but a motionless, ordinary tree.&lt;br /&gt;
&lt;br /&gt;
== [[Age of Sigmar]] ==&lt;br /&gt;
Alarielle, upon taking control of the realm of life, had seed pods that housed the souls of countless folks who were slain during the world-that-was. While it&#039;s not certain that Durthu himself was among those soulpods, he was also resurrected in a sense. Among the ranks of the [[Sylvaneth]] are the &amp;quot;Spirits of Durthu&amp;quot;, a caste of treemen who represent the original&#039;s implacable loyalty and great wisdom and serve only the Everqueen rather than any clan. While their primary task is to act as ambassadors, ensuring that the various Sylvaneth glades adhere to their goddess&#039; will and fostering what alliances they can with the other mortal races, they also act as bodyguards to any vital figures and are very powerful warriors. Most notorious of these are the Sons of Durthu, an elite brotherhood of these ancient treemen who served as Alarielle&#039;s personal bodyguards since her very first steps and claim a direct lineage to the dude himself.&lt;br /&gt;
&lt;br /&gt;
== In [[Total War: WARHAMMER]] ==&lt;br /&gt;
Durthu appears as the one of the only two Legendary Lords next to Orion being the Wood Elves faction in the first game. Durthu is a FUCKING MONSTER IN COMBAT! Not only does he deal insanely good melee damage with that giant sword of his, he is in fact designed for killing infantry blobs (aka [[tarpit]]) judging from his abilities alone. First, he has the &#039;&#039;&#039;Lamentations of Despair&#039;&#039;&#039;, which is kinda like a shotgun of greenish magical energy that obliterates anything in front of him (is called shotgun because it has short casting range and it &#039;&#039;&#039;obliterates&#039;&#039;&#039; anything in it target). Since Durthu is a Lore of Beasts caster, he gets the &#039;&#039;&#039;Flock of Doom&#039;&#039;&#039; spell that deals AOE direct damage, as well as enhancement spells that buff him to stay in the fight longer. Finally, his &#039;&#039;&#039;Sword of Daith&#039;&#039;&#039; has its own unique ability that deals direct damage and decreases armor stats of those around him. Still, being a Treeman, Durthu is weak to flame damage, so he isn&#039;t a reliable [[DISTRACTION CARNIFEX]], but he sure as hell will fuck up the front line!&lt;br /&gt;
&lt;br /&gt;
In the campaign, he leads the faction of Argwylon in upper Athel Loren. His settlement is apparently next to a Dwarf hold, which is &#039;&#039;&#039;ESSENTIAL&#039;&#039;&#039; for him to wreck the damn place and claim it as his own. He used to be called &amp;quot;Tree Hitler&amp;quot;, which he got the title from an old bug, where his campaign AI would conquer every settlements around him and turning them into forest, as well as from his hateful diplomacy dialogue, where he insults the diplomats with his jarring Treeman language (supposedly Elvish? Durthu is an Elvish name after all...).&lt;br /&gt;
&lt;br /&gt;
With the Twisted and Twilight DLC came out, he now has the ability to upgrade his tree spirit units like how the Greenskins upgrade their boyz with scraps, making him a tree warboss than tree Hitler. &lt;br /&gt;
&lt;br /&gt;
His reputation for being a tree Hitler also got revoked twice with the introduction of &#039;&#039;&#039;Drycha&#039;&#039;&#039; as a FLC lord, who has &#039;&#039;&#039;Coeddil&#039;&#039;&#039;, the &#039;&#039;ORIGINAL TREE HITLER&#039;&#039; by her side.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Durthu 4th 5th edition.PNG| His derpy old model&lt;br /&gt;
Image:Durthu total war.PNG| Those who stared his broken eye funnily will be used as a fertilizer, ALIVE.&lt;br /&gt;
Image:Durthu druchii.jpg| FUCK DARK ELVES&lt;br /&gt;
Image:Durthu vs kroq gar.jpg| Only in Warhammer you may experience a battle between a pissed of eons old treeman, wielding a big red sword the size of his leg vs [[Kroq-Gar|another eons old lizardman with prosthetic laser cannon arm, armed with spears that could kill anything while riding on top of a dinosaur.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Warhammer Fantasy]]&lt;br /&gt;
[[Category: Wood Elves]]&lt;br /&gt;
[[Category: Sylvaneth]]&lt;/div&gt;</summary>
		<author><name>2603:8001:3500:CB:518A:4CA3:4B2C:2080</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Durthu&amp;diff=190456</id>
		<title>Durthu</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Durthu&amp;diff=190456"/>
		<updated>2021-10-24T10:06:23Z</updated>

		<summary type="html">&lt;p&gt;2603:8001:3500:CB:518A:4CA3:4B2C:2080: /* The First Chaos Invasion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{topquote|Ahksi-do-ka-kau! (Axe-wielding filth!)|Durthu, utilizing reverse Dwarf diplomacy.}}&lt;br /&gt;
&lt;br /&gt;
{{topquote|Wo-ka-koah, fu-du-dah-truk-Dwarfs! (My heart is rotten with hatred for all Dwarfs!)|Durthu, telling Dwarf diplomats to suck his tree root.}}&lt;br /&gt;
[[File:Durthu.PNG|400px|thumb|right|&amp;quot;I will nourish my soils with your alcoholic blood! I will fashion myself with your skulls!&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Durthu&#039;&#039;&#039;, also known as &amp;quot;Oakheart&amp;quot; (when directly translated from Elvish), the Optimus Pine, was one of the many ancient treemen born in [[Athel Loren]] way before Chaos appeared, but he got incredibly bitter after countless years of battle (unlike Lizardmen who are also immortal but don&#039;t suffer mental breakdowns). He&#039;s best known for being incredibly racist against all man-like things, mostly towards Dwarfs because those hairy, short-footed, axe-wielding scum hacked him down long ago. Unlike his other racist tree brethren like [[Drycha]], Durthu is still considered cool headed among them and is sane enough to not hate everyone (whereas the tree spirit extremist would disown even their wood elf ally and had participated in hindering Orion&#039;s rebirth). Despite his sword having no name in the rulebook, it was called the &#039;&#039;&#039;Sword of Daith&#039;&#039;&#039; in [[Total War: Warhammer]]. The weapon is unique because it is about the size of his root leg (I mean just look at the fucking size of that thing on the right image!) and it was forged by Daith, a &#039;&#039;&#039;blind&#039;&#039;&#039; Elven smith (the dude is the incarnate of the Elven forge god [[Vaul]], but still, that blade is bigger than any humanoid being! how in Khaine&#039;s name is he able to hammer a metal that big while being blind at the same time?). So fuck those cunts who claimed the Dwarfs are the only good smiths in the setting! &lt;br /&gt;
&lt;br /&gt;
== In the Beginning ==&lt;br /&gt;
Back before the world was invaded by Chaos, Athel Loren was a peaceful place and treemen were much nicer. Only the Elves from Ulthuan visited the damned place and may have had a few unspeakable orgies with the local tree creatures. Durthu during that time was much nicer too, teaching the Elves how to care for trees and other hippy shit, since they weren&#039;t expecting to face anything serious like war.&lt;br /&gt;
&lt;br /&gt;
They were proven so very wrong.&lt;br /&gt;
&lt;br /&gt;
==The First Chaos Invasion==&lt;br /&gt;
When the polar gate at the North collapsed and [[Chaos]] [[Daemon]]s began slaughtering everything that moved (as well as anything that didn&#039;t), Athel Loren&#039;s far-reaching roots, which had spread all over the world at this point, were burned and chewed by the demons. Durthu and his kind fought side by side with the Elves not only in Athel Loren, but also at the heart of Ulthuan: Avelorn, where a similar magical forest resided. &lt;br /&gt;
&lt;br /&gt;
To the demons, Durthu and his kind were considered a similar existence like demons so they were a little unnerved, so much so they decided it was better to just go for the Elves for their juicy souls. In order to protect her children, Astarielle, the first [[Everqueen]] asked Durthu to protect her heirs in exchange for Elven workers help tending the trees of Athel Loren. As soon as an agreement was made, she was slain by [[N&#039;kari]] while Durthu took off to Athel Loren with her two brats: Morelion and Yvraine. When Durthu returned, he find the forest he knew and loved was ravaged by war. His kin embraced the concept of xenophobia for the first time and had transformed into hateful tree creatures better suited for battle. His two treeman friends Coeddil (Drycha&#039;s turbo-racist buddy) and Adanhu also adapted to these change so much that they demanded that the two brats Durthu had bought had to be slain. However, Durthu basically told his pals to calm their roots down and even convinced Adanhu to change his mind (unsurprisingly, Coeddil did not). Adanhu agreed to Durthu&#039;s decision, only if the two brats were to put to sleep in a magical slumber (aka magical cryo-chamber) until Ulthuan and Athel Loren were rebuilt. And so the heirs of Astarielle survived. Unbeknownst to everyone however, their father, Aenarion, would start a second family out of despair over the loss of Astarielle and his two children (or so he thought) as well as having the sword of Khaine sapping his sanity, providing fuel for upcoming tragedies.&lt;br /&gt;
&lt;br /&gt;
== Fuck the Dwarfs, Fuck Malekith, Fuck EVERYONE!==&lt;br /&gt;
After the two brats&#039; return, Yvraine became the new Everqueen and Morelion became her guard. Durthu during this time was busy repairing Athel Loren, as the forest suffered severe deforestation thanks to the Chaos reaming. Durthu also had the desire to rebuild Avelorn, but was too busy to do so. &lt;br /&gt;
&lt;br /&gt;
Things pretty much remained like this for years until Malekith defected from the High Elves, created the [[Dark Elves (Warhammer)|Dark Elves]] and instigated the [[War of the Beard]], sparking the most dreadful display of bloodshed and betrayal in Warhammer history. After the war ended with Phoenix King Caledor II&#039;s death, many of the elves living at Athel Loren declared their own independence form Ulthuan, but the Dwarfs didn&#039;t gives a shit about that and so they came over, righting their grudges and venting their remaining anger at the Elves of Athel Loren. Unfortunately for the treefolk of Athel Loren, this had to happen during winter time, when the trees weren&#039;t able to do much. The dwarfen pillagers fatally wounded Durthu, which sparked his inner hatred for all Dwarfs as well as their axes. The dwarfs were eventually driven off by the Elves with their run and shoot tactics, making the slow and tired Dwarfs rage quit back to their mountain holds. This conflict sparks even more racism and xenophobia from the trees that Adanhu and Coeddil began loudly arguing in front of the Elves about their fate. Tired and still reeling from the Dwarf axe attack, Durthu stood silent during the debate, no longer able to trust his own judgement. With a little help from the goddess Ariel, the Elves were officially declared citizens of the forest (forming the [[Wood Elves (Warhammer Fantasy)|Wood Elves]] faction) and were tasked to take care of forest in exchange for equal protection by the trees. Durthu is however unmoved by the development due to being traumatized by the wars and hatred. Although he is still more cool headed compared to his treeman brothers, he is now more suited to war and hatred than ever, wield a gigantic sword that made [[Berserk|Guts&#039;]] look pale in comparison while fashioning himself with the skulls of his enemies. [[Beastman]], [[Dwarfs]], [[Chaos]], Orcs, Undeads, Vampires and Bretonnians, fuck em, FUCK THEM ALL.&lt;br /&gt;
&lt;br /&gt;
==[[The End Times]]==&lt;br /&gt;
At some point, Alarielle comes through to Athel Loren, pleading for the forest to help with her daughter&#039;s predicament. This, alongside the the illnesses of both Ariel and the Oak of Ages, had made negotiations very tense, but Durthu managed to convince the trees to aid her. This...did not come to pass and the result was fuck-mothering [[Nagash]] returning from the dead once more. Alarielle decides to then merge with Ariel, thus becoming the literal embodiment of life and the new queen of Athel Loren.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alarielle&#039;&#039;&#039; would be followed by &#039;&#039;&#039;[[Tyrion]]&#039;&#039;&#039;, driven mad by the combination of &#039;&#039;&#039;Teclis&#039;&#039;&#039;&#039; dickery, his daughter&#039;s death, &#039;&#039;&#039;Malekith&#039;&#039;&#039; becoming the Phoenix King and drawing the &#039;&#039;&#039;Widomaker&#039;&#039;&#039;, making him the avatar of [[Khaine]]. Durthu would stand in the Everqueen&#039;s defense alongside the Wood Elves and those High Elves that defected from Tyrion&#039;s insanity. Durthu himself would come face to face with the mad prince, who had just murdered [[Orion]], and managed to toss that prissy bitch clear across the battlefield. This act of unmitigated badass, alongside Alarielle out-wizarding [[Morathi]] despite her injuries, is enough to rout the battle.&lt;br /&gt;
&lt;br /&gt;
At the battle where &#039;&#039;&#039;Be&#039;lakor&#039;&#039;&#039; assault the oak of ages, he finally mercy killed his buddy Coeddil whom had gone mad from Chaos influence (and Coeddil&#039;s ally buddy [[Drycha]] was slained by [[Malekith]] the &#039;&#039;&#039;ETERNITY KING&#039;&#039;&#039;). He then took on a motherfucking [[Bloodthirster]] and probably a bunch of [[Bloodletters]] as side dishes. After Allarielle had slain Hellebron, she was in a near death condition. Durthu was in agony, for he knew &lt;br /&gt;
their enemies are too powerful for them to handle. Even himself, an ancient yer powerful existence is unable to prevent the destruction of this world. He unleashed a great burning flame from his sword and purged his surrounding demons. Durthu then decided to sacrifice whats remained of his lifespan to save Alarielle, just how one of his brethren long ago, had sacrificed himself and prevented the Everqueen&#039;s soul succumbed to corruption.  He threw his sword and skewered a [[Great Unclean One]] like a roast pig then made his way to Alarielle&#039;s side to give her his life force. When Durthu was done, Allarielle was saved, but what&#039;s remained of him is simply no more, but a motionless, ordinary tree.&lt;br /&gt;
&lt;br /&gt;
== [[Age of Sigmar]] ==&lt;br /&gt;
Alarielle, upon taking control of the realm of life, had seed pods that housed the souls of countless folks who were slain during the world-that-was. While it&#039;s not certain that Durthu himself was among those soulpods, he was also resurrected in a sense. Among the ranks of the [[Sylvaneth]] are the &amp;quot;Spirits of Durthu&amp;quot;, a caste of treemen who represent the original&#039;s implacable loyalty and great wisdom and serve only the Everqueen rather than any clan. While their primary task is to act as ambassadors, ensuring that the various Sylvaneth glades adhere to their goddess&#039; will and fostering what alliances they can with the other mortal races, they also act as bodyguards to any vital figures and are very powerful warriors. Most notorious of these are the Sons of Durthu, an elite brotherhood of these ancient treemen who served as Alarielle&#039;s personal bodyguards since her very first steps and claim a direct lineage to the dude himself.&lt;br /&gt;
&lt;br /&gt;
== In [[Total War: WARHAMMER]] ==&lt;br /&gt;
Durthu appears as the one of the only two Legendary Lords next to Orion being the Wood Elves faction in the first game. Durthu is a FUCKING MONSTER IN COMBAT! Not only does he deal insanely good melee damage with that giant sword of his, he is in fact designed for killing infantry blobs (aka [[tarpit]]) judging from his abilities alone. First, he has the &#039;&#039;&#039;Lamentations of Despair&#039;&#039;&#039;, which is kinda like a shotgun of greenish magical energy that obliterates anything in front of him (is called shotgun because it has short casting range and it &#039;&#039;&#039;obliterates&#039;&#039;&#039; anything in it target). Since Durthu is a Lore of Beasts caster, he gets the &#039;&#039;&#039;Flock of Doom&#039;&#039;&#039; spell that deals AOE direct damage, as well as enhancement spells that buff him to stay in the fight longer. Finally, his &#039;&#039;&#039;Sword of Daith&#039;&#039;&#039; has its own unique ability that deals direct damage and decreases armor stats of those around him. Still, being a Treeman, Durthu is weak to flame damage, so he isn&#039;t a reliable [[DISTRACTION CARNIFEX]], but he sure as hell will fuck up the front line!&lt;br /&gt;
&lt;br /&gt;
In the campaign, he leads the faction of Argwylon in upper Athel Loren. His settlement is apparently next to a Dwarf hold, which is &#039;&#039;&#039;ESSENTIAL&#039;&#039;&#039; for him to wreck the damn place and claim it as his own. He used to be called &amp;quot;Tree Hitler&amp;quot;, which he got the title from an old bug, where his campaign AI would conquer every settlements around him and turning them into forest, as well as from his hateful diplomacy dialogue, where he insults the diplomats with his jarring Treeman language (supposedly Elvish? Durthu is an Elvish name after all...).&lt;br /&gt;
&lt;br /&gt;
With the Twisted and Twilight DLC came out, he now has the ability to upgrade his tree spirit units like how the Greenskins upgrade their boyz with scraps, making him a tree warboss than tree Hitler. &lt;br /&gt;
&lt;br /&gt;
His reputation for being a tree Hitler also got revoked twice with the introduction of &#039;&#039;&#039;Drycha&#039;&#039;&#039; as a FLC lord, who has &#039;&#039;&#039;Coeddil&#039;&#039;&#039;, the &#039;&#039;ORIGINAL TREE HITLER&#039;&#039; by her side.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Durthu 4th 5th edition.PNG| His derpy old model&lt;br /&gt;
Image:Durthu total war.PNG| Those who stared his broken eye funnily will be used as a fertilizer, ALIVE.&lt;br /&gt;
Image:Durthu druchii.jpg| FUCK DARK ELVES&lt;br /&gt;
Image:Durthu vs kroq gar.jpg| Only in Warhammer you may experience a battle between a pissed of eons old treeman, wielding a big red sword the size of his leg vs [[Kroq-Gar|another eons old lizardman with prosthetic laser cannon arm, armed with spears that could kill anything while riding on top of a dinosaur.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Warhammer Fantasy]]&lt;br /&gt;
[[Category: Wood Elves]]&lt;br /&gt;
[[Category: Sylvaneth]]&lt;/div&gt;</summary>
		<author><name>2603:8001:3500:CB:518A:4CA3:4B2C:2080</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Durthu&amp;diff=190455</id>
		<title>Durthu</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Durthu&amp;diff=190455"/>
		<updated>2021-10-24T10:05:56Z</updated>

		<summary type="html">&lt;p&gt;2603:8001:3500:CB:518A:4CA3:4B2C:2080: /* The First Chaos Invasion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{topquote|Ahksi-do-ka-kau! (Axe-wielding filth!)|Durthu, utilizing reverse Dwarf diplomacy.}}&lt;br /&gt;
&lt;br /&gt;
{{topquote|Wo-ka-koah, fu-du-dah-truk-Dwarfs! (My heart is rotten with hatred for all Dwarfs!)|Durthu, telling Dwarf diplomats to suck his tree root.}}&lt;br /&gt;
[[File:Durthu.PNG|400px|thumb|right|&amp;quot;I will nourish my soils with your alcoholic blood! I will fashion myself with your skulls!&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Durthu&#039;&#039;&#039;, also known as &amp;quot;Oakheart&amp;quot; (when directly translated from Elvish), the Optimus Pine, was one of the many ancient treemen born in [[Athel Loren]] way before Chaos appeared, but he got incredibly bitter after countless years of battle (unlike Lizardmen who are also immortal but don&#039;t suffer mental breakdowns). He&#039;s best known for being incredibly racist against all man-like things, mostly towards Dwarfs because those hairy, short-footed, axe-wielding scum hacked him down long ago. Unlike his other racist tree brethren like [[Drycha]], Durthu is still considered cool headed among them and is sane enough to not hate everyone (whereas the tree spirit extremist would disown even their wood elf ally and had participated in hindering Orion&#039;s rebirth). Despite his sword having no name in the rulebook, it was called the &#039;&#039;&#039;Sword of Daith&#039;&#039;&#039; in [[Total War: Warhammer]]. The weapon is unique because it is about the size of his root leg (I mean just look at the fucking size of that thing on the right image!) and it was forged by Daith, a &#039;&#039;&#039;blind&#039;&#039;&#039; Elven smith (the dude is the incarnate of the Elven forge god [[Vaul]], but still, that blade is bigger than any humanoid being! how in Khaine&#039;s name is he able to hammer a metal that big while being blind at the same time?). So fuck those cunts who claimed the Dwarfs are the only good smiths in the setting! &lt;br /&gt;
&lt;br /&gt;
== In the Beginning ==&lt;br /&gt;
Back before the world was invaded by Chaos, Athel Loren was a peaceful place and treemen were much nicer. Only the Elves from Ulthuan visited the damned place and may have had a few unspeakable orgies with the local tree creatures. Durthu during that time was much nicer too, teaching the Elves how to care for trees and other hippy shit, since they weren&#039;t expecting to face anything serious like war.&lt;br /&gt;
&lt;br /&gt;
They were proven so very wrong.&lt;br /&gt;
&lt;br /&gt;
==The First Chaos Invasion==&lt;br /&gt;
When the polar gate at the North collapsed and [[Chaos]] [[Daemon]]s began slaughtering everything that moved (as well as anything that didn&#039;t), Athel Loren&#039;s far-reaching roots, which had spread all over the world at this point, were burned and chewed by the demons. Durthu and his kind fought side by side with the Elves not only in Athel Loren, but also at the heart of Ulthuan: Avelorn, where similar magical forest resided. &lt;br /&gt;
&lt;br /&gt;
To the demons, Durthu and his kind were considered a similar existence like demons so they were a little unnerved, so much so they decided it was better to just go for the Elves for their juicy souls. In order to protect her children, Astarielle, the first [[Everqueen]] asked Durthu to protect her heirs in exchange for Elven workers help tending the trees of Athel Loren. As soon as an agreement was made, she was slain by [[N&#039;kari]] while Durthu took off to Athel Loren with her two brats: Morelion and Yvraine. When Durthu returned, he find the forest he knew and loved was ravaged by war. His kin embraced the concept of xenophobia for the first time and had transformed into hateful tree creatures better suited for battle. His two treeman friends Coeddil (Drycha&#039;s turbo-racist buddy) and Adanhu also adapted to these change so much that they demanded that the two brats Durthu had bought had to be slain. However, Durthu basically told his pals to calm their roots down and even convinced Adanhu to change his mind (unsurprisingly, Coeddil did not). Adanhu agreed to Durthu&#039;s decision, only if the two brats were to put to sleep in a magical slumber (aka magical cryo-chamber) until Ulthuan and Athel Loren were rebuilt. And so the heirs of Astarielle survived. Unbeknownst to everyone however, their father, Aenarion, would start a second family out of despair over the loss of Astarielle and his two children (or so he thought) as well as having the sword of Khaine sapping his sanity, providing fuel for upcoming tragedies.&lt;br /&gt;
&lt;br /&gt;
== Fuck the Dwarfs, Fuck Malekith, Fuck EVERYONE!==&lt;br /&gt;
After the two brats&#039; return, Yvraine became the new Everqueen and Morelion became her guard. Durthu during this time was busy repairing Athel Loren, as the forest suffered severe deforestation thanks to the Chaos reaming. Durthu also had the desire to rebuild Avelorn, but was too busy to do so. &lt;br /&gt;
&lt;br /&gt;
Things pretty much remained like this for years until Malekith defected from the High Elves, created the [[Dark Elves (Warhammer)|Dark Elves]] and instigated the [[War of the Beard]], sparking the most dreadful display of bloodshed and betrayal in Warhammer history. After the war ended with Phoenix King Caledor II&#039;s death, many of the elves living at Athel Loren declared their own independence form Ulthuan, but the Dwarfs didn&#039;t gives a shit about that and so they came over, righting their grudges and venting their remaining anger at the Elves of Athel Loren. Unfortunately for the treefolk of Athel Loren, this had to happen during winter time, when the trees weren&#039;t able to do much. The dwarfen pillagers fatally wounded Durthu, which sparked his inner hatred for all Dwarfs as well as their axes. The dwarfs were eventually driven off by the Elves with their run and shoot tactics, making the slow and tired Dwarfs rage quit back to their mountain holds. This conflict sparks even more racism and xenophobia from the trees that Adanhu and Coeddil began loudly arguing in front of the Elves about their fate. Tired and still reeling from the Dwarf axe attack, Durthu stood silent during the debate, no longer able to trust his own judgement. With a little help from the goddess Ariel, the Elves were officially declared citizens of the forest (forming the [[Wood Elves (Warhammer Fantasy)|Wood Elves]] faction) and were tasked to take care of forest in exchange for equal protection by the trees. Durthu is however unmoved by the development due to being traumatized by the wars and hatred. Although he is still more cool headed compared to his treeman brothers, he is now more suited to war and hatred than ever, wield a gigantic sword that made [[Berserk|Guts&#039;]] look pale in comparison while fashioning himself with the skulls of his enemies. [[Beastman]], [[Dwarfs]], [[Chaos]], Orcs, Undeads, Vampires and Bretonnians, fuck em, FUCK THEM ALL.&lt;br /&gt;
&lt;br /&gt;
==[[The End Times]]==&lt;br /&gt;
At some point, Alarielle comes through to Athel Loren, pleading for the forest to help with her daughter&#039;s predicament. This, alongside the the illnesses of both Ariel and the Oak of Ages, had made negotiations very tense, but Durthu managed to convince the trees to aid her. This...did not come to pass and the result was fuck-mothering [[Nagash]] returning from the dead once more. Alarielle decides to then merge with Ariel, thus becoming the literal embodiment of life and the new queen of Athel Loren.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alarielle&#039;&#039;&#039; would be followed by &#039;&#039;&#039;[[Tyrion]]&#039;&#039;&#039;, driven mad by the combination of &#039;&#039;&#039;Teclis&#039;&#039;&#039;&#039; dickery, his daughter&#039;s death, &#039;&#039;&#039;Malekith&#039;&#039;&#039; becoming the Phoenix King and drawing the &#039;&#039;&#039;Widomaker&#039;&#039;&#039;, making him the avatar of [[Khaine]]. Durthu would stand in the Everqueen&#039;s defense alongside the Wood Elves and those High Elves that defected from Tyrion&#039;s insanity. Durthu himself would come face to face with the mad prince, who had just murdered [[Orion]], and managed to toss that prissy bitch clear across the battlefield. This act of unmitigated badass, alongside Alarielle out-wizarding [[Morathi]] despite her injuries, is enough to rout the battle.&lt;br /&gt;
&lt;br /&gt;
At the battle where &#039;&#039;&#039;Be&#039;lakor&#039;&#039;&#039; assault the oak of ages, he finally mercy killed his buddy Coeddil whom had gone mad from Chaos influence (and Coeddil&#039;s ally buddy [[Drycha]] was slained by [[Malekith]] the &#039;&#039;&#039;ETERNITY KING&#039;&#039;&#039;). He then took on a motherfucking [[Bloodthirster]] and probably a bunch of [[Bloodletters]] as side dishes. After Allarielle had slain Hellebron, she was in a near death condition. Durthu was in agony, for he knew &lt;br /&gt;
their enemies are too powerful for them to handle. Even himself, an ancient yer powerful existence is unable to prevent the destruction of this world. He unleashed a great burning flame from his sword and purged his surrounding demons. Durthu then decided to sacrifice whats remained of his lifespan to save Alarielle, just how one of his brethren long ago, had sacrificed himself and prevented the Everqueen&#039;s soul succumbed to corruption.  He threw his sword and skewered a [[Great Unclean One]] like a roast pig then made his way to Alarielle&#039;s side to give her his life force. When Durthu was done, Allarielle was saved, but what&#039;s remained of him is simply no more, but a motionless, ordinary tree.&lt;br /&gt;
&lt;br /&gt;
== [[Age of Sigmar]] ==&lt;br /&gt;
Alarielle, upon taking control of the realm of life, had seed pods that housed the souls of countless folks who were slain during the world-that-was. While it&#039;s not certain that Durthu himself was among those soulpods, he was also resurrected in a sense. Among the ranks of the [[Sylvaneth]] are the &amp;quot;Spirits of Durthu&amp;quot;, a caste of treemen who represent the original&#039;s implacable loyalty and great wisdom and serve only the Everqueen rather than any clan. While their primary task is to act as ambassadors, ensuring that the various Sylvaneth glades adhere to their goddess&#039; will and fostering what alliances they can with the other mortal races, they also act as bodyguards to any vital figures and are very powerful warriors. Most notorious of these are the Sons of Durthu, an elite brotherhood of these ancient treemen who served as Alarielle&#039;s personal bodyguards since her very first steps and claim a direct lineage to the dude himself.&lt;br /&gt;
&lt;br /&gt;
== In [[Total War: WARHAMMER]] ==&lt;br /&gt;
Durthu appears as the one of the only two Legendary Lords next to Orion being the Wood Elves faction in the first game. Durthu is a FUCKING MONSTER IN COMBAT! Not only does he deal insanely good melee damage with that giant sword of his, he is in fact designed for killing infantry blobs (aka [[tarpit]]) judging from his abilities alone. First, he has the &#039;&#039;&#039;Lamentations of Despair&#039;&#039;&#039;, which is kinda like a shotgun of greenish magical energy that obliterates anything in front of him (is called shotgun because it has short casting range and it &#039;&#039;&#039;obliterates&#039;&#039;&#039; anything in it target). Since Durthu is a Lore of Beasts caster, he gets the &#039;&#039;&#039;Flock of Doom&#039;&#039;&#039; spell that deals AOE direct damage, as well as enhancement spells that buff him to stay in the fight longer. Finally, his &#039;&#039;&#039;Sword of Daith&#039;&#039;&#039; has its own unique ability that deals direct damage and decreases armor stats of those around him. Still, being a Treeman, Durthu is weak to flame damage, so he isn&#039;t a reliable [[DISTRACTION CARNIFEX]], but he sure as hell will fuck up the front line!&lt;br /&gt;
&lt;br /&gt;
In the campaign, he leads the faction of Argwylon in upper Athel Loren. His settlement is apparently next to a Dwarf hold, which is &#039;&#039;&#039;ESSENTIAL&#039;&#039;&#039; for him to wreck the damn place and claim it as his own. He used to be called &amp;quot;Tree Hitler&amp;quot;, which he got the title from an old bug, where his campaign AI would conquer every settlements around him and turning them into forest, as well as from his hateful diplomacy dialogue, where he insults the diplomats with his jarring Treeman language (supposedly Elvish? Durthu is an Elvish name after all...).&lt;br /&gt;
&lt;br /&gt;
With the Twisted and Twilight DLC came out, he now has the ability to upgrade his tree spirit units like how the Greenskins upgrade their boyz with scraps, making him a tree warboss than tree Hitler. &lt;br /&gt;
&lt;br /&gt;
His reputation for being a tree Hitler also got revoked twice with the introduction of &#039;&#039;&#039;Drycha&#039;&#039;&#039; as a FLC lord, who has &#039;&#039;&#039;Coeddil&#039;&#039;&#039;, the &#039;&#039;ORIGINAL TREE HITLER&#039;&#039; by her side.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Durthu 4th 5th edition.PNG| His derpy old model&lt;br /&gt;
Image:Durthu total war.PNG| Those who stared his broken eye funnily will be used as a fertilizer, ALIVE.&lt;br /&gt;
Image:Durthu druchii.jpg| FUCK DARK ELVES&lt;br /&gt;
Image:Durthu vs kroq gar.jpg| Only in Warhammer you may experience a battle between a pissed of eons old treeman, wielding a big red sword the size of his leg vs [[Kroq-Gar|another eons old lizardman with prosthetic laser cannon arm, armed with spears that could kill anything while riding on top of a dinosaur.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Warhammer Fantasy]]&lt;br /&gt;
[[Category: Wood Elves]]&lt;br /&gt;
[[Category: Sylvaneth]]&lt;/div&gt;</summary>
		<author><name>2603:8001:3500:CB:518A:4CA3:4B2C:2080</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Durthu&amp;diff=190454</id>
		<title>Durthu</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Durthu&amp;diff=190454"/>
		<updated>2021-10-24T10:04:51Z</updated>

		<summary type="html">&lt;p&gt;2603:8001:3500:CB:518A:4CA3:4B2C:2080: /* In the Beginning */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{topquote|Ahksi-do-ka-kau! (Axe-wielding filth!)|Durthu, utilizing reverse Dwarf diplomacy.}}&lt;br /&gt;
&lt;br /&gt;
{{topquote|Wo-ka-koah, fu-du-dah-truk-Dwarfs! (My heart is rotten with hatred for all Dwarfs!)|Durthu, telling Dwarf diplomats to suck his tree root.}}&lt;br /&gt;
[[File:Durthu.PNG|400px|thumb|right|&amp;quot;I will nourish my soils with your alcoholic blood! I will fashion myself with your skulls!&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Durthu&#039;&#039;&#039;, also known as &amp;quot;Oakheart&amp;quot; (when directly translated from Elvish), the Optimus Pine, was one of the many ancient treemen born in [[Athel Loren]] way before Chaos appeared, but he got incredibly bitter after countless years of battle (unlike Lizardmen who are also immortal but don&#039;t suffer mental breakdowns). He&#039;s best known for being incredibly racist against all man-like things, mostly towards Dwarfs because those hairy, short-footed, axe-wielding scum hacked him down long ago. Unlike his other racist tree brethren like [[Drycha]], Durthu is still considered cool headed among them and is sane enough to not hate everyone (whereas the tree spirit extremist would disown even their wood elf ally and had participated in hindering Orion&#039;s rebirth). Despite his sword having no name in the rulebook, it was called the &#039;&#039;&#039;Sword of Daith&#039;&#039;&#039; in [[Total War: Warhammer]]. The weapon is unique because it is about the size of his root leg (I mean just look at the fucking size of that thing on the right image!) and it was forged by Daith, a &#039;&#039;&#039;blind&#039;&#039;&#039; Elven smith (the dude is the incarnate of the Elven forge god [[Vaul]], but still, that blade is bigger than any humanoid being! how in Khaine&#039;s name is he able to hammer a metal that big while being blind at the same time?). So fuck those cunts who claimed the Dwarfs are the only good smiths in the setting! &lt;br /&gt;
&lt;br /&gt;
== In the Beginning ==&lt;br /&gt;
Back before the world was invaded by Chaos, Athel Loren was a peaceful place and treemen were much nicer. Only the Elves from Ulthuan visited the damned place and may have had a few unspeakable orgies with the local tree creatures. Durthu during that time was much nicer too, teaching the Elves how to care for trees and other hippy shit, since they weren&#039;t expecting to face anything serious like war.&lt;br /&gt;
&lt;br /&gt;
They were proven so very wrong.&lt;br /&gt;
&lt;br /&gt;
==The First Chaos Invasion==&lt;br /&gt;
When the polar gate at the North collapsed and [[Chaos]] [[Daemon]]s began slaughtering everything that moved (as well as anything that didn&#039;t), Athel Loren&#039;s far-reaching roots, which had spread all over the world at this point, were burned and chewed by the demons. Durthu and his kind fought side by side with the Elves at not only in Athel Loren, but also at the heart of Ulthuan: Avelorn, where similar magical forest resided. &lt;br /&gt;
&lt;br /&gt;
To the demons, Durthu and his kind were considered a similar existence like demons so they were a little unnerved, so much so they decided it was better to just go for the Elves for their juicy souls. In order to protect her children, Astarielle, the first [[Everqueen]] asked Durthu to protect her heirs in exchange for Elven workers help tending the trees of Athel Loren. As soon as an agreement was made, she was slain by [[N&#039;kari]] while Durthu took off to Athel Loren with her two brats: Morelion and Yvraine. When Durthu returned, he find the forest he knew and loved was ravaged by war. His kin embraced the concept of xenophobia for the first time and had transformed into hateful tree creatures better suited for battle. His two treeman friends Coeddil (Drycha&#039;s turbo-racist buddy) and Adanhu also adapted to these change so much that they demanded that the two brats Durthu had bought had to be slain. However, Durthu basically told his pals to calm their roots down and even convinced Adanhu to change his mind (unsurprisingly, Coeddil did not). Adanhu agreed to Durthu&#039;s decision, only if the two brats were to put to sleep in a magical slumber (aka magical cryo-chamber) until Ulthuan and Athel Loren were rebuilt. And so the heirs of Astarielle survived. Unbeknownst to everyone however, their father, Aenarion, would start a second family out of despair over the loss of Astarielle and his two children (or so he thought) as well as having the sword of Khaine sapping his sanity, providing fuel for upcoming tragedies.&lt;br /&gt;
&lt;br /&gt;
== Fuck the Dwarfs, Fuck Malekith, Fuck EVERYONE!==&lt;br /&gt;
After the two brats&#039; return, Yvraine became the new Everqueen and Morelion became her guard. Durthu during this time was busy repairing Athel Loren, as the forest suffered severe deforestation thanks to the Chaos reaming. Durthu also had the desire to rebuild Avelorn, but was too busy to do so. &lt;br /&gt;
&lt;br /&gt;
Things pretty much remained like this for years until Malekith defected from the High Elves, created the [[Dark Elves (Warhammer)|Dark Elves]] and instigated the [[War of the Beard]], sparking the most dreadful display of bloodshed and betrayal in Warhammer history. After the war ended with Phoenix King Caledor II&#039;s death, many of the elves living at Athel Loren declared their own independence form Ulthuan, but the Dwarfs didn&#039;t gives a shit about that and so they came over, righting their grudges and venting their remaining anger at the Elves of Athel Loren. Unfortunately for the treefolk of Athel Loren, this had to happen during winter time, when the trees weren&#039;t able to do much. The dwarfen pillagers fatally wounded Durthu, which sparked his inner hatred for all Dwarfs as well as their axes. The dwarfs were eventually driven off by the Elves with their run and shoot tactics, making the slow and tired Dwarfs rage quit back to their mountain holds. This conflict sparks even more racism and xenophobia from the trees that Adanhu and Coeddil began loudly arguing in front of the Elves about their fate. Tired and still reeling from the Dwarf axe attack, Durthu stood silent during the debate, no longer able to trust his own judgement. With a little help from the goddess Ariel, the Elves were officially declared citizens of the forest (forming the [[Wood Elves (Warhammer Fantasy)|Wood Elves]] faction) and were tasked to take care of forest in exchange for equal protection by the trees. Durthu is however unmoved by the development due to being traumatized by the wars and hatred. Although he is still more cool headed compared to his treeman brothers, he is now more suited to war and hatred than ever, wield a gigantic sword that made [[Berserk|Guts&#039;]] look pale in comparison while fashioning himself with the skulls of his enemies. [[Beastman]], [[Dwarfs]], [[Chaos]], Orcs, Undeads, Vampires and Bretonnians, fuck em, FUCK THEM ALL.&lt;br /&gt;
&lt;br /&gt;
==[[The End Times]]==&lt;br /&gt;
At some point, Alarielle comes through to Athel Loren, pleading for the forest to help with her daughter&#039;s predicament. This, alongside the the illnesses of both Ariel and the Oak of Ages, had made negotiations very tense, but Durthu managed to convince the trees to aid her. This...did not come to pass and the result was fuck-mothering [[Nagash]] returning from the dead once more. Alarielle decides to then merge with Ariel, thus becoming the literal embodiment of life and the new queen of Athel Loren.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alarielle&#039;&#039;&#039; would be followed by &#039;&#039;&#039;[[Tyrion]]&#039;&#039;&#039;, driven mad by the combination of &#039;&#039;&#039;Teclis&#039;&#039;&#039;&#039; dickery, his daughter&#039;s death, &#039;&#039;&#039;Malekith&#039;&#039;&#039; becoming the Phoenix King and drawing the &#039;&#039;&#039;Widomaker&#039;&#039;&#039;, making him the avatar of [[Khaine]]. Durthu would stand in the Everqueen&#039;s defense alongside the Wood Elves and those High Elves that defected from Tyrion&#039;s insanity. Durthu himself would come face to face with the mad prince, who had just murdered [[Orion]], and managed to toss that prissy bitch clear across the battlefield. This act of unmitigated badass, alongside Alarielle out-wizarding [[Morathi]] despite her injuries, is enough to rout the battle.&lt;br /&gt;
&lt;br /&gt;
At the battle where &#039;&#039;&#039;Be&#039;lakor&#039;&#039;&#039; assault the oak of ages, he finally mercy killed his buddy Coeddil whom had gone mad from Chaos influence (and Coeddil&#039;s ally buddy [[Drycha]] was slained by [[Malekith]] the &#039;&#039;&#039;ETERNITY KING&#039;&#039;&#039;). He then took on a motherfucking [[Bloodthirster]] and probably a bunch of [[Bloodletters]] as side dishes. After Allarielle had slain Hellebron, she was in a near death condition. Durthu was in agony, for he knew &lt;br /&gt;
their enemies are too powerful for them to handle. Even himself, an ancient yer powerful existence is unable to prevent the destruction of this world. He unleashed a great burning flame from his sword and purged his surrounding demons. Durthu then decided to sacrifice whats remained of his lifespan to save Alarielle, just how one of his brethren long ago, had sacrificed himself and prevented the Everqueen&#039;s soul succumbed to corruption.  He threw his sword and skewered a [[Great Unclean One]] like a roast pig then made his way to Alarielle&#039;s side to give her his life force. When Durthu was done, Allarielle was saved, but what&#039;s remained of him is simply no more, but a motionless, ordinary tree.&lt;br /&gt;
&lt;br /&gt;
== [[Age of Sigmar]] ==&lt;br /&gt;
Alarielle, upon taking control of the realm of life, had seed pods that housed the souls of countless folks who were slain during the world-that-was. While it&#039;s not certain that Durthu himself was among those soulpods, he was also resurrected in a sense. Among the ranks of the [[Sylvaneth]] are the &amp;quot;Spirits of Durthu&amp;quot;, a caste of treemen who represent the original&#039;s implacable loyalty and great wisdom and serve only the Everqueen rather than any clan. While their primary task is to act as ambassadors, ensuring that the various Sylvaneth glades adhere to their goddess&#039; will and fostering what alliances they can with the other mortal races, they also act as bodyguards to any vital figures and are very powerful warriors. Most notorious of these are the Sons of Durthu, an elite brotherhood of these ancient treemen who served as Alarielle&#039;s personal bodyguards since her very first steps and claim a direct lineage to the dude himself.&lt;br /&gt;
&lt;br /&gt;
== In [[Total War: WARHAMMER]] ==&lt;br /&gt;
Durthu appears as the one of the only two Legendary Lords next to Orion being the Wood Elves faction in the first game. Durthu is a FUCKING MONSTER IN COMBAT! Not only does he deal insanely good melee damage with that giant sword of his, he is in fact designed for killing infantry blobs (aka [[tarpit]]) judging from his abilities alone. First, he has the &#039;&#039;&#039;Lamentations of Despair&#039;&#039;&#039;, which is kinda like a shotgun of greenish magical energy that obliterates anything in front of him (is called shotgun because it has short casting range and it &#039;&#039;&#039;obliterates&#039;&#039;&#039; anything in it target). Since Durthu is a Lore of Beasts caster, he gets the &#039;&#039;&#039;Flock of Doom&#039;&#039;&#039; spell that deals AOE direct damage, as well as enhancement spells that buff him to stay in the fight longer. Finally, his &#039;&#039;&#039;Sword of Daith&#039;&#039;&#039; has its own unique ability that deals direct damage and decreases armor stats of those around him. Still, being a Treeman, Durthu is weak to flame damage, so he isn&#039;t a reliable [[DISTRACTION CARNIFEX]], but he sure as hell will fuck up the front line!&lt;br /&gt;
&lt;br /&gt;
In the campaign, he leads the faction of Argwylon in upper Athel Loren. His settlement is apparently next to a Dwarf hold, which is &#039;&#039;&#039;ESSENTIAL&#039;&#039;&#039; for him to wreck the damn place and claim it as his own. He used to be called &amp;quot;Tree Hitler&amp;quot;, which he got the title from an old bug, where his campaign AI would conquer every settlements around him and turning them into forest, as well as from his hateful diplomacy dialogue, where he insults the diplomats with his jarring Treeman language (supposedly Elvish? Durthu is an Elvish name after all...).&lt;br /&gt;
&lt;br /&gt;
With the Twisted and Twilight DLC came out, he now has the ability to upgrade his tree spirit units like how the Greenskins upgrade their boyz with scraps, making him a tree warboss than tree Hitler. &lt;br /&gt;
&lt;br /&gt;
His reputation for being a tree Hitler also got revoked twice with the introduction of &#039;&#039;&#039;Drycha&#039;&#039;&#039; as a FLC lord, who has &#039;&#039;&#039;Coeddil&#039;&#039;&#039;, the &#039;&#039;ORIGINAL TREE HITLER&#039;&#039; by her side.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Durthu 4th 5th edition.PNG| His derpy old model&lt;br /&gt;
Image:Durthu total war.PNG| Those who stared his broken eye funnily will be used as a fertilizer, ALIVE.&lt;br /&gt;
Image:Durthu druchii.jpg| FUCK DARK ELVES&lt;br /&gt;
Image:Durthu vs kroq gar.jpg| Only in Warhammer you may experience a battle between a pissed of eons old treeman, wielding a big red sword the size of his leg vs [[Kroq-Gar|another eons old lizardman with prosthetic laser cannon arm, armed with spears that could kill anything while riding on top of a dinosaur.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Warhammer Fantasy]]&lt;br /&gt;
[[Category: Wood Elves]]&lt;br /&gt;
[[Category: Sylvaneth]]&lt;/div&gt;</summary>
		<author><name>2603:8001:3500:CB:518A:4CA3:4B2C:2080</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Morrslieb&amp;diff=345716</id>
		<title>Morrslieb</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Morrslieb&amp;diff=345716"/>
		<updated>2021-10-23T10:28:10Z</updated>

		<summary type="html">&lt;p&gt;2603:8001:3500:CB:518A:4CA3:4B2C:2080: /* End Times */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Warhammer Moons.png|thumb|right|500px|You know reality hates you when the collective fucking up of everyone&#039;s day has its own Batsignal.]]&lt;br /&gt;
One of the two moons of the [[Warhammer Fantasy]] universe (the other being [[Mannslieb]]), &#039;&#039;&#039;Morrslieb&#039;&#039;&#039; is a giant chunk of [[Warpstone]] that orbits the Warhammer world. It came into being when the ancient polar gateways of the old ones collapsed, the resulting storm of warp energies rising up into the night&#039;s sky and forming a new evil moon. Due to its [[Warp]] attributes, it does not have a predictable cycle but instead randomly appears in the sky at night. Its appearances herald Destruction aligned events, like [[Chaos]] invasions or mass gatherings of the Undead.&lt;br /&gt;
&lt;br /&gt;
Due to its radiation green light, it is possible to assume it being the primary cause of beastmens&#039; birth, for many human fetus were corrupted by its light when their mother were ignorantly exposing their womb to it.&lt;br /&gt;
&lt;br /&gt;
The surface looks like a skull in modern depictions, and like a Goblin in older ones. A &#039;&#039;[[Games Workshop|skull]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Skaven]], at various times in the past, have used their magic to bring down chunks of it to harvest: this resulted in the destruction and events surrounding [[Mordheim]].&lt;br /&gt;
&lt;br /&gt;
[[Lizardmen]] have also attempted to destroy it in the past, believing that only by ridding the sky of it can they bring about the end of Chaos. So far these attempts have resulted in great harm to the rest of the world, but indeed the forces of Chaos have been weakened in the long run by the diminishing of Morrslieb. &lt;br /&gt;
&lt;br /&gt;
[[Wood Elves]] apparently use its power to enchant arrows which are more effective against Forces of Order (i.e. good guys).&lt;br /&gt;
&lt;br /&gt;
Every year on [[Geheimnisnacht]] (Warhammer Halloween) both moons are full, resulting in very strong Winds Of Magic and the barrier between the material and immaterial worlds being the thinnest, so no matter what faction the most mischief happens during this time from massive vampire and Chaos rituals to Dwarfs and Elves forging magical gear to humans collectively shitting bricks knowing that at least a few Old World towns will be wiped off the map that night. [[Hexensnacht]] (Warhammer New Years) isn&#039;t as bad, mostly just having the spirits of the dead become restless. Priests of [[Morr]] keep the stirring dead in their graves, Witch Hunters continue to work the stirring dead that are trespassing on living property, and intelligent ghosts return. Probably mostly to annoy old men who are too stingy, using Muppets. &lt;br /&gt;
&lt;br /&gt;
==End Times==&lt;br /&gt;
In [[The End Times]], with the aid of a scroll given to them in secret by [[Skreech Verminking]], the Grey Seers finally dragged Morrslieb closer to the world as part of a plan to regain their prominence. The [[Slann]] of Lustria put up a huge fight, resulting in many deaths from magical strain on both sides, but failed to stop the Grey Seers entirely. In a typical display of Skaven arrogance/envy/idiocy, Clan Skyre then tried to one-up the Grey Seers by blowing Morrslieb up with the Morskittar Engine, the biggest warp cannon ever built (it&#039;s not clear if they just wanted to blow chunks off the moon so they would get their hands upon tons of meteoric warpstone). Of course, since Morrslieb is so much closer to the world now, this means they nearly ended up &#039;&#039;&#039;destroying the world in the process&#039;&#039;&#039;. It took the heroic sacrifices of [[Lord Mazdamundi|Mazdamundi]] and [[Lord Kroak]] to keep the world from dying, and even then, [[Lustria]] and the Southlands were both utterly annihilated by a cosmic firestorm. The Lizardmen promptly went to space, and everything was destroyed not long after anyway.&lt;br /&gt;
&lt;br /&gt;
==[[Age of Sigmar]]==&lt;br /&gt;
Often seen in the Eightpoints, Archaon’s seat of power, is a massive ghostly moon called Lunaghast. It’s oft believed that it is the disembodied spirit of Morrslieb having followed the hordes of Chaos to the Mortal Realms. Whomever it shines down upon is “blessed” with unfathomable knowledge, of the mind-breaking Lovecraftian kind. It has a rival in the form of the Bad Moon, another supernatural celestial object [[Gloomspite Gitz|worshiped by crazed belligerents]]. The two have actually been the catalyst for entire wars for their respective followers. Also apparently the Bad Moon actually bit a chunk out of Lunaghast upon seeing it for the first time.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Bad Moon Morrsleib.png|Also the [[Gloomspite Gitz|Bad Moon]], before GW decided to have their cake and eat it too by bringing that back for AoS independent of the &#039;sleib. &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer Fantasy]]&lt;br /&gt;
[[Category:Chaos]]&lt;/div&gt;</summary>
		<author><name>2603:8001:3500:CB:518A:4CA3:4B2C:2080</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Lord_Mazdamundi&amp;diff=313442</id>
		<title>Lord Mazdamundi</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Lord_Mazdamundi&amp;diff=313442"/>
		<updated>2021-10-23T10:20:04Z</updated>

		<summary type="html">&lt;p&gt;2603:8001:3500:CB:518A:4CA3:4B2C:2080: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Total War Warhammer 2 Lord Mazdamundi.jpg|thumb|right|500px|Yes, all the Pepe jokes have been made. No, they are not funny anymore.]]&lt;br /&gt;
{{Topquote|Woe to the warm-bloods who would despoil our realm, for their craving for trinkets and baubles drives them deeper into lands forbidden to them. Cast them out, show them no pity, feed their carcasses to the beasts of the jungle and leave their bones to bleach upon the golden shores of our land. Let them see that it is folly to intrude upon the domains of the [[Lizardmen]].|Lord Mazdamundi giving his official stance on foreigners to Lustria}} &lt;br /&gt;
{{Topquote|GET OFF OF MY PROPERTY!|Fuzzy Lumpkins}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adolf Hitler, if Hitler was a giant toad with diabetes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&#039;&#039;&#039;Lord Mazdamundi&#039;&#039;&#039;, AKA &#039;&#039;&#039;The lord of the solar city&#039;&#039;&#039;, &#039;&#039;&#039;The Big M&#039;&#039;&#039;, &#039;&#039;&#039;Toad Hitler&#039;&#039;&#039; or &#039;&#039;&#039;&amp;quot;Mein Froggy&amp;quot;&#039;&#039;&#039; or &#039;&#039;&#039;The Big Toad&#039;&#039;&#039; is the oldest living ([[Lord Kroak|Kroak]] is technically dead) [[Slann]] mage priest in the Warhammer world and is easily the most powerful alive. He is also the most active [[Slann]] the [[Lizardmen]] have and is constantly launching wars, raids and invasions of nearby nations and races, in very un-lizardmen like actions of going on the offensive rather than sitting in the temple cities &amp;lt;s&amp;gt;sleeping&amp;lt;/s&amp;gt; &amp;quot;meditating&amp;quot;. He usually leads these operations from the front while riding upon his [[Awesome|Mother fucking Stegadon war-mount]] Zlaaq, charging into the thick of combat with his dinosaur crushing foes underfoot, while he un-peoples every warm-blood around him with his magic. &lt;br /&gt;
&lt;br /&gt;
Mazdamundi has studied the ancient plaques of the [[Old Ones]] more than any other Slann and has come to the conclusion that before the rest of the Great Plan of the [[Old Ones]] can commence, the [[Lizardmen]] must first [[Nazi| exterminate certain races]] as they are [[Skaven|not]] [[Beastmen|part]] [[Daemons|of]] [[Goblin|the]] [[Orc|Great]] [[Chaos|plan]]. &lt;br /&gt;
&lt;br /&gt;
And you thought all the Hitler jokes were just bad [[/pol/]] memes.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
[[File:Mazdamundi Warhammer Fantasy.jpg|thumb|right|400px|Behold the most powerful magic user in the Old World, a fat, xenophobic toad....(don&#039;t look into it too much)]]&lt;br /&gt;
Mazdamundi was birthed by the [[Old Ones]] with the rest of the second generation Slann, meaning that while he is not as powerful as the first generation Slann, of which [[Lord Kroak]] was part of, he is stronger and more skilled with magic than any of the Third, Fourth, or Fifth generation of Slann. Like all [[Slann]] he was created to help build the [[Old World]] in the correct vision of the Old ones, and being a second generation Slann was tasked with shaping the continents and oceans. This was all fine until [[Chaos]] decided to see if making a habit of invading the real world and killing everything would be a fun idea, and so started the Great Catastrophe, where Chaos Daemons spilled through [[Warp]] gates at the poles and invaded the [[Old World]]. All of it. Simultaneously.&lt;br /&gt;
&lt;br /&gt;
The [[Old Ones]] [[That Guy|bugged out, leaving the Lizardmen to finish their work and also sort out the current Daemon problem]], so Mazdamundi led the forces of the [[Lizardmen]] next to [[Lord Kroak]] and the other [[Slann]] to push Chaos out of the world. Huge battles were fought in [[Lustria]] with multiple temple cities being besieged, and the Slann found it harder to control the magic they used, with many accidentally killing themselves trying to control it. After a few thousand years the [[High Elves]], with help from the [[Lizardmen]], were able to open the [[Great Vortex]] which siphoned [[Chaos]] from the world. The Great Catastrophe had been halted, but the Lizardmen had paid dearly for this victory, as all of the First generation Slann had perished as they were very high priority targets for the daemons. Of the Second Generation only five survived, including Lord Mazdamundi himself.  The Slann slowly started rebuilding the damaged world, but Mazdamundi sat thinking to himself about the Great Plan and how it was to be carried out.  Along with the other Slann, Mazdamundi spent millennia meditating and trying to discern the Old Ones&#039; will.  &lt;br /&gt;
&lt;br /&gt;
Mazdamundi&#039;s proactive approach began when he was forced to &amp;quot;evict&amp;quot; people from Lustria when they made the town of El Cavado.  A bunch of pirates built a town, Skinks sent word to Hexaotl, Mazdamundi gave a telepathic order to Lizardmen armies to destroy it.  This happened twice, and the third time Mazdamundi woke up fully for the first time in ages.  Sick of these people getting on his lawn, Mazdamundi destroyed the town and the surrounding area with an earthquake.  From then on, he took a more proactive stance.  Things accelerated when a Skink Chief found sacred plaques with instructions from the Old Ones days before the Great Catastrophe.  After reading them, he shared what they said; the plan of the [[Old Ones]] had gone astray and could not proceed until they had fixed the &amp;quot;problems&amp;quot; first.&lt;br /&gt;
&lt;br /&gt;
Mazdamundi has spent the last few hundred years enacting his Great purpose and fixing the world of all its &amp;quot;problems&amp;quot; according to those plaques, which are 1) the extermination of all races not part of the [[Old Ones]] great plan (that is the Greenskins, Skaven, undead, Fimir, maybe trolls and all beings and creatures of Chaos... so it&#039;s not all bad) and 2) returning the races that had spread out too much to their own corner of the world; all the Elves go back to [[Ulthuan]], Humans, Ogres and Halflings stay in the Old World and the Dwarves stay in the Worlds edge mountains.&lt;br /&gt;
&lt;br /&gt;
When he goes out to fuck around with the other races, he encounters very few things to stop him, or even slow him down, as (considering he was originally created to shape the continents) he is the single most powerful magic user in the entire [[Warhammer]] World (death had rendered Kroak at a fraction of his former might). Seriously, he can just clap his hands and level an entire city like it was nothing. Hell, he created an entire mountain chain and enchanted it with a SINGLE THOUGHT just to troll Dark Elf invaders.  No hassle, just &amp;quot;There are magic mountains here now, because I say so.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==[[The End Times]]==&lt;br /&gt;
&lt;br /&gt;
[[Skub|Then The End Times happened]]&lt;br /&gt;
&lt;br /&gt;
While meditating on the plan, all the world&#039;s movers and shakers and the gods were enacting their master plans.  With the rising power hordes of Chaos daemons attacked Lustria, so armies were fighting non-stop and anti-daemon defenses were bolstered and then bolstered again.  These drastic changes led to the Great Plan being debated fiercely by the Slann and Skink Priests until Mazdamundi himself abruptly woke from his meditations.  He gave a short but world-shaking announcement; The Great Plan had failed and the Lizardmen had to leave the planet. &lt;br /&gt;
&lt;br /&gt;
The Lizardmen beat back the daemons enough to get some breathing room, and alternated between preparing to evacuate or having more debates, but the [[Skaven]] decided to settle their ancient grudge against the denizens of [[Lustria]] and attacked the continent in full force.  Their moving the Chaos moon messed with many Slann, and being otherwise focused on the daemons the Lizardmen anti-daemon defences didn&#039;t work the Skaven, who attacked multiple [[Temple cites]] simultaneously.   Lord Mazdamundi fought against the [[Skaven]] when they invaded [[Lustria]], and was forced to run up and down the continent from Hexoatl to Itza fighting them.  After liberating Itza, he planned to repurpose the magic of Lustria&#039;s anti-daemon defenses and its ley lines to finally wipe out the Skaven from Lustria and purge [[Skavenblight|the ultimate rat&#039;s nest]] when the ratmen decided they needed some more firepower and BLEW UP THE CHAOS MOON WITH A WARPSTONE ROCKET.  Mazdamundi sensing that [[Morrslieb]] had been blown up, thinks &amp;quot;Fuck these rat bastards, we&#039;re leaving now!&amp;quot;, and proceeded to order the Exodus with immediate effect. As the Lizardmen start evacuating the planet, Mazdamundi starts deleting continent sized pieces of the moon with mgic, but eventually burned up his mind from the strain and fell from his palanquin.  Near death and with his magic exhausted, Mazdamundi tried to crawl to his favorite lookout spot in Hexoatl to enjoy the simple pleasure of the breeze on his face one last time, but died on the steps.&lt;br /&gt;
&lt;br /&gt;
No word yet if the Big M will show up in [[Age Of Sigmar]] but here&#039;s to hoping.&lt;br /&gt;
&lt;br /&gt;
==Tabletop==&lt;br /&gt;
&lt;br /&gt;
===7th===&lt;br /&gt;
Lord Mazdamundi is a near unstoppable train of [[Anal Circumference| ass rape]] in 7th. While Mazdamundi himself is not that impressive stat wise, Zlaaq gives both Mazdamundi and himself a 2+ armour save (on his own Mazda has no armour save) while having a Strength and Toughness of 6 to make him one tanky dinosaur. Mazdamundis &#039;&#039;&#039;Shield of The Old Ones&#039;&#039;&#039; gives him a 4+ Ward save and he also has the &#039;&#039;&#039;Soul of Stone&#039;&#039;&#039; magical item, which allows him to re-roll miscasts. Speaking of magic Mazdamundi is a level 4 wizard, with access to ANY of the 8 Lores of Magic and can use ALL of the Spells in the Lore he chooses, and there is no limit to the amount of dice he can use to cast spells, including his bound spell &#039;&#039;&#039;Ruination of Cities&#039;&#039;&#039;, a 2D6 strength 5 hits spell that become 3D6 is the unit is in a building with the additional bonus that any unit which takes damage from this spell can only move half of their movement, although the spell can&#039;t effect flying units. While you don&#039;t want him fighting in close combat, he is also no slouch in melee as his &#039;&#039;&#039;Cobra Mace&#039;&#039;&#039; always hits first at Strength 5 and has poison attacks, in addition if the enemy unit is carrying a magical item, that item is destroyed and while that is good he has 1 attack. Additionally Zlaaq despite being a big murder dinosaur is just a basic Ancient Stegadon with out access to the Howdah weapons (because Mazdamundis fat ass is taking up all the room), meaning you are stuck with an initiative of 1, so you&#039;re primary melee abilities are going to be noticeably hindered (just stay out of combat and you&#039;re fine). He is also very expensive being 620 point to field him, limiting him to larger games, but if you do take him, woe betide any warm-bloods in your way.&lt;br /&gt;
&lt;br /&gt;
===8th===&lt;br /&gt;
The nerf hammer was not kind to Mazdamundi. Firstly he is even more expensive now being 780 points and he has lost &#039;&#039;&#039;Ruination of Cities&#039;&#039;&#039;, so is stuck with the regular spells of one of the 8 Lores of magic, oh an he only gets 2 extra dice when casting spells rather than as many as he wants and he still has no armour save of his own of his own so he needs to be mounted on Zlaaq to get a +1 armour save (3+ from Zlaaq and then 2 more points of armour from Zlaaq being a monstrous mount). Zlaaq is also still a regular ancient Stegadon, and has dropped down to a 3+ armour save, and he STILL has no bonuses like &#039;&#039;&#039;Impaling Charge&#039;&#039;&#039; despite being the largest and toughest stegadon in the Lore. It&#039;s not all bad though, he has a few extra Disciplines Of The Old Ones that give him some nice buffs, firstly he can roll 5 D6 and for every 6+ he regains a wound which does help add to his survivability, and can re-roll the first Dispel attempt of each magic phase, which is a bit narrow in usage as it would be much more effective if it was re-roll one dispel attempt each magic phase, but hey its better than nothing. He also has the ability to add/subtract 1 to all cast attempts, which should help cast the spells you really need to go off. His &#039;&#039;&#039;Cobra Mace&#039;&#039;&#039; is unchanged apart from the fact that all models in base contact with Mazdamundi must reveal their magic items and if he hits a model with one or more, they are destroyed on a 6+. He carries the &#039;&#039;&#039;Starburst Standard of Hexoatl&#039;&#039;&#039;, which if you take Mazdamundi MUST be your army standard. It can be activated for 1 turn and it will blind all enemy units with 12&amp;quot; making them take a -1 penalty to hit, not the best but not terrible. Overall Mazdamundi can be very powerful in 8th but he is overcosted for what he does and you might be better taking a regular [[Slann]], unless you &#039;&#039;really&#039;&#039; want to play him with that model you converted.&lt;br /&gt;
&lt;br /&gt;
==Total War Warhammer 2==&lt;br /&gt;
&lt;br /&gt;
In [[Total War: WARHAMMER|Total Warhammer 2]] Mazdamundi became a Legendary Lord for the [[Lizardmen]] along with [[Kroq-Gar]]. &lt;br /&gt;
&lt;br /&gt;
Gameplay wise he starts in Hexoatl and is a buffed up Slann with access to Heavens, Light and High Magic. He can be given Zlaaq to become an extremely good tank and melee lord as well. He also gets access to his &#039;&#039;&#039;Ruination of Cites&#039;&#039;&#039; and &#039;&#039;&#039;Banishment&#039;&#039;&#039;. While [[Kroq-Gar]] is used to attack High priority targets, like monsters, elite units and enemy lords, Mazdamundi is better suited to general crowd control and infantry killing as he can point his finger at a unit of Spearmen that gave him a funny look and say &amp;quot;Fuck you. You don&#039;t exist anymore.&amp;quot; as he casts &#039;&#039;&#039;Ruination of Cities&#039;&#039;&#039; on them while Zlaaq crushes another unit underfoot. Unfortunately for the amphibian fascist, the &#039;&#039;&#039;Ruination of Cities&#039;&#039;&#039; spell in the game is highly ineffective to use against a single unit since it is a wind spell that spread out in 3 random direction from whatever the player pointed at, and it is more meant for a large clump up infantries advancing towards Mazdamundi. We&#039;ll see if CA is willing to fix its eventual effectiveness, or else they will suffer the wrath of a psychic toad. To make things even worse for the warmbloods, his cobra mace gives him poison attack which, when combined with the stats of Zlaaq, gives him the same statline as the arachnarok spider. Not only that, being a slann gives him extra missile resistance as well as magic resistance, which allows him to tank warp lightning cannon shot as well as other warmblood artillery specialize against monster, effectively turning him into [[DISTRACTION CARNIFEX|DISTRACTION FUHRER FROG ON A STEGADON]].&lt;br /&gt;
&lt;br /&gt;
He is also one of the best legendary lord picks in multiplayer, as he is extremely tanky for a wizard and dishes out a ton of damage. Most players struggle to kill Mazdamundi unless they built an army -specifically- to kill him. Or you could run Grom the Paunch and kill his entire backline just to kill him once he&#039;s isolated. Don&#039;t get into a one-on-one fight with Mazdamundi on Zlaaq, as most lords lose that fight.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Madzdamundi model.jpg|Mazdamundi riding his personal dinosaur, like a goddamn pimp.&lt;br /&gt;
File:Stoyan-stoyanov-liz-win-poster.jpg| &amp;quot;Commence the Purge!&amp;quot;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
[[Category:Warhammer Fantasy]]&lt;br /&gt;
[[Category:Lizardmen (Warhammer Fantasy)]]&lt;/div&gt;</summary>
		<author><name>2603:8001:3500:CB:518A:4CA3:4B2C:2080</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Lord_Mazdamundi&amp;diff=313441</id>
		<title>Lord Mazdamundi</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Lord_Mazdamundi&amp;diff=313441"/>
		<updated>2021-10-23T10:18:27Z</updated>

		<summary type="html">&lt;p&gt;2603:8001:3500:CB:518A:4CA3:4B2C:2080: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Total War Warhammer 2 Lord Mazdamundi.jpg|thumb|right|500px|Yes, all the Pepe jokes have been made. No, they are not funny anymore.]]&lt;br /&gt;
{{Topquote|Woe to the warm-bloods who would despoil our realm, for their craving for trinkets and baubles drives them deeper into lands forbidden to them. Cast them out, show them no pity, feed their carcasses to the beasts of the jungle and leave their bones to bleach upon the golden shores of our land. Let them see that it is folly to intrude upon the domains of the [[Lizardmen]].|Lord Mazdamundi giving his official stance on foreigners to Lustria}} &lt;br /&gt;
{{Topquote|GET OFF OF MY PROPERTY!|Fuzzy Lumpkins}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adolf Hitler, if Hitler was a giant toad with diabetes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&#039;&#039;&#039;Lord Mazdamundi&#039;&#039;&#039;, AKA &#039;&#039;&#039;The lord of the solar city&#039;&#039;&#039;, &#039;&#039;&#039;The Big M&#039;&#039;&#039;, &#039;&#039;&#039;Toad Hitler&#039;&#039;&#039; or &#039;&#039;&#039;&amp;quot;Mein Froggy&amp;quot;&#039;&#039;&#039; or &#039;&#039;&#039;The Big Toad&#039;&#039;&#039; is the oldest living ([[Lord Kroak|Kroak]] is technically dead) [[Slann]] mage priest in the Warhammer world and is easily the most powerful alive. He is also the most active [[Slann]] the [[Lizardmen]] have and is constantly launching wars, raids and invasions of nearby nations and races, in very un-lizardmen like actions of going on the offensive rather than sitting in the temple cities &amp;lt;s&amp;gt;sleeping&amp;lt;/s&amp;gt; &amp;quot;meditating&amp;quot;. He usually leads these operations from the front while riding upon his [[Awesome|Mother fucking Stegadon war-mount]] Zlaaq, charging into the thick of combat with his dinosaur crushing foes underfoot, while he un-peoples every warm-blood around him with his magic. &lt;br /&gt;
&lt;br /&gt;
Mazdamundi has studied the ancient plaques of the [[Old Ones]] more than any other Slann and has come to the conclusion that before the rest of the Great Plan of the [[Old Ones]] can commence, the [[Lizardmen]] must first [[Nazi| exterminate certain races]] as they are [[Skaven|not]] [[Beastmen|part]] [[Daemons|of]] [[Goblin|the]] [[Orc|Great]] [[Chaos|plan]]. &lt;br /&gt;
&lt;br /&gt;
And you thought all the Hitler jokes were just bad [[/pol/]] memes.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
[[File:Mazdamundi Warhammer Fantasy.jpg|thumb|right|400px|Behold the most powerful magic user in the Old World, a fat, xenophobic toad....(don&#039;t look into it too much)]]&lt;br /&gt;
Mazdamundi was birthed by the [[Old Ones]] with the rest of the second generation Slann, meaning that while he is not as powerful as the first generation Slann, of which [[Lord Kroak]] was part of, he is stronger and more skilled with magic than any of the Third, Fourth, or Fifth generation of Slann. Like all [[Slann]] he was created to help build the [[Old World]] in the correct vision of the Old ones, and being a second generation Slann was tasked with shaping the continents and oceans. This was all fine until [[Chaos]] decided to see if making a habit of invading the real world and killing everything would be a fun idea, and so started the Great Catastrophe, where Chaos Daemons spilled through [[Warp]] gates at the poles and invaded the [[Old World]]. All of it. Simultaneously.&lt;br /&gt;
&lt;br /&gt;
The [[Old Ones]] [[That Guy|bugged out, leaving the Lizardmen to finish their work and also sort out the current Daemon problem]], so Mazdamundi led the forces of the [[Lizardmen]] next to [[Lord Kroak]] and the other [[Slann]] to push Chaos out of the world. Huge battles were fought in [[Lustria]] with multiple temple cities being besieged, and the Slann found it harder to control the magic they used, with many accidentally killing themselves trying to control it. After a few thousand years the [[High Elves]], with help from the [[Lizardmen]], were able to open the [[Great Vortex]] which siphoned [[Chaos]] from the world. The Great Catastrophe had been halted, but the Lizardmen had paid dearly for this victory, as all of the First generation Slann had perished as they were very high priority targets for the daemons. Of the Second Generation only five survived, including Lord Mazdamundi himself.  The Slann slowly started rebuilding the damaged world, but Mazdamundi sat thinking to himself about the Great Plan and how it was to be carried out.  Along with the other Slann, Mazdamundi spent millennia meditating and trying to discern the Old Ones&#039; will.  &lt;br /&gt;
&lt;br /&gt;
Mazdamundi&#039;s proactive approach began when he was forced to &amp;quot;evict&amp;quot; people from Lustria when they made the town of El Cavado.  A bunch of pirates built a town, Skinks sent word to Hexaotl, Mazdamundi gave a telepathic order to Lizardmen armies to destroy it.  This happened twice, and the third time Mazdamundi woke up fully for the first time in ages.  Sick of these people getting on his lawn, Mazdamundi destroyed the town and the surrounding area with an earthquake.  From then on, he took a more proactive stance.  Things accelerated when a Skink Chief found sacred plaques with instructions from the Old Ones days before the Great Catastrophe.  After reading them, he shared what they said; the plan of the [[Old Ones]] had gone astray and could not proceed until they had fixed the &amp;quot;problems&amp;quot; first.&lt;br /&gt;
&lt;br /&gt;
Mazdamundi has spent the last few hundred years enacting his Great purpose and fixing the world of all its &amp;quot;problems&amp;quot; according to those plaques, which are 1) the extermination of all races not part of the [[Old Ones]] great plan (that is the Greenskins, Skaven, undead, Fimir, maybe trolls and all beings and creatures of Chaos... so its not all bad) and 2) returning the races that had spread out too much to their own corner of the world; all the Elves go back to [[Ulthuan]], Humans, Ogres and Halflings stay in the Old World and the Dwarves stay in the Worlds edge mountains.&lt;br /&gt;
&lt;br /&gt;
When he goes out to fuck around with the other races, he encounters very few things to stop him, or even slow him down, as (considering he was originally created to shape the continents) he is the single most powerful magic user in the entire [[Warhammer]] World (death had rendered Kroak at a fraction of his former might). Seriously, he can just clap his hands and level an entire city like it was nothing. Hell, he created an entire mountain chain and enchanted it with a SINGLE THOUGHT just to troll Dark Elf invaders.  No hassle, just &amp;quot;There are magic mountains here now, because I say so.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==[[The End Times]]==&lt;br /&gt;
&lt;br /&gt;
[[Skub|Then The End Times happened]]&lt;br /&gt;
&lt;br /&gt;
While meditating on the plan, all the world&#039;s movers and shakers and the gods were enacting their master plans.  With the rising power hordes of Chaos daemons attacked Lustria, so armies were fighting non-stop and anti-daemon defenses were bolstered and then bolstered again.  These drastic changes led to the Great Plan being debated fiercely by the Slann and Skink Priests until Mazdamundi himself abruptly woke from his meditations.  He gave a short but world-shaking announcement; The Great Plan had failed and the Lizardmen had to leave the planet. &lt;br /&gt;
&lt;br /&gt;
The Lizardmen beat back the daemons enough to get some breathing room, and alternated between preparing to evacuate or having more debates, but the [[Skaven]] decided to settle their ancient grudge against the denizens of [[Lustria]] and attacked the continent in full force.  Their moving the Chaos moon messed with many Slann, and being otherwise focused on the daemons the Lizardmen anti-daemon defences didn&#039;t work the Skaven, who attacked multiple [[Temple cites]] simultaneously.   Lord Mazdamundi fought against the [[Skaven]] when they invaded [[Lustria]], and was forced to run up and down the continent from Hexoatl to Itza fighting them.  After liberating Itza, he planned to repurpose the magic of Lustria&#039;s anti-daemon defenses and its ley lines to finally wipe out the Skaven from Lustria and purge [[Skavenblight|the ultimate rat&#039;s nest]] when the ratmen decided they needed some more firepower and BLEW UP THE CHAOS MOON WITH A WARPSTONE ROCKET.  Mazdamundi sensing that [[Morrslieb]] had been blown up, thinks &amp;quot;Fuck these rat bastards, we&#039;re leaving now!&amp;quot;, and proceeded to order the Exodus with immediate effect. As the Lizardmen start evacuating the planet, Mazdamundi starts deleting continent sized pieces of the moon with mgic, but eventually burned up his mind from the strain and fell from his palanquin.  Near death and with his magic exhausted, Mazdamundi tried to crawl to his favorite lookout spot in Hexoatl to enjoy the simple pleasure of the breeze on his face one last time, but died on the steps.&lt;br /&gt;
&lt;br /&gt;
No word yet if the Big M will show up in [[Age Of Sigmar]] but here&#039;s to hoping.&lt;br /&gt;
&lt;br /&gt;
==Tabletop==&lt;br /&gt;
&lt;br /&gt;
===7th===&lt;br /&gt;
Lord Mazdamundi is a near unstoppable train of [[Anal Circumference| ass rape]] in 7th. While Mazdamundi himself is not that impressive stat wise, Zlaaq gives both Mazdamundi and himself a 2+ armour save (on his own Mazda has no armour save) while having a Strength and Toughness of 6 to make him one tanky dinosaur. Mazdamundis &#039;&#039;&#039;Shield of The Old Ones&#039;&#039;&#039; gives him a 4+ Ward save and he also has the &#039;&#039;&#039;Soul of Stone&#039;&#039;&#039; magical item, which allows him to re-roll miscasts. Speaking of magic Mazdamundi is a level 4 wizard, with access to ANY of the 8 Lores of Magic and can use ALL of the Spells in the Lore he chooses, and there is no limit to the amount of dice he can use to cast spells, including his bound spell &#039;&#039;&#039;Ruination of Cities&#039;&#039;&#039;, a 2D6 strength 5 hits spell that become 3D6 is the unit is in a building with the additional bonus that any unit which takes damage from this spell can only move half of their movement, although the spell can&#039;t effect flying units. While you don&#039;t want him fighting in close combat, he is also no slouch in melee as his &#039;&#039;&#039;Cobra Mace&#039;&#039;&#039; always hits first at Strength 5 and has poison attacks, in addition if the enemy unit is carrying a magical item, that item is destroyed and while that is good he has 1 attack. Additionally Zlaaq despite being a big murder dinosaur is just a basic Ancient Stegadon with out access to the Howdah weapons (because Mazdamundis fat ass is taking up all the room), meaning you are stuck with an initiative of 1, so you&#039;re primary melee abilities are going to be noticeably hindered (just stay out of combat and you&#039;re fine). He is also very expensive being 620 point to field him, limiting him to larger games, but if you do take him, woe betide any warm-bloods in your way.&lt;br /&gt;
&lt;br /&gt;
===8th===&lt;br /&gt;
The nerf hammer was not kind to Mazdamundi. Firstly he is even more expensive now being 780 points and he has lost &#039;&#039;&#039;Ruination of Cities&#039;&#039;&#039;, so is stuck with the regular spells of one of the 8 Lores of magic, oh an he only gets 2 extra dice when casting spells rather than as many as he wants and he still has no armour save of his own of his own so he needs to be mounted on Zlaaq to get a +1 armour save (3+ from Zlaaq and then 2 more points of armour from Zlaaq being a monstrous mount). Zlaaq is also still a regular ancient Stegadon, and has dropped down to a 3+ armour save, and he STILL has no bonuses like &#039;&#039;&#039;Impaling Charge&#039;&#039;&#039; despite being the largest and toughest stegadon in the Lore. It&#039;s not all bad though, he has a few extra Disciplines Of The Old Ones that give him some nice buffs, firstly he can roll 5 D6 and for every 6+ he regains a wound which does help add to his survivability, and can re-roll the first Dispel attempt of each magic phase, which is a bit narrow in usage as it would be much more effective if it was re-roll one dispel attempt each magic phase, but hey its better than nothing. He also has the ability to add/subtract 1 to all cast attempts, which should help cast the spells you really need to go off. His &#039;&#039;&#039;Cobra Mace&#039;&#039;&#039; is unchanged apart from the fact that all models in base contact with Mazdamundi must reveal their magic items and if he hits a model with one or more, they are destroyed on a 6+. He carries the &#039;&#039;&#039;Starburst Standard of Hexoatl&#039;&#039;&#039;, which if you take Mazdamundi MUST be your army standard. It can be activated for 1 turn and it will blind all enemy units with 12&amp;quot; making them take a -1 penalty to hit, not the best but not terrible. Overall Mazdamundi can be very powerful in 8th but he is overcosted for what he does and you might be better taking a regular [[Slann]], unless you &#039;&#039;really&#039;&#039; want to play him with that model you converted.&lt;br /&gt;
&lt;br /&gt;
==Total War Warhammer 2==&lt;br /&gt;
&lt;br /&gt;
In [[Total War: WARHAMMER|Total Warhammer 2]] Mazdamundi became a Legendary Lord for the [[Lizardmen]] along with [[Kroq-Gar]]. &lt;br /&gt;
&lt;br /&gt;
Gameplay wise he starts in Hexoatl and is a buffed up Slann with access to Heavens, Light and High Magic. He can be given Zlaaq to become an extremely good tank and melee lord as well. He also gets access to his &#039;&#039;&#039;Ruination of Cites&#039;&#039;&#039; and &#039;&#039;&#039;Banishment&#039;&#039;&#039;. While [[Kroq-Gar]] is used to attack High priority targets, like monsters, elite units and enemy lords, Mazdamundi is better suited to general crowd control and infantry killing as he can point his finger at a unit of Spearmen that gave him a funny look and say &amp;quot;Fuck you. You don&#039;t exist anymore.&amp;quot; as he casts &#039;&#039;&#039;Ruination of Cities&#039;&#039;&#039; on them while Zlaaq crushes another unit underfoot. Unfortunately for the amphibian fascist, the &#039;&#039;&#039;Ruination of Cities&#039;&#039;&#039; spell in the game is highly ineffective to use against a single unit since it is a wind spell that spread out in 3 random direction from whatever the player pointed at, and it is more meant for a large clump up infantries advancing towards Mazdamundi. We&#039;ll see if CA is willing to fix its eventual effectiveness, or else they will suffer the wrath of a psychic toad. To make things even worse for the warmbloods, his cobra mace gives him poison attack which, when combined with the stats of Zlaaq, gives him the same statline as the arachnarok spider. Not only that, being a slann gives him extra missile resistance as well as magic resistance, which allows him to tank warp lightning cannon shot as well as other warmblood artillery specialize against monster, effectively turning him into [[DISTRACTION CARNIFEX|DISTRACTION FUHRER FROG ON A STEGADON]].&lt;br /&gt;
&lt;br /&gt;
He is also one of the best legendary lord picks in multiplayer, as he is extremely tanky for a wizard and dishes out a ton of damage. Most players struggle to kill Mazdamundi unless they built an army -specifically- to kill him. Or you could run Grom the Paunch and kill his entire backline just to kill him once he&#039;s isolated. Don&#039;t get into a one-on-one fight with Mazdamundi on Zlaaq, as most lords lose that fight.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Madzdamundi model.jpg|Mazdamundi riding his personal dinosaur, like a goddamn pimp.&lt;br /&gt;
File:Stoyan-stoyanov-liz-win-poster.jpg| &amp;quot;Commence the Purge!&amp;quot;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
[[Category:Warhammer Fantasy]]&lt;br /&gt;
[[Category:Lizardmen (Warhammer Fantasy)]]&lt;/div&gt;</summary>
		<author><name>2603:8001:3500:CB:518A:4CA3:4B2C:2080</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Lord_Mazdamundi&amp;diff=313440</id>
		<title>Lord Mazdamundi</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Lord_Mazdamundi&amp;diff=313440"/>
		<updated>2021-10-23T10:17:30Z</updated>

		<summary type="html">&lt;p&gt;2603:8001:3500:CB:518A:4CA3:4B2C:2080: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Total War Warhammer 2 Lord Mazdamundi.jpg|thumb|right|500px|Yes, all the Pepe jokes have been made. No, they are not funny anymore.]]&lt;br /&gt;
{{Topquote|Woe to the warm-bloods who would despoil our realm, for their craving for trinkets and baubles drives them deeper into lands forbidden to them. Cast them out, show them no pity, feed their carcasses to the beasts of the jungle and leave their bones to bleach upon the golden shores of our land. Let them see that it is folly to intrude upon the domains of the [[Lizardmen]].|Lord Mazdamundi giving his official stance on foreigners to Lustria}} &lt;br /&gt;
{{Topquote|GET OFF OF MY PROPERTY!|Fuzzy Lumpkins}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adolf Hitler, if Hitler was a giant toad with diabetes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&#039;&#039;&#039;Lord Mazdamundi&#039;&#039;&#039;, AKA &#039;&#039;&#039;The lord of the solar city&#039;&#039;&#039;, &#039;&#039;&#039;The Big M&#039;&#039;&#039;, &#039;&#039;&#039;Toad Hitler&#039;&#039;&#039; or &#039;&#039;&#039;&amp;quot;Mein Froggy&amp;quot;&#039;&#039;&#039; or &#039;&#039;&#039;The Big Toad&#039;&#039;&#039; is the oldest living ([[Lord Kroak|Kroak]] is technically dead) [[Slann]] mage priest in the Warhammer world and is easily the most powerful alive. He is also the most active [[Slann]] the [[Lizardmen]] have and is constantly launching wars, raids and invasions of nearby nations and races, in very un-lizardmen like actions of going on the offensive rather than sitting in the temple cities &amp;lt;s&amp;gt;sleeping&amp;lt;/s&amp;gt; &amp;quot;meditating&amp;quot;. He usually leads these operations from the front while riding upon his [[Awesome|Mother fucking Stegadon war-mount]] Zlaaq, charging into the thick of combat with his dinosaur crushing foes underfoot, while he un-peoples every warm-blood around him with his magic. &lt;br /&gt;
&lt;br /&gt;
Mazdamundi has studied the ancient plaques of the [[Old Ones]] more than any other Slann and has come to the conclusion that before the rest of the Great Plan of the [[Old Ones]] can commence, the [[Lizardmen]] must first [[Nazi| exterminate certain races]] as they are [[Skaven|not]] [[Beastmen|part]] [[Daemons|of]] [[Goblin|the]] [[Orc|Great]] [[Chaos|plan]]. &lt;br /&gt;
&lt;br /&gt;
And you thought all the Hitler jokes were just bad [[/pol/]] memes.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
[[File:Mazdamundi Warhammer Fantasy.jpg|thumb|right|400px|Behold the most powerful magic user in the Old World, a fat, xenophobic toad....(don&#039;t look into it too much)]]&lt;br /&gt;
Mazdamundi was birthed by the [[Old Ones]] with the rest of the second generation Slann, meaning that while he is not as powerful as the first generation Slann, of which [[Lord Kroak]] was part of, he is stronger and more skilled with magic than any of the Third, Fourth, or Fifth generation of Slann. Like all [[Slann]] he was created to help build the [[Old World]] in the correct vision of the Old ones, and being a second generation Slann was tasked with shaping the continents and oceans. This was all fine until [[Chaos]] decided to see if making a habit of invading the real world and killing everything would be a fun idea, and so started the Great Catastrophe, where Chaos Daemons spilled through [[Warp]] gates at the poles and invaded the [[Old World]]. All of it. Simultaneously.&lt;br /&gt;
&lt;br /&gt;
The [[Old Ones]] [[That Guy|bugged out, leaving the Lizardmen to finish their work and also sort out the current Daemon problem]], so Mazdamundi led the forces of the [[Lizardmen]] next to [[Lord Kroak]] and the other [[Slann]] to push Chaos out of the world. Huge battles were fought in [[Lustria]] with multiple temple cities being besieged, and the Slann found it harder to control the magic they used, with many accidentally killing themselves trying to control it. After a few thousand years the [[High Elves]], with help from the [[Lizardmen]], were able to open the [[Great Vortex]] which siphoned [[Chaos]] from the world. The Great Catastrophe had been halted, but the Lizardmen had paid dearly for this victory, as all of the First generation Slann had perished as they were very high priority targets for the daemons. Of the Second Generation only five survived, including Lord Mazdamundi himself.  The Slann slowly started rebuilding the damaged world, but Mazdamundi sat thinking to himself about the Great Plan and how it was to be carried out.  Along with the other Slann, Mazdamundi spent millennia meditating and trying to discern the Old Ones&#039; will.  &lt;br /&gt;
&lt;br /&gt;
Mazdamundi&#039;s proactive approach began when he was forced to &amp;quot;evict&amp;quot; people from Lustria when they made the town of El Cavado.  A bunch of pirates built a town, Skinks sent word to Hexaotl, Mazdamundi gave a telepathic order to Lizardmen armies to destroy it.  This happened twice, and the third time Mazdamundi woke up fully for the first time in ages.  Sick of these people getting on his lawn, Mazdamundi destroyed the town and the surrounding area with an earthquake.  From then on, he took a more proactive stance.  Things accelerated when a Skink Chief found sacred plaques with instructions form the Old Ones days before the Great Catastrophe.  After reading them, he shared what they said; the plan of the [[Old Ones]] had gone astray and could not proceed until they had fixed the &amp;quot;problems&amp;quot; first.&lt;br /&gt;
&lt;br /&gt;
Mazdamundi has spent the last few hundred years enacting his Great purpose and fixing the world of all its &amp;quot;problems&amp;quot; according to those plaques, which are 1) the extermination of all races not part of the [[Old Ones]] great plan (that is the Greenskins, Skaven, undead, Fimir, maybe trolls and all beings and creatures of Chaos... so its not all bad) and 2) returning the races that had spread out too much to their own corner of the world; all the Elves go back to [[Ulthuan]], Humans, Ogres and Halflings stay in the Old World and the Dwarves stay in the Worlds edge mountains.&lt;br /&gt;
&lt;br /&gt;
When he goes out to fuck around with the other races, he encounters very few things to stop him, or even slow him down, as (considering he was originally created to shape the continents) he is the single most powerful magic user in the entire [[Warhammer]] World (death had rendered Kroak at a fraction of his former might). Seriously, he can just clap his hands and level an entire city like it was nothing. Hell, he created an entire mountain chain and enchanted it with a SINGLE THOUGHT just to troll Dark Elf invaders.  No hassle, just &amp;quot;There are magic mountains here now, because I say so.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==[[The End Times]]==&lt;br /&gt;
&lt;br /&gt;
[[Skub|Then The End Times happened]]&lt;br /&gt;
&lt;br /&gt;
While meditating on the plan, all the world&#039;s movers and shakers and the gods were enacting their master plans.  With the rising power hordes of Chaos daemons attacked Lustria, so armies were fighting non-stop and anti-daemon defenses were bolstered and then bolstered again.  These drastic changes led to the Great Plan being debated fiercely by the Slann and Skink Priests until Mazdamundi himself abruptly woke from his meditations.  He gave a short but world-shaking announcement; The Great Plan had failed and the Lizardmen had to leave the planet. &lt;br /&gt;
&lt;br /&gt;
The Lizardmen beat back the daemons enough to get some breathing room, and alternated between preparing to evacuate or having more debates, but the [[Skaven]] decided to settle their ancient grudge against the denizens of [[Lustria]] and attacked the continent in full force.  Their moving the Chaos moon messed with many Slann, and being otherwise focused on the daemons the Lizardmen anti-daemon defences didn&#039;t work the Skaven, who attacked multiple [[Temple cites]] simultaneously.   Lord Mazdamundi fought against the [[Skaven]] when they invaded [[Lustria]], and was forced to run up and down the continent from Hexoatl to Itza fighting them.  After liberating Itza, he planned to repurpose the magic of Lustria&#039;s anti-daemon defenses and its ley lines to finally wipe out the Skaven from Lustria and purge [[Skavenblight|the ultimate rat&#039;s nest]] when the ratmen decided they needed some more firepower and BLEW UP THE CHAOS MOON WITH A WARPSTONE ROCKET.  Mazdamundi sensing that [[Morrslieb]] had been blown up, thinks &amp;quot;Fuck these rat bastards, we&#039;re leaving now!&amp;quot;, and proceeded to order the Exodus with immediate effect. As the Lizardmen start evacuating the planet, Mazdamundi starts deleting continent sized pieces of the moon with mgic, but eventually burned up his mind from the strain and fell from his palanquin.  Near death and with his magic exhausted, Mazdamundi tried to crawl to his favorite lookout spot in Hexoatl to enjoy the simple pleasure of the breeze on his face one last time, but died on the steps.&lt;br /&gt;
&lt;br /&gt;
No word yet if the Big M will show up in [[Age Of Sigmar]] but here&#039;s to hoping.&lt;br /&gt;
&lt;br /&gt;
==Tabletop==&lt;br /&gt;
&lt;br /&gt;
===7th===&lt;br /&gt;
Lord Mazdamundi is a near unstoppable train of [[Anal Circumference| ass rape]] in 7th. While Mazdamundi himself is not that impressive stat wise, Zlaaq gives both Mazdamundi and himself a 2+ armour save (on his own Mazda has no armour save) while having a Strength and Toughness of 6 to make him one tanky dinosaur. Mazdamundis &#039;&#039;&#039;Shield of The Old Ones&#039;&#039;&#039; gives him a 4+ Ward save and he also has the &#039;&#039;&#039;Soul of Stone&#039;&#039;&#039; magical item, which allows him to re-roll miscasts. Speaking of magic Mazdamundi is a level 4 wizard, with access to ANY of the 8 Lores of Magic and can use ALL of the Spells in the Lore he chooses, and there is no limit to the amount of dice he can use to cast spells, including his bound spell &#039;&#039;&#039;Ruination of Cities&#039;&#039;&#039;, a 2D6 strength 5 hits spell that become 3D6 is the unit is in a building with the additional bonus that any unit which takes damage from this spell can only move half of their movement, although the spell can&#039;t effect flying units. While you don&#039;t want him fighting in close combat, he is also no slouch in melee as his &#039;&#039;&#039;Cobra Mace&#039;&#039;&#039; always hits first at Strength 5 and has poison attacks, in addition if the enemy unit is carrying a magical item, that item is destroyed and while that is good he has 1 attack. Additionally Zlaaq despite being a big murder dinosaur is just a basic Ancient Stegadon with out access to the Howdah weapons (because Mazdamundis fat ass is taking up all the room), meaning you are stuck with an initiative of 1, so you&#039;re primary melee abilities are going to be noticeably hindered (just stay out of combat and you&#039;re fine). He is also very expensive being 620 point to field him, limiting him to larger games, but if you do take him, woe betide any warm-bloods in your way.&lt;br /&gt;
&lt;br /&gt;
===8th===&lt;br /&gt;
The nerf hammer was not kind to Mazdamundi. Firstly he is even more expensive now being 780 points and he has lost &#039;&#039;&#039;Ruination of Cities&#039;&#039;&#039;, so is stuck with the regular spells of one of the 8 Lores of magic, oh an he only gets 2 extra dice when casting spells rather than as many as he wants and he still has no armour save of his own of his own so he needs to be mounted on Zlaaq to get a +1 armour save (3+ from Zlaaq and then 2 more points of armour from Zlaaq being a monstrous mount). Zlaaq is also still a regular ancient Stegadon, and has dropped down to a 3+ armour save, and he STILL has no bonuses like &#039;&#039;&#039;Impaling Charge&#039;&#039;&#039; despite being the largest and toughest stegadon in the Lore. It&#039;s not all bad though, he has a few extra Disciplines Of The Old Ones that give him some nice buffs, firstly he can roll 5 D6 and for every 6+ he regains a wound which does help add to his survivability, and can re-roll the first Dispel attempt of each magic phase, which is a bit narrow in usage as it would be much more effective if it was re-roll one dispel attempt each magic phase, but hey its better than nothing. He also has the ability to add/subtract 1 to all cast attempts, which should help cast the spells you really need to go off. His &#039;&#039;&#039;Cobra Mace&#039;&#039;&#039; is unchanged apart from the fact that all models in base contact with Mazdamundi must reveal their magic items and if he hits a model with one or more, they are destroyed on a 6+. He carries the &#039;&#039;&#039;Starburst Standard of Hexoatl&#039;&#039;&#039;, which if you take Mazdamundi MUST be your army standard. It can be activated for 1 turn and it will blind all enemy units with 12&amp;quot; making them take a -1 penalty to hit, not the best but not terrible. Overall Mazdamundi can be very powerful in 8th but he is overcosted for what he does and you might be better taking a regular [[Slann]], unless you &#039;&#039;really&#039;&#039; want to play him with that model you converted.&lt;br /&gt;
&lt;br /&gt;
==Total War Warhammer 2==&lt;br /&gt;
&lt;br /&gt;
In [[Total War: WARHAMMER|Total Warhammer 2]] Mazdamundi became a Legendary Lord for the [[Lizardmen]] along with [[Kroq-Gar]]. &lt;br /&gt;
&lt;br /&gt;
Gameplay wise he starts in Hexoatl and is a buffed up Slann with access to Heavens, Light and High Magic. He can be given Zlaaq to become an extremely good tank and melee lord as well. He also gets access to his &#039;&#039;&#039;Ruination of Cites&#039;&#039;&#039; and &#039;&#039;&#039;Banishment&#039;&#039;&#039;. While [[Kroq-Gar]] is used to attack High priority targets, like monsters, elite units and enemy lords, Mazdamundi is better suited to general crowd control and infantry killing as he can point his finger at a unit of Spearmen that gave him a funny look and say &amp;quot;Fuck you. You don&#039;t exist anymore.&amp;quot; as he casts &#039;&#039;&#039;Ruination of Cities&#039;&#039;&#039; on them while Zlaaq crushes another unit underfoot. Unfortunately for the amphibian fascist, the &#039;&#039;&#039;Ruination of Cities&#039;&#039;&#039; spell in the game is highly ineffective to use against a single unit since it is a wind spell that spread out in 3 random direction from whatever the player pointed at, and it is more meant for a large clump up infantries advancing towards Mazdamundi. We&#039;ll see if CA is willing to fix its eventual effectiveness, or else they will suffer the wrath of a psychic toad. To make things even worse for the warmbloods, his cobra mace gives him poison attack which, when combined with the stats of Zlaaq, gives him the same statline as the arachnarok spider. Not only that, being a slann gives him extra missile resistance as well as magic resistance, which allows him to tank warp lightning cannon shot as well as other warmblood artillery specialize against monster, effectively turning him into [[DISTRACTION CARNIFEX|DISTRACTION FUHRER FROG ON A STEGADON]].&lt;br /&gt;
&lt;br /&gt;
He is also one of the best legendary lord picks in multiplayer, as he is extremely tanky for a wizard and dishes out a ton of damage. Most players struggle to kill Mazdamundi unless they built an army -specifically- to kill him. Or you could run Grom the Paunch and kill his entire backline just to kill him once he&#039;s isolated. Don&#039;t get into a one-on-one fight with Mazdamundi on Zlaaq, as most lords lose that fight.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Madzdamundi model.jpg|Mazdamundi riding his personal dinosaur, like a goddamn pimp.&lt;br /&gt;
File:Stoyan-stoyanov-liz-win-poster.jpg| &amp;quot;Commence the Purge!&amp;quot;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
[[Category:Warhammer Fantasy]]&lt;br /&gt;
[[Category:Lizardmen (Warhammer Fantasy)]]&lt;/div&gt;</summary>
		<author><name>2603:8001:3500:CB:518A:4CA3:4B2C:2080</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Lord_Mazdamundi&amp;diff=313439</id>
		<title>Lord Mazdamundi</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Lord_Mazdamundi&amp;diff=313439"/>
		<updated>2021-10-23T10:16:52Z</updated>

		<summary type="html">&lt;p&gt;2603:8001:3500:CB:518A:4CA3:4B2C:2080: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Total War Warhammer 2 Lord Mazdamundi.jpg|thumb|right|500px|Yes, all the Pepe jokes have been made. No, they are not funny anymore.]]&lt;br /&gt;
{{Topquote|Woe to the warm-bloods who would despoil our realm, for their craving for trinkets and baubles drives them deeper into lands forbidden to them. Cast them out, show them no pity, feed their carcasses to the beasts of the jungle and leave their bones to bleach upon the golden shores of our land. Let them see that it is folly to intrude upon the domains of the [[Lizardmen]].|Lord Mazdamundi giving his official stance on foreigners to Lustria}} &lt;br /&gt;
{{Topquote|GET OFF OF MY PROPERTY!|Fuzzy Lumpkins}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adolf Hitler, if Hitler was a giant toad with diabetes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&#039;&#039;&#039;Lord Mazdamundi&#039;&#039;&#039;, AKA &#039;&#039;&#039;The lord of the solar city&#039;&#039;&#039;, &#039;&#039;&#039;The Big M&#039;&#039;&#039;, &#039;&#039;&#039;Toad Hitler&#039;&#039;&#039; or &#039;&#039;&#039;&amp;quot;Mein Froggy&amp;quot;&#039;&#039;&#039; or &#039;&#039;&#039;The Big Toad&#039;&#039;&#039; is the oldest living ([[Lord Kroak|Kroak]] is technically dead) [[Slann]] mage priest in the Warhammer world and is easily the most powerful alive. He is also the most active [[Slann]] the [[Lizardmen]] have and is constantly launching wars, raids and invasions of nearby nations and races, in very un-lizardmen like actions of going on the offensive rather than sitting in the temple cities &amp;lt;s&amp;gt;sleeping&amp;lt;/s&amp;gt; &amp;quot;meditating&amp;quot;. He usually leads these operations from the front while riding upon his [[Awesome|Mother fucking Stegadon war-mount]] Zlaaq, charging into the thick of combat with his dinosaur crushing foes underfoot, while he un-peoples every warm-blood around him with his magic. &lt;br /&gt;
&lt;br /&gt;
Mazdamundi has studied the ancient plaques of the [[Old Ones]] more than any other Slann and has come to the conclusion that before the rest of the Great Plan of the [[Old Ones]] can commence, the [[Lizardmen]] must first [[Nazi| exterminate certain races]] as they are [[Skaven|not]] [[Beastmen|part]] [[Daemons|of]] [[Goblin|the]] [[Orc|Great]] [[Chaos|plan]]. &lt;br /&gt;
&lt;br /&gt;
And you thought all the Hitler jokes were just bad [[/pol/]] memes.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
[[File:Mazdamundi Warhammer Fantasy.jpg|thumb|right|400px|Behold the most powerful magic user in the Old World, a fat, xenophobic toad....(don&#039;t look into it too much)]]&lt;br /&gt;
Mazdamundi was birthed by the [[Old Ones]] with the rest of the second generation Slann, meaning that while he is not as powerful as the first generation Slann, of which [[Lord Kroak]] was part of, he is stronger and more skilled with magic than any of the Third, Fourth, or Fifth generation of Slann. Like all [[Slann]] he was created to help build the [[Old World]] in the correct vision of the Old ones, and being a second generation Slann was tasked with shaping the continents and oceans. This was all fine until [[Chaos]] decided to see if making a habit of invading the real world and killing everything would be a fun idea, and so started the Great Catastrophe, where Chaos Daemons spilled through [[Warp]] gates at the poles and invaded the [[Old World]]. All of it. Simultaneously.&lt;br /&gt;
&lt;br /&gt;
The [[Old Ones]] [[That Guy|bugged out, leaving the Lizardmen to finish their work and also sort out the current Daemon problem]], so Mazdamundi led the forces of the [[Lizardmen]] next to [[Lord Kroak]] and the other [[Slann]] to push Chaos out of the world. Huge battles were fought in [[Lustria]] with multiple temple cities being besieged, and the Slann found it harder to control the magic they used, with many accidentally killing themselves trying to control it. After a few thousand years the [[High Elves]], with help from the [[Lizardmen]], were able to open the [[Great Vortex]] which siphoned [[Chaos]] from the world. The Great Catastrophe had been halted, but the Lizardmen had paid dearly for this victory, as all of the First generation Slann had perished as they were very high priority targets for the daemons. Of the Second Generation only five survived, including Lord Mazdamundi himself.  The Slann slowly started rebuilding the damaged world, but Mazdamundi sat thinking to himself about the Great Plan and how it was to be carried out.  Along with the other Slann, Mazdamundi spent millennia meditating and trying to discern the Old Ones&#039; will.  &lt;br /&gt;
&lt;br /&gt;
Mazdamundi&#039;s proactive approach began when he was forced to &amp;quot;evict&amp;quot; people Lustria when they made the town of El Cavado.  A bunch of pirates built a town, Skinks sent word to Hexaotl, Mazdamundi gave a telepathic order to Lizardmen armies to destroy it.  This happened twice, and the third time Mazdamundi woke up fully for the first time in ages.  Sick of these people getting on his lawn, Mazdamundi destroyed the town and the surrounding area with an earthquake.  From then on, he took a more proactive stance.  Things accelerated when a Skink Chief found sacred plaques with instructions form the Old Ones days before the Great Catastrophe.  After reading them, he shared what they said; the plan of the [[Old Ones]] had gone astray and could not proceed until they had fixed the &amp;quot;problems&amp;quot; first.&lt;br /&gt;
&lt;br /&gt;
Mazdamundi has spent the last few hundred years enacting his Great purpose and fixing the world of all its &amp;quot;problems&amp;quot; according to those plaques, which are 1) the extermination of all races not part of the [[Old Ones]] great plan (that is the Greenskins, Skaven, undead, Fimir, maybe trolls and all beings and creatures of Chaos... so its not all bad) and 2) returning the races that had spread out too much to their own corner of the world; all the Elves go back to [[Ulthuan]], Humans, Ogres and Halflings stay in the Old World and the Dwarves stay in the Worlds edge mountains.&lt;br /&gt;
&lt;br /&gt;
When he goes out to fuck around with the other races, he encounters very few things to stop him, or even slow him down, as (considering he was originally created to shape the continents) he is the single most powerful magic user in the entire [[Warhammer]] World (death had rendered Kroak at a fraction of his former might). Seriously, he can just clap his hands and level an entire city like it was nothing. Hell, he created an entire mountain chain and enchanted it with a SINGLE THOUGHT just to troll Dark Elf invaders.  No hassle, just &amp;quot;There are magic mountains here now, because I say so.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==[[The End Times]]==&lt;br /&gt;
&lt;br /&gt;
[[Skub|Then The End Times happened]]&lt;br /&gt;
&lt;br /&gt;
While meditating on the plan, all the world&#039;s movers and shakers and the gods were enacting their master plans.  With the rising power hordes of Chaos daemons attacked Lustria, so armies were fighting non-stop and anti-daemon defenses were bolstered and then bolstered again.  These drastic changes led to the Great Plan being debated fiercely by the Slann and Skink Priests until Mazdamundi himself abruptly woke from his meditations.  He gave a short but world-shaking announcement; The Great Plan had failed and the Lizardmen had to leave the planet. &lt;br /&gt;
&lt;br /&gt;
The Lizardmen beat back the daemons enough to get some breathing room, and alternated between preparing to evacuate or having more debates, but the [[Skaven]] decided to settle their ancient grudge against the denizens of [[Lustria]] and attacked the continent in full force.  Their moving the Chaos moon messed with many Slann, and being otherwise focused on the daemons the Lizardmen anti-daemon defences didn&#039;t work the Skaven, who attacked multiple [[Temple cites]] simultaneously.   Lord Mazdamundi fought against the [[Skaven]] when they invaded [[Lustria]], and was forced to run up and down the continent from Hexoatl to Itza fighting them.  After liberating Itza, he planned to repurpose the magic of Lustria&#039;s anti-daemon defenses and its ley lines to finally wipe out the Skaven from Lustria and purge [[Skavenblight|the ultimate rat&#039;s nest]] when the ratmen decided they needed some more firepower and BLEW UP THE CHAOS MOON WITH A WARPSTONE ROCKET.  Mazdamundi sensing that [[Morrslieb]] had been blown up, thinks &amp;quot;Fuck these rat bastards, we&#039;re leaving now!&amp;quot;, and proceeded to order the Exodus with immediate effect. As the Lizardmen start evacuating the planet, Mazdamundi starts deleting continent sized pieces of the moon with mgic, but eventually burned up his mind from the strain and fell from his palanquin.  Near death and with his magic exhausted, Mazdamundi tried to crawl to his favorite lookout spot in Hexoatl to enjoy the simple pleasure of the breeze on his face one last time, but died on the steps.&lt;br /&gt;
&lt;br /&gt;
No word yet if the Big M will show up in [[Age Of Sigmar]] but here&#039;s to hoping.&lt;br /&gt;
&lt;br /&gt;
==Tabletop==&lt;br /&gt;
&lt;br /&gt;
===7th===&lt;br /&gt;
Lord Mazdamundi is a near unstoppable train of [[Anal Circumference| ass rape]] in 7th. While Mazdamundi himself is not that impressive stat wise, Zlaaq gives both Mazdamundi and himself a 2+ armour save (on his own Mazda has no armour save) while having a Strength and Toughness of 6 to make him one tanky dinosaur. Mazdamundis &#039;&#039;&#039;Shield of The Old Ones&#039;&#039;&#039; gives him a 4+ Ward save and he also has the &#039;&#039;&#039;Soul of Stone&#039;&#039;&#039; magical item, which allows him to re-roll miscasts. Speaking of magic Mazdamundi is a level 4 wizard, with access to ANY of the 8 Lores of Magic and can use ALL of the Spells in the Lore he chooses, and there is no limit to the amount of dice he can use to cast spells, including his bound spell &#039;&#039;&#039;Ruination of Cities&#039;&#039;&#039;, a 2D6 strength 5 hits spell that become 3D6 is the unit is in a building with the additional bonus that any unit which takes damage from this spell can only move half of their movement, although the spell can&#039;t effect flying units. While you don&#039;t want him fighting in close combat, he is also no slouch in melee as his &#039;&#039;&#039;Cobra Mace&#039;&#039;&#039; always hits first at Strength 5 and has poison attacks, in addition if the enemy unit is carrying a magical item, that item is destroyed and while that is good he has 1 attack. Additionally Zlaaq despite being a big murder dinosaur is just a basic Ancient Stegadon with out access to the Howdah weapons (because Mazdamundis fat ass is taking up all the room), meaning you are stuck with an initiative of 1, so you&#039;re primary melee abilities are going to be noticeably hindered (just stay out of combat and you&#039;re fine). He is also very expensive being 620 point to field him, limiting him to larger games, but if you do take him, woe betide any warm-bloods in your way.&lt;br /&gt;
&lt;br /&gt;
===8th===&lt;br /&gt;
The nerf hammer was not kind to Mazdamundi. Firstly he is even more expensive now being 780 points and he has lost &#039;&#039;&#039;Ruination of Cities&#039;&#039;&#039;, so is stuck with the regular spells of one of the 8 Lores of magic, oh an he only gets 2 extra dice when casting spells rather than as many as he wants and he still has no armour save of his own of his own so he needs to be mounted on Zlaaq to get a +1 armour save (3+ from Zlaaq and then 2 more points of armour from Zlaaq being a monstrous mount). Zlaaq is also still a regular ancient Stegadon, and has dropped down to a 3+ armour save, and he STILL has no bonuses like &#039;&#039;&#039;Impaling Charge&#039;&#039;&#039; despite being the largest and toughest stegadon in the Lore. It&#039;s not all bad though, he has a few extra Disciplines Of The Old Ones that give him some nice buffs, firstly he can roll 5 D6 and for every 6+ he regains a wound which does help add to his survivability, and can re-roll the first Dispel attempt of each magic phase, which is a bit narrow in usage as it would be much more effective if it was re-roll one dispel attempt each magic phase, but hey its better than nothing. He also has the ability to add/subtract 1 to all cast attempts, which should help cast the spells you really need to go off. His &#039;&#039;&#039;Cobra Mace&#039;&#039;&#039; is unchanged apart from the fact that all models in base contact with Mazdamundi must reveal their magic items and if he hits a model with one or more, they are destroyed on a 6+. He carries the &#039;&#039;&#039;Starburst Standard of Hexoatl&#039;&#039;&#039;, which if you take Mazdamundi MUST be your army standard. It can be activated for 1 turn and it will blind all enemy units with 12&amp;quot; making them take a -1 penalty to hit, not the best but not terrible. Overall Mazdamundi can be very powerful in 8th but he is overcosted for what he does and you might be better taking a regular [[Slann]], unless you &#039;&#039;really&#039;&#039; want to play him with that model you converted.&lt;br /&gt;
&lt;br /&gt;
==Total War Warhammer 2==&lt;br /&gt;
&lt;br /&gt;
In [[Total War: WARHAMMER|Total Warhammer 2]] Mazdamundi became a Legendary Lord for the [[Lizardmen]] along with [[Kroq-Gar]]. &lt;br /&gt;
&lt;br /&gt;
Gameplay wise he starts in Hexoatl and is a buffed up Slann with access to Heavens, Light and High Magic. He can be given Zlaaq to become an extremely good tank and melee lord as well. He also gets access to his &#039;&#039;&#039;Ruination of Cites&#039;&#039;&#039; and &#039;&#039;&#039;Banishment&#039;&#039;&#039;. While [[Kroq-Gar]] is used to attack High priority targets, like monsters, elite units and enemy lords, Mazdamundi is better suited to general crowd control and infantry killing as he can point his finger at a unit of Spearmen that gave him a funny look and say &amp;quot;Fuck you. You don&#039;t exist anymore.&amp;quot; as he casts &#039;&#039;&#039;Ruination of Cities&#039;&#039;&#039; on them while Zlaaq crushes another unit underfoot. Unfortunately for the amphibian fascist, the &#039;&#039;&#039;Ruination of Cities&#039;&#039;&#039; spell in the game is highly ineffective to use against a single unit since it is a wind spell that spread out in 3 random direction from whatever the player pointed at, and it is more meant for a large clump up infantries advancing towards Mazdamundi. We&#039;ll see if CA is willing to fix its eventual effectiveness, or else they will suffer the wrath of a psychic toad. To make things even worse for the warmbloods, his cobra mace gives him poison attack which, when combined with the stats of Zlaaq, gives him the same statline as the arachnarok spider. Not only that, being a slann gives him extra missile resistance as well as magic resistance, which allows him to tank warp lightning cannon shot as well as other warmblood artillery specialize against monster, effectively turning him into [[DISTRACTION CARNIFEX|DISTRACTION FUHRER FROG ON A STEGADON]].&lt;br /&gt;
&lt;br /&gt;
He is also one of the best legendary lord picks in multiplayer, as he is extremely tanky for a wizard and dishes out a ton of damage. Most players struggle to kill Mazdamundi unless they built an army -specifically- to kill him. Or you could run Grom the Paunch and kill his entire backline just to kill him once he&#039;s isolated. Don&#039;t get into a one-on-one fight with Mazdamundi on Zlaaq, as most lords lose that fight.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Madzdamundi model.jpg|Mazdamundi riding his personal dinosaur, like a goddamn pimp.&lt;br /&gt;
File:Stoyan-stoyanov-liz-win-poster.jpg| &amp;quot;Commence the Purge!&amp;quot;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
[[Category:Warhammer Fantasy]]&lt;br /&gt;
[[Category:Lizardmen (Warhammer Fantasy)]]&lt;/div&gt;</summary>
		<author><name>2603:8001:3500:CB:518A:4CA3:4B2C:2080</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Lord_Mazdamundi&amp;diff=313438</id>
		<title>Lord Mazdamundi</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Lord_Mazdamundi&amp;diff=313438"/>
		<updated>2021-10-23T10:14:39Z</updated>

		<summary type="html">&lt;p&gt;2603:8001:3500:CB:518A:4CA3:4B2C:2080: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Total War Warhammer 2 Lord Mazdamundi.jpg|thumb|right|500px|Yes, all the Pepe jokes have been made. No, they are not funny anymore.]]&lt;br /&gt;
{{Topquote|Woe to the warm-bloods who would despoil our realm, for their craving for trinkets and baubles drives them deeper into lands forbidden to them. Cast them out, show them no pity, feed their carcasses to the beasts of the jungle and leave their bones to bleach upon the golden shores of our land. Let them see that it is folly to intrude upon the domains of the [[Lizardmen]].|Lord Mazdamundi giving his official stance on foreigners to Lustria}} &lt;br /&gt;
{{Topquote|GET OFF OF MY PROPERTY!|Fuzzy Lumpkins}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adolf Hitler, if Hitler was a giant toad with diabetes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&#039;&#039;&#039;Lord Mazdamundi&#039;&#039;&#039;, AKA &#039;&#039;&#039;The lord of the solar city&#039;&#039;&#039;, &#039;&#039;&#039;The Big M&#039;&#039;&#039;, &#039;&#039;&#039;Toad Hitler&#039;&#039;&#039; or &#039;&#039;&#039;&amp;quot;Mein Froggy&amp;quot;&#039;&#039;&#039; or &#039;&#039;&#039;The Big Toad&#039;&#039;&#039; is the oldest living ([[Lord Kroak|Kroak]] is technically dead) [[Slann]] mage priest in the Warhammer world and is easily the most powerful alive. He is also the most active [[Slann]] the [[Lizardmen]] have and is constantly launching wars, raids and invasions of nearby nations and races, in very un-lizardmen like actions of going on the offensive rather than sitting in the temple cities &amp;lt;s&amp;gt;sleeping&amp;lt;/s&amp;gt; &amp;quot;meditating&amp;quot;. He usually leads these operations from the front while riding upon his [[Awesome|Mother fucking Stegadon war-mount]] Zlaaq, charging into the thick of combat with his dinosaur crushing foes underfoot, while he un-peoples every warm-blood around him with his magic. &lt;br /&gt;
&lt;br /&gt;
Mazdamundi has studied the ancient plaques of the [[Old Ones]] more than any other Slann and has come to the conclusion that before the rest of the Great Plan of the [[Old Ones]] can commence, the [[Lizardmen]] must first [[Nazi| exterminate certain races]] as they are [[Skaven|not]] [[Beastmen|part]] [[Daemons|of]] [[Goblin|the]] [[Orc|Great]] [[Chaos|plan]]. &lt;br /&gt;
&lt;br /&gt;
And you thought all the Hitler jokes were just bad [[/pol/]] memes.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
[[File:Mazdamundi Warhammer Fantasy.jpg|thumb|right|400px|Behold the most powerful magic user in the Old World, a fat, xenophobic toad....(don&#039;t look into it too much)]]&lt;br /&gt;
Mazdamundi was birthed by the [[Old Ones]] with the rest of the second generation Slann, meaning that while he is not as powerful as the first generation Slann, of which [[Lord Kroak]] was part of, he is stronger and more skilled with magic than any of the Third, Fourth, or Fifth generation of Slann. Like all [[Slann]] he was created to help build the [[Old World]] in the correct vision of the Old ones, and being a second generation Slann was tasked with shaping the continents and oceans. This was all fine until [[Chaos]] decided to see if making a habit of invading the real world and killing everything would be a fun idea, and so started the Great Catastrophe, where Chaos Daemons spilled through [[Warp]] gates at the poles and invaded the [[Old World]]. All of it. Simultaneously.&lt;br /&gt;
&lt;br /&gt;
The [[Old Ones]] [[That Guy|bugged out, leaving the Lizardmen to finish their work and also sort out the current Daemon problem]], so Mazdamundi led the forces of the [[Lizardmen]] next to [[Lord Kroak]] and the other [[Slann]] to push Chaos out of the world. Huge battles were fought in [[Lustria]] with multiple temple cities being besieged, and the Slann found it harder to control the magic they used, with many accidentally killing themselves trying to control it. After a few thousand years the [[High Elves]] with help from the [[Lizardmen]] where able to open the [[Great Vortex]] which siphoned [[Chaos]] from the world. The Great Catastrophe had been halted, but the Lizardmen had paid daerly for this victory, as all of the First generation Slann had perished as they were very high priority targets for the daemons.  Of the Second Generation only five survived, including Lord Mazdamundi himself.  The Slann slowly started rebuilding the damaged world, but Mazdamundi sat thinking to himself about the Great Plan and how it was to be carried out.  Along with these others, Mazdamundi spent millennia meditating and trying to discern the Old Ones will.  &lt;br /&gt;
&lt;br /&gt;
Mazdamundi&#039;s proactive approach began when he was forced to &amp;quot;evict&amp;quot; people Lustria when they made the town of El Cavado.  A bunch of pirates built a town, Skinks sent word to Hexaotl, Mazdamundi gave a telepathic order to Lizardmen armies to destroy it.  This happened twice, and the third time Mazdamundi woke up fully for the first time in ages.  Sick of these people getting on his lawn, Mazdamundi destroyed the town and the surrounding area with an earthquake.  From then on, he took a more proactive stance.  Things accelerated when a Skink Chief found sacred plaques with instructions form the Old Ones days before the Great Catastrophe.  After reading them, he shared what they said; the plan of the [[Old Ones]] had gone astray and could not proceed until they had fixed the &amp;quot;problems&amp;quot; first.&lt;br /&gt;
&lt;br /&gt;
Mazdamundi has spent the last few hundred years enacting his Great purpose and fixing the world of all its &amp;quot;problems&amp;quot; according to those plaques, which are 1) the extermination of all races not part of the [[Old Ones]] great plan (that is the Greenskins, Skaven, undead, Fimir, maybe trolls and all beings and creatures of Chaos... so its not all bad) and 2) returning the races that had spread out too much to their own corner of the world; all the Elves go back to [[Ulthuan]], Humans, Ogres and Halflings stay in the Old World and the Dwarves stay in the Worlds edge mountains.&lt;br /&gt;
&lt;br /&gt;
When he goes out to fuck around with the other races, he encounters very few things to stop him, or even slow him down, as (considering he was originally created to shape the continents) he is the single most powerful magic user in the entire [[Warhammer]] World (death had rendered Kroak at a fraction of his former might). Seriously, he can just clap his hands and level an entire city like it was nothing. Hell, he created an entire mountain chain and enchanted it with a SINGLE THOUGHT just to troll Dark Elf invaders.  No hassle, just &amp;quot;There are magic mountains here now, because I say so.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==[[The End Times]]==&lt;br /&gt;
&lt;br /&gt;
[[Skub|Then The End Times happened]]&lt;br /&gt;
&lt;br /&gt;
While meditating on the plan, all the world&#039;s movers and shakers and the gods were enacting their master plans.  With the rising power hordes of Chaos daemons attacked Lustria, so armies were fighting non-stop and anti-daemon defenses were bolstered and then bolstered again.  These drastic changes led to the Great Plan being debated fiercely by the Slann and Skink Priests until Mazdamundi himself abruptly woke from his meditations.  He gave a short but world-shaking announcement; The Great Plan had failed and the Lizardmen had to leave the planet. &lt;br /&gt;
&lt;br /&gt;
The Lizardmen beat back the daemons enough to get some breathing room, and alternated between preparing to evacuate or having more debates, but the [[Skaven]] decided to settle their ancient grudge against the denizens of [[Lustria]] and attacked the continent in full force.  Their moving the Chaos moon messed with many Slann, and being otherwise focused on the daemons the Lizardmen anti-daemon defences didn&#039;t work the Skaven, who attacked multiple [[Temple cites]] simultaneously.   Lord Mazdamundi fought against the [[Skaven]] when they invaded [[Lustria]], and was forced to run up and down the continent from Hexoatl to Itza fighting them.  After liberating Itza, he planned to repurpose the magic of Lustria&#039;s anti-daemon defenses and its ley lines to finally wipe out the Skaven from Lustria and purge [[Skavenblight|the ultimate rat&#039;s nest]] when the ratmen decided they needed some more firepower and BLEW UP THE CHAOS MOON WITH A WARPSTONE ROCKET.  Mazdamundi sensing that [[Morrslieb]] had been blown up, thinks &amp;quot;Fuck these rat bastards, we&#039;re leaving now!&amp;quot;, and proceeded to order the Exodus with immediate effect. As the Lizardmen start evacuating the planet, Mazdamundi starts deleting continent sized pieces of the moon with mgic, but eventually burned up his mind from the strain and fell from his palanquin.  Near death and with his magic exhausted, Mazdamundi tried to crawl to his favorite lookout spot in Hexoatl to enjoy the simple pleasure of the breeze on his face one last time, but died on the steps.&lt;br /&gt;
&lt;br /&gt;
No word yet if the Big M will show up in [[Age Of Sigmar]] but here&#039;s to hoping.&lt;br /&gt;
&lt;br /&gt;
==Tabletop==&lt;br /&gt;
&lt;br /&gt;
===7th===&lt;br /&gt;
Lord Mazdamundi is a near unstoppable train of [[Anal Circumference| ass rape]] in 7th. While Mazdamundi himself is not that impressive stat wise, Zlaaq gives both Mazdamundi and himself a 2+ armour save (on his own Mazda has no armour save) while having a Strength and Toughness of 6 to make him one tanky dinosaur. Mazdamundis &#039;&#039;&#039;Shield of The Old Ones&#039;&#039;&#039; gives him a 4+ Ward save and he also has the &#039;&#039;&#039;Soul of Stone&#039;&#039;&#039; magical item, which allows him to re-roll miscasts. Speaking of magic Mazdamundi is a level 4 wizard, with access to ANY of the 8 Lores of Magic and can use ALL of the Spells in the Lore he chooses, and there is no limit to the amount of dice he can use to cast spells, including his bound spell &#039;&#039;&#039;Ruination of Cities&#039;&#039;&#039;, a 2D6 strength 5 hits spell that become 3D6 is the unit is in a building with the additional bonus that any unit which takes damage from this spell can only move half of their movement, although the spell can&#039;t effect flying units. While you don&#039;t want him fighting in close combat, he is also no slouch in melee as his &#039;&#039;&#039;Cobra Mace&#039;&#039;&#039; always hits first at Strength 5 and has poison attacks, in addition if the enemy unit is carrying a magical item, that item is destroyed and while that is good he has 1 attack. Additionally Zlaaq despite being a big murder dinosaur is just a basic Ancient Stegadon with out access to the Howdah weapons (because Mazdamundis fat ass is taking up all the room), meaning you are stuck with an initiative of 1, so you&#039;re primary melee abilities are going to be noticeably hindered (just stay out of combat and you&#039;re fine). He is also very expensive being 620 point to field him, limiting him to larger games, but if you do take him, woe betide any warm-bloods in your way.&lt;br /&gt;
&lt;br /&gt;
===8th===&lt;br /&gt;
The nerf hammer was not kind to Mazdamundi. Firstly he is even more expensive now being 780 points and he has lost &#039;&#039;&#039;Ruination of Cities&#039;&#039;&#039;, so is stuck with the regular spells of one of the 8 Lores of magic, oh an he only gets 2 extra dice when casting spells rather than as many as he wants and he still has no armour save of his own of his own so he needs to be mounted on Zlaaq to get a +1 armour save (3+ from Zlaaq and then 2 more points of armour from Zlaaq being a monstrous mount). Zlaaq is also still a regular ancient Stegadon, and has dropped down to a 3+ armour save, and he STILL has no bonuses like &#039;&#039;&#039;Impaling Charge&#039;&#039;&#039; despite being the largest and toughest stegadon in the Lore. It&#039;s not all bad though, he has a few extra Disciplines Of The Old Ones that give him some nice buffs, firstly he can roll 5 D6 and for every 6+ he regains a wound which does help add to his survivability, and can re-roll the first Dispel attempt of each magic phase, which is a bit narrow in usage as it would be much more effective if it was re-roll one dispel attempt each magic phase, but hey its better than nothing. He also has the ability to add/subtract 1 to all cast attempts, which should help cast the spells you really need to go off. His &#039;&#039;&#039;Cobra Mace&#039;&#039;&#039; is unchanged apart from the fact that all models in base contact with Mazdamundi must reveal their magic items and if he hits a model with one or more, they are destroyed on a 6+. He carries the &#039;&#039;&#039;Starburst Standard of Hexoatl&#039;&#039;&#039;, which if you take Mazdamundi MUST be your army standard. It can be activated for 1 turn and it will blind all enemy units with 12&amp;quot; making them take a -1 penalty to hit, not the best but not terrible. Overall Mazdamundi can be very powerful in 8th but he is overcosted for what he does and you might be better taking a regular [[Slann]], unless you &#039;&#039;really&#039;&#039; want to play him with that model you converted.&lt;br /&gt;
&lt;br /&gt;
==Total War Warhammer 2==&lt;br /&gt;
&lt;br /&gt;
In [[Total War: WARHAMMER|Total Warhammer 2]] Mazdamundi became a Legendary Lord for the [[Lizardmen]] along with [[Kroq-Gar]]. &lt;br /&gt;
&lt;br /&gt;
Gameplay wise he starts in Hexoatl and is a buffed up Slann with access to Heavens, Light and High Magic. He can be given Zlaaq to become an extremely good tank and melee lord as well. He also gets access to his &#039;&#039;&#039;Ruination of Cites&#039;&#039;&#039; and &#039;&#039;&#039;Banishment&#039;&#039;&#039;. While [[Kroq-Gar]] is used to attack High priority targets, like monsters, elite units and enemy lords, Mazdamundi is better suited to general crowd control and infantry killing as he can point his finger at a unit of Spearmen that gave him a funny look and say &amp;quot;Fuck you. You don&#039;t exist anymore.&amp;quot; as he casts &#039;&#039;&#039;Ruination of Cities&#039;&#039;&#039; on them while Zlaaq crushes another unit underfoot. Unfortunately for the amphibian fascist, the &#039;&#039;&#039;Ruination of Cities&#039;&#039;&#039; spell in the game is highly ineffective to use against a single unit since it is a wind spell that spread out in 3 random direction from whatever the player pointed at, and it is more meant for a large clump up infantries advancing towards Mazdamundi. We&#039;ll see if CA is willing to fix its eventual effectiveness, or else they will suffer the wrath of a psychic toad. To make things even worse for the warmbloods, his cobra mace gives him poison attack which, when combined with the stats of Zlaaq, gives him the same statline as the arachnarok spider. Not only that, being a slann gives him extra missile resistance as well as magic resistance, which allows him to tank warp lightning cannon shot as well as other warmblood artillery specialize against monster, effectively turning him into [[DISTRACTION CARNIFEX|DISTRACTION FUHRER FROG ON A STEGADON]].&lt;br /&gt;
&lt;br /&gt;
He is also one of the best legendary lord picks in multiplayer, as he is extremely tanky for a wizard and dishes out a ton of damage. Most players struggle to kill Mazdamundi unless they built an army -specifically- to kill him. Or you could run Grom the Paunch and kill his entire backline just to kill him once he&#039;s isolated. Don&#039;t get into a one-on-one fight with Mazdamundi on Zlaaq, as most lords lose that fight.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Madzdamundi model.jpg|Mazdamundi riding his personal dinosaur, like a goddamn pimp.&lt;br /&gt;
File:Stoyan-stoyanov-liz-win-poster.jpg| &amp;quot;Commence the Purge!&amp;quot;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
[[Category:Warhammer Fantasy]]&lt;br /&gt;
[[Category:Lizardmen (Warhammer Fantasy)]]&lt;/div&gt;</summary>
		<author><name>2603:8001:3500:CB:518A:4CA3:4B2C:2080</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Lord_Mazdamundi&amp;diff=313437</id>
		<title>Lord Mazdamundi</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Lord_Mazdamundi&amp;diff=313437"/>
		<updated>2021-10-23T10:13:21Z</updated>

		<summary type="html">&lt;p&gt;2603:8001:3500:CB:518A:4CA3:4B2C:2080: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Total War Warhammer 2 Lord Mazdamundi.jpg|thumb|right|500px|Yes, all the Pepe jokes have been made. No, they are not funny anymore.]]&lt;br /&gt;
{{Topquote|Woe to the warm-bloods who would despoil our realm, for their craving for trinkets and baubles drives them deeper into lands forbidden to them. Cast them out, show them no pity, feed their carcasses to the beasts of the jungle and leave their bones to bleach upon the golden shores of our land. Let them see that it is folly to intrude upon the domains of the [[Lizardmen]].|Lord Mazdamundi giving his official stance on foreigners to Lustria}} &lt;br /&gt;
{{Topquote|GET OFF OF MY PROPERTY!|Fuzzy Lumpkins}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adolf Hitler, if Hitler was a giant toad with diabetes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&#039;&#039;&#039;Lord Mazdamundi&#039;&#039;&#039;, AKA &#039;&#039;&#039;The lord of the solar city&#039;&#039;&#039;, &#039;&#039;&#039;The Big M&#039;&#039;&#039;, &#039;&#039;&#039;Toad Hitler&#039;&#039;&#039; or &#039;&#039;&#039;&amp;quot;Mein Froggy&amp;quot;&#039;&#039;&#039; or &#039;&#039;&#039;The Big Toad&#039;&#039;&#039; is the oldest living ([[Lord Kroak|Kroak]] is technically dead) [[Slann]] mage priest in the Warhammer world and is easily the most powerful alive. He is also the most active [[Slann]] the [[Lizardmen]] have and is constantly launching wars, raids and invasions of nearby nations and races, in very un-lizardmen like actions of going on the offensive rather than sitting in the temple cities &amp;lt;s&amp;gt;sleeping&amp;lt;/s&amp;gt; &amp;quot;meditating&amp;quot;. He usually leads these operations from the front while riding upon his [[Awesome|Mother fucking Stegadon war-mount]] Zlaaq, charging into the thick of combat with his dinosaur crushing foes underfoot, while he un-peoples every warm-blood around him with his magic. &lt;br /&gt;
&lt;br /&gt;
Mazdamundi has studied the ancient plaques of the [[Old Ones]] more than any other Slann and has come to the conclusion that before the rest of the Great Plan of the [[Old Ones]] can commence, the [[Lizardmen]] must first [[Nazi| exterminate certain races]] as they are [[Skaven|not]] [[Beastmen|part]] [[Daemons|of]] [[Goblin|the]] [[Orc|Great]] [[Chaos|plan]]. &lt;br /&gt;
&lt;br /&gt;
And you thought all the Hitler jokes were just bad [[/pol/]] memes.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
[[File:Mazdamundi Warhammer Fantasy.jpg|thumb|right|400px|Behold the most powerful magic user in the Old World, a fat, xenophobic toad....(don&#039;t look into it too much)]]&lt;br /&gt;
Mazdamundi was birthed by the [[Old Ones]] with the rest of the second generation Slann, meaning that while he is not as powerful as the first generation Slann, of which [[Lord Kroak]] was part of, he is stronger and more skilled with magic than any of the Third, Fourth, or Fifth generation of Slann. Like all [[Slann]] he was created to help build the [[Old World]] in the correct vision of the Old ones, and being a second generation Slann was tasked with shaping the continents and oceans. This was all fine until [[Chaos]] decided to see if making a habit of invading the real world and killing everything would be a fun idea, and so started the Great Catastrophe, where Chaos Daemons spilled through [[Warp]] gates at the poles and invaded the [[Old World]]. All of it. Simultaneously.&lt;br /&gt;
&lt;br /&gt;
The [[Old Ones]] [[That Guy|bugged out, leaving the Lizardmen to finish their work and also sort out the current Daemon problem]], so Mazdamundi led the forces of the [[Lizardmen]] next to [[Lord Kroak]] and the other [[Slann]] to push Chaos out of the world. Huge battles were fought in [[Lustria]] with multiple temple cities being besieged, and the Slann found it every harder to control the magic they used, with many accidentally killing themselves trying to control it. After a few thousand years the [[High Elves]] with help from the [[Lizardmen]] where able to open the [[Great Vortex]] which siphoned [[Chaos]] from the world. The Great Catastrophe had been halted, but the Lizardmen had paid daerly for this victory, as all of the First generation Slann had perished as they were very high priority targets for the daemons.  Of the Second Generation only five survived, including Lord Mazdamundi himself.  The Slann slowly started rebuilding the damaged world, but Mazdamundi sat thinking to himself about the Great Plan and how it was to be carried out.  Along with these others, Mazdamundi spent millennia meditating and trying to discern the Old Ones will.  &lt;br /&gt;
&lt;br /&gt;
Mazdamundi&#039;s proactive approach began when he was forced to &amp;quot;evict&amp;quot; people Lustria when they made the town of El Cavado.  A bunch of pirates built a town, Skinks sent word to Hexaotl, Mazdamundi gave a telepathic order to Lizardmen armies to destroy it.  This happened twice, and the third time Mazdamundi woke up fully for the first time in ages.  Sick of these people getting on his lawn, Mazdamundi destroyed the town and the surrounding area with an earthquake.  From then on, he took a more proactive stance.  Things accelerated when a Skink Chief found sacred plaques with instructions form the Old Ones days before the Great Catastrophe.  After reading them, he shared what they said; the plan of the [[Old Ones]] had gone astray and could not proceed until they had fixed the &amp;quot;problems&amp;quot; first.&lt;br /&gt;
&lt;br /&gt;
Mazdamundi has spent the last few hundred years enacting his Great purpose and fixing the world of all its &amp;quot;problems&amp;quot; according to those plaques, which are 1) the extermination of all races not part of the [[Old Ones]] great plan (that is the Greenskins, Skaven, undead, Fimir, maybe trolls and all beings and creatures of Chaos... so its not all bad) and 2) returning the races that had spread out too much to their own corner of the world; all the Elves go back to [[Ulthuan]], Humans, Ogres and Halflings stay in the Old World and the Dwarves stay in the Worlds edge mountains.&lt;br /&gt;
&lt;br /&gt;
When he goes out to fuck around with the other races, he encounters very few things to stop him, or even slow him down, as (considering he was originally created to shape the continents) he is the single most powerful magic user in the entire [[Warhammer]] World (death had rendered Kroak at a fraction of his former might). Seriously, he can just clap his hands and level an entire city like it was nothing. Hell, he created an entire mountain chain and enchanted it with a SINGLE THOUGHT just to troll Dark Elf invaders.  No hassle, just &amp;quot;There are magic mountains here now, because I say so.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==[[The End Times]]==&lt;br /&gt;
&lt;br /&gt;
[[Skub|Then The End Times happened]]&lt;br /&gt;
&lt;br /&gt;
While meditating on the plan, all the world&#039;s movers and shakers and the gods were enacting their master plans.  With the rising power hordes of Chaos daemons attacked Lustria, so armies were fighting non-stop and anti-daemon defenses were bolstered and then bolstered again.  These drastic changes led to the Great Plan being debated fiercely by the Slann and Skink Priests until Mazdamundi himself abruptly woke from his meditations.  He gave a short but world-shaking announcement; The Great Plan had failed and the Lizardmen had to leave the planet. &lt;br /&gt;
&lt;br /&gt;
The Lizardmen beat back the daemons enough to get some breathing room, and alternated between preparing to evacuate or having more debates, but the [[Skaven]] decided to settle their ancient grudge against the denizens of [[Lustria]] and attacked the continent in full force.  Their moving the Chaos moon messed with many Slann, and being otherwise focused on the daemons the Lizardmen anti-daemon defences didn&#039;t work the Skaven, who attacked multiple [[Temple cites]] simultaneously.   Lord Mazdamundi fought against the [[Skaven]] when they invaded [[Lustria]], and was forced to run up and down the continent from Hexoatl to Itza fighting them.  After liberating Itza, he planned to repurpose the magic of Lustria&#039;s anti-daemon defenses and its ley lines to finally wipe out the Skaven from Lustria and purge [[Skavenblight|the ultimate rat&#039;s nest]] when the ratmen decided they needed some more firepower and BLEW UP THE CHAOS MOON WITH A WARPSTONE ROCKET.  Mazdamundi sensing that [[Morrslieb]] had been blown up, thinks &amp;quot;Fuck these rat bastards, we&#039;re leaving now!&amp;quot;, and proceeded to order the Exodus with immediate effect. As the Lizardmen start evacuating the planet, Mazdamundi starts deleting continent sized pieces of the moon with mgic, but eventually burned up his mind from the strain and fell from his palanquin.  Near death and with his magic exhausted, Mazdamundi tried to crawl to his favorite lookout spot in Hexoatl to enjoy the simple pleasure of the breeze on his face one last time, but died on the steps.&lt;br /&gt;
&lt;br /&gt;
No word yet if the Big M will show up in [[Age Of Sigmar]] but here&#039;s to hoping.&lt;br /&gt;
&lt;br /&gt;
==Tabletop==&lt;br /&gt;
&lt;br /&gt;
===7th===&lt;br /&gt;
Lord Mazdamundi is a near unstoppable train of [[Anal Circumference| ass rape]] in 7th. While Mazdamundi himself is not that impressive stat wise, Zlaaq gives both Mazdamundi and himself a 2+ armour save (on his own Mazda has no armour save) while having a Strength and Toughness of 6 to make him one tanky dinosaur. Mazdamundis &#039;&#039;&#039;Shield of The Old Ones&#039;&#039;&#039; gives him a 4+ Ward save and he also has the &#039;&#039;&#039;Soul of Stone&#039;&#039;&#039; magical item, which allows him to re-roll miscasts. Speaking of magic Mazdamundi is a level 4 wizard, with access to ANY of the 8 Lores of Magic and can use ALL of the Spells in the Lore he chooses, and there is no limit to the amount of dice he can use to cast spells, including his bound spell &#039;&#039;&#039;Ruination of Cities&#039;&#039;&#039;, a 2D6 strength 5 hits spell that become 3D6 is the unit is in a building with the additional bonus that any unit which takes damage from this spell can only move half of their movement, although the spell can&#039;t effect flying units. While you don&#039;t want him fighting in close combat, he is also no slouch in melee as his &#039;&#039;&#039;Cobra Mace&#039;&#039;&#039; always hits first at Strength 5 and has poison attacks, in addition if the enemy unit is carrying a magical item, that item is destroyed and while that is good he has 1 attack. Additionally Zlaaq despite being a big murder dinosaur is just a basic Ancient Stegadon with out access to the Howdah weapons (because Mazdamundis fat ass is taking up all the room), meaning you are stuck with an initiative of 1, so you&#039;re primary melee abilities are going to be noticeably hindered (just stay out of combat and you&#039;re fine). He is also very expensive being 620 point to field him, limiting him to larger games, but if you do take him, woe betide any warm-bloods in your way.&lt;br /&gt;
&lt;br /&gt;
===8th===&lt;br /&gt;
The nerf hammer was not kind to Mazdamundi. Firstly he is even more expensive now being 780 points and he has lost &#039;&#039;&#039;Ruination of Cities&#039;&#039;&#039;, so is stuck with the regular spells of one of the 8 Lores of magic, oh an he only gets 2 extra dice when casting spells rather than as many as he wants and he still has no armour save of his own of his own so he needs to be mounted on Zlaaq to get a +1 armour save (3+ from Zlaaq and then 2 more points of armour from Zlaaq being a monstrous mount). Zlaaq is also still a regular ancient Stegadon, and has dropped down to a 3+ armour save, and he STILL has no bonuses like &#039;&#039;&#039;Impaling Charge&#039;&#039;&#039; despite being the largest and toughest stegadon in the Lore. It&#039;s not all bad though, he has a few extra Disciplines Of The Old Ones that give him some nice buffs, firstly he can roll 5 D6 and for every 6+ he regains a wound which does help add to his survivability, and can re-roll the first Dispel attempt of each magic phase, which is a bit narrow in usage as it would be much more effective if it was re-roll one dispel attempt each magic phase, but hey its better than nothing. He also has the ability to add/subtract 1 to all cast attempts, which should help cast the spells you really need to go off. His &#039;&#039;&#039;Cobra Mace&#039;&#039;&#039; is unchanged apart from the fact that all models in base contact with Mazdamundi must reveal their magic items and if he hits a model with one or more, they are destroyed on a 6+. He carries the &#039;&#039;&#039;Starburst Standard of Hexoatl&#039;&#039;&#039;, which if you take Mazdamundi MUST be your army standard. It can be activated for 1 turn and it will blind all enemy units with 12&amp;quot; making them take a -1 penalty to hit, not the best but not terrible. Overall Mazdamundi can be very powerful in 8th but he is overcosted for what he does and you might be better taking a regular [[Slann]], unless you &#039;&#039;really&#039;&#039; want to play him with that model you converted.&lt;br /&gt;
&lt;br /&gt;
==Total War Warhammer 2==&lt;br /&gt;
&lt;br /&gt;
In [[Total War: WARHAMMER|Total Warhammer 2]] Mazdamundi became a Legendary Lord for the [[Lizardmen]] along with [[Kroq-Gar]]. &lt;br /&gt;
&lt;br /&gt;
Gameplay wise he starts in Hexoatl and is a buffed up Slann with access to Heavens, Light and High Magic. He can be given Zlaaq to become an extremely good tank and melee lord as well. He also gets access to his &#039;&#039;&#039;Ruination of Cites&#039;&#039;&#039; and &#039;&#039;&#039;Banishment&#039;&#039;&#039;. While [[Kroq-Gar]] is used to attack High priority targets, like monsters, elite units and enemy lords, Mazdamundi is better suited to general crowd control and infantry killing as he can point his finger at a unit of Spearmen that gave him a funny look and say &amp;quot;Fuck you. You don&#039;t exist anymore.&amp;quot; as he casts &#039;&#039;&#039;Ruination of Cities&#039;&#039;&#039; on them while Zlaaq crushes another unit underfoot. Unfortunately for the amphibian fascist, the &#039;&#039;&#039;Ruination of Cities&#039;&#039;&#039; spell in the game is highly ineffective to use against a single unit since it is a wind spell that spread out in 3 random direction from whatever the player pointed at, and it is more meant for a large clump up infantries advancing towards Mazdamundi. We&#039;ll see if CA is willing to fix its eventual effectiveness, or else they will suffer the wrath of a psychic toad. To make things even worse for the warmbloods, his cobra mace gives him poison attack which, when combined with the stats of Zlaaq, gives him the same statline as the arachnarok spider. Not only that, being a slann gives him extra missile resistance as well as magic resistance, which allows him to tank warp lightning cannon shot as well as other warmblood artillery specialize against monster, effectively turning him into [[DISTRACTION CARNIFEX|DISTRACTION FUHRER FROG ON A STEGADON]].&lt;br /&gt;
&lt;br /&gt;
He is also one of the best legendary lord picks in multiplayer, as he is extremely tanky for a wizard and dishes out a ton of damage. Most players struggle to kill Mazdamundi unless they built an army -specifically- to kill him. Or you could run Grom the Paunch and kill his entire backline just to kill him once he&#039;s isolated. Don&#039;t get into a one-on-one fight with Mazdamundi on Zlaaq, as most lords lose that fight.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Madzdamundi model.jpg|Mazdamundi riding his personal dinosaur, like a goddamn pimp.&lt;br /&gt;
File:Stoyan-stoyanov-liz-win-poster.jpg| &amp;quot;Commence the Purge!&amp;quot;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
[[Category:Warhammer Fantasy]]&lt;br /&gt;
[[Category:Lizardmen (Warhammer Fantasy)]]&lt;/div&gt;</summary>
		<author><name>2603:8001:3500:CB:518A:4CA3:4B2C:2080</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Lord_Mazdamundi&amp;diff=313436</id>
		<title>Lord Mazdamundi</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Lord_Mazdamundi&amp;diff=313436"/>
		<updated>2021-10-23T10:12:50Z</updated>

		<summary type="html">&lt;p&gt;2603:8001:3500:CB:518A:4CA3:4B2C:2080: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Total War Warhammer 2 Lord Mazdamundi.jpg|thumb|right|500px|Yes, all the Pepe jokes have been made. No, they are not funny anymore.]]&lt;br /&gt;
{{Topquote|Woe to the warm-bloods who would despoil our realm, for their craving for trinkets and baubles drives them deeper into lands forbidden to them. Cast them out, show them no pity, feed their carcasses to the beasts of the jungle and leave their bones to bleach upon the golden shores of our land. Let them see that it is folly to intrude upon the domains of the [[Lizardmen]].|Lord Mazdamundi giving his official stance on foreigners to Lustria}} &lt;br /&gt;
{{Topquote|GET OFF OF MY PROPERTY!|Fuzzy Lumpkins}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adolf Hitler, if Hitler was a giant toad with diabetes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&#039;&#039;&#039;Lord Mazdamundi&#039;&#039;&#039;, AKA &#039;&#039;&#039;The lord of the solar city&#039;&#039;&#039;, &#039;&#039;&#039;The Big M&#039;&#039;&#039;, &#039;&#039;&#039;Toad Hitler&#039;&#039;&#039; or &#039;&#039;&#039;&amp;quot;Mein Froggy&amp;quot;&#039;&#039;&#039; or &#039;&#039;&#039;The Big Toad&#039;&#039;&#039; is the oldest living ([[Lord Kroak|Kroak]] is technically dead) [[Slann]] mage priest in the Warhammer world and is easily the most powerful alive. He is also the most active [[Slann]] the [[Lizardmen]] have and is constantly launching wars, raids and invasions of nearby nations and races, in very un-lizardmen like actions of going on the offensive rather than sitting in the temple cities &amp;lt;s&amp;gt;sleeping&amp;lt;/s&amp;gt; &amp;quot;meditating&amp;quot;. He usually leads these operations from the front while riding upon his [[Awesome|Mother fucking Stegadon war-mount]] Zlaaq, charging into the thick of combat with his dinosaur crushing foes underfoot, while he un-peoples every warm-blood around him with his magic. &lt;br /&gt;
&lt;br /&gt;
Mazdamundi has studied the ancient plaques of the [[Old Ones]] more than any other Slann and has come to the conclusion that before the rest of the Great Plan of the [[Old Ones]] can commence, the [[Lizardmen]] must first [[Nazi| exterminate certain races]] as they are [[Skaven|not]] [[Beastmen|part]] [[Daemons|of]] [[Goblin|the]] [[Orc|Great]] [[Chaos|plan]]. &lt;br /&gt;
&lt;br /&gt;
And you thought all the Hitler jokes were just bad [[/pol/]] memes.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
[[File:Mazdamundi Warhammer Fantasy.jpg|thumb|right|400px|Behold the most powerful magic user in the Old World, a fat, xenophobic toad....(don&#039;t look into it too much)]]&lt;br /&gt;
Mazdamundi was birthed by the [[Old Ones]] with the rest of the second generation Slann, meaning that while he is not as powerful as the first generation Slann, of which [[Lord Kroak]] was part of, he is stronger and more skilled with magic than any of the Third, Fourth, or Fifth generation of Slann. Like all [[Slann]] he was created to help build the [[Old World]] in the correct vision of the Old ones, and being a second generation Slann was tasked with shaping the continents and oceans. This was all fine until [[Chaos]] decided to see if making a habit of invading the real world and killing everything would be a fun idea, and so started the Great Catastrophe, where Chaos Daemons spilled through [[Warp]] gates at the poles and invaded the [[Old World]]. All of it. Simultaneously.&lt;br /&gt;
&lt;br /&gt;
The [[Old Ones]] [[That Guy|bugged out, leaving the Lizardmen to finish their work and also sort out the current Daemon problem]], so Mazdamundi led the forces of the [[Lizardmen]] next to [[Lord Kroak]] and the Other [[Slann]] to push Chaos out of the world. Huge battles were fought in [[Lustria]] with multiple temple cities being besieged, and the Slann found it every harder to control the magic they used, with many accidentally killing themselves trying to control it. After a few thousand years the [[High Elves]] with help from the [[Lizardmen]] where able to open the [[Great Vortex]] which siphoned [[Chaos]] from the world. The Great Catastrophe had been halted, but the Lizardmen had paid daerly for this victory, as all of the First generation Slann had perished as they were very high priority targets for the daemons.  Of the Second Generation only five survived, including Lord Mazdamundi himself.  The Slann slowly started rebuilding the damaged world, but Mazdamundi sat thinking to himself about the Great Plan and how it was to be carried out.  Along with these others, Mazdamundi spent millennia meditating and trying to discern the Old Ones will.  &lt;br /&gt;
&lt;br /&gt;
Mazdamundi&#039;s proactive approach began when he was forced to &amp;quot;evict&amp;quot; people Lustria when they made the town of El Cavado.  A bunch of pirates built a town, Skinks sent word to Hexaotl, Mazdamundi gave a telepathic order to Lizardmen armies to destroy it.  This happened twice, and the third time Mazdamundi woke up fully for the first time in ages.  Sick of these people getting on his lawn, Mazdamundi destroyed the town and the surrounding area with an earthquake.  From then on, he took a more proactive stance.  Things accelerated when a Skink Chief found sacred plaques with instructions form the Old Ones days before the Great Catastrophe.  After reading them, he shared what they said; the plan of the [[Old Ones]] had gone astray and could not proceed until they had fixed the &amp;quot;problems&amp;quot; first.&lt;br /&gt;
&lt;br /&gt;
Mazdamundi has spent the last few hundred years enacting his Great purpose and fixing the world of all its &amp;quot;problems&amp;quot; according to those plaques, which are 1) the extermination of all races not part of the [[Old Ones]] great plan (that is the Greenskins, Skaven, undead, Fimir, maybe trolls and all beings and creatures of Chaos... so its not all bad) and 2) returning the races that had spread out too much to their own corner of the world; all the Elves go back to [[Ulthuan]], Humans, Ogres and Halflings stay in the Old World and the Dwarves stay in the Worlds edge mountains.&lt;br /&gt;
&lt;br /&gt;
When he goes out to fuck around with the other races, he encounters very few things to stop him, or even slow him down, as (considering he was originally created to shape the continents) he is the single most powerful magic user in the entire [[Warhammer]] World (death had rendered Kroak at a fraction of his former might). Seriously, he can just clap his hands and level an entire city like it was nothing. Hell, he created an entire mountain chain and enchanted it with a SINGLE THOUGHT just to troll Dark Elf invaders.  No hassle, just &amp;quot;There are magic mountains here now, because I say so.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==[[The End Times]]==&lt;br /&gt;
&lt;br /&gt;
[[Skub|Then The End Times happened]]&lt;br /&gt;
&lt;br /&gt;
While meditating on the plan, all the world&#039;s movers and shakers and the gods were enacting their master plans.  With the rising power hordes of Chaos daemons attacked Lustria, so armies were fighting non-stop and anti-daemon defenses were bolstered and then bolstered again.  These drastic changes led to the Great Plan being debated fiercely by the Slann and Skink Priests until Mazdamundi himself abruptly woke from his meditations.  He gave a short but world-shaking announcement; The Great Plan had failed and the Lizardmen had to leave the planet. &lt;br /&gt;
&lt;br /&gt;
The Lizardmen beat back the daemons enough to get some breathing room, and alternated between preparing to evacuate or having more debates, but the [[Skaven]] decided to settle their ancient grudge against the denizens of [[Lustria]] and attacked the continent in full force.  Their moving the Chaos moon messed with many Slann, and being otherwise focused on the daemons the Lizardmen anti-daemon defences didn&#039;t work the Skaven, who attacked multiple [[Temple cites]] simultaneously.   Lord Mazdamundi fought against the [[Skaven]] when they invaded [[Lustria]], and was forced to run up and down the continent from Hexoatl to Itza fighting them.  After liberating Itza, he planned to repurpose the magic of Lustria&#039;s anti-daemon defenses and its ley lines to finally wipe out the Skaven from Lustria and purge [[Skavenblight|the ultimate rat&#039;s nest]] when the ratmen decided they needed some more firepower and BLEW UP THE CHAOS MOON WITH A WARPSTONE ROCKET.  Mazdamundi sensing that [[Morrslieb]] had been blown up, thinks &amp;quot;Fuck these rat bastards, we&#039;re leaving now!&amp;quot;, and proceeded to order the Exodus with immediate effect. As the Lizardmen start evacuating the planet, Mazdamundi starts deleting continent sized pieces of the moon with mgic, but eventually burned up his mind from the strain and fell from his palanquin.  Near death and with his magic exhausted, Mazdamundi tried to crawl to his favorite lookout spot in Hexoatl to enjoy the simple pleasure of the breeze on his face one last time, but died on the steps.&lt;br /&gt;
&lt;br /&gt;
No word yet if the Big M will show up in [[Age Of Sigmar]] but here&#039;s to hoping.&lt;br /&gt;
&lt;br /&gt;
==Tabletop==&lt;br /&gt;
&lt;br /&gt;
===7th===&lt;br /&gt;
Lord Mazdamundi is a near unstoppable train of [[Anal Circumference| ass rape]] in 7th. While Mazdamundi himself is not that impressive stat wise, Zlaaq gives both Mazdamundi and himself a 2+ armour save (on his own Mazda has no armour save) while having a Strength and Toughness of 6 to make him one tanky dinosaur. Mazdamundis &#039;&#039;&#039;Shield of The Old Ones&#039;&#039;&#039; gives him a 4+ Ward save and he also has the &#039;&#039;&#039;Soul of Stone&#039;&#039;&#039; magical item, which allows him to re-roll miscasts. Speaking of magic Mazdamundi is a level 4 wizard, with access to ANY of the 8 Lores of Magic and can use ALL of the Spells in the Lore he chooses, and there is no limit to the amount of dice he can use to cast spells, including his bound spell &#039;&#039;&#039;Ruination of Cities&#039;&#039;&#039;, a 2D6 strength 5 hits spell that become 3D6 is the unit is in a building with the additional bonus that any unit which takes damage from this spell can only move half of their movement, although the spell can&#039;t effect flying units. While you don&#039;t want him fighting in close combat, he is also no slouch in melee as his &#039;&#039;&#039;Cobra Mace&#039;&#039;&#039; always hits first at Strength 5 and has poison attacks, in addition if the enemy unit is carrying a magical item, that item is destroyed and while that is good he has 1 attack. Additionally Zlaaq despite being a big murder dinosaur is just a basic Ancient Stegadon with out access to the Howdah weapons (because Mazdamundis fat ass is taking up all the room), meaning you are stuck with an initiative of 1, so you&#039;re primary melee abilities are going to be noticeably hindered (just stay out of combat and you&#039;re fine). He is also very expensive being 620 point to field him, limiting him to larger games, but if you do take him, woe betide any warm-bloods in your way.&lt;br /&gt;
&lt;br /&gt;
===8th===&lt;br /&gt;
The nerf hammer was not kind to Mazdamundi. Firstly he is even more expensive now being 780 points and he has lost &#039;&#039;&#039;Ruination of Cities&#039;&#039;&#039;, so is stuck with the regular spells of one of the 8 Lores of magic, oh an he only gets 2 extra dice when casting spells rather than as many as he wants and he still has no armour save of his own of his own so he needs to be mounted on Zlaaq to get a +1 armour save (3+ from Zlaaq and then 2 more points of armour from Zlaaq being a monstrous mount). Zlaaq is also still a regular ancient Stegadon, and has dropped down to a 3+ armour save, and he STILL has no bonuses like &#039;&#039;&#039;Impaling Charge&#039;&#039;&#039; despite being the largest and toughest stegadon in the Lore. It&#039;s not all bad though, he has a few extra Disciplines Of The Old Ones that give him some nice buffs, firstly he can roll 5 D6 and for every 6+ he regains a wound which does help add to his survivability, and can re-roll the first Dispel attempt of each magic phase, which is a bit narrow in usage as it would be much more effective if it was re-roll one dispel attempt each magic phase, but hey its better than nothing. He also has the ability to add/subtract 1 to all cast attempts, which should help cast the spells you really need to go off. His &#039;&#039;&#039;Cobra Mace&#039;&#039;&#039; is unchanged apart from the fact that all models in base contact with Mazdamundi must reveal their magic items and if he hits a model with one or more, they are destroyed on a 6+. He carries the &#039;&#039;&#039;Starburst Standard of Hexoatl&#039;&#039;&#039;, which if you take Mazdamundi MUST be your army standard. It can be activated for 1 turn and it will blind all enemy units with 12&amp;quot; making them take a -1 penalty to hit, not the best but not terrible. Overall Mazdamundi can be very powerful in 8th but he is overcosted for what he does and you might be better taking a regular [[Slann]], unless you &#039;&#039;really&#039;&#039; want to play him with that model you converted.&lt;br /&gt;
&lt;br /&gt;
==Total War Warhammer 2==&lt;br /&gt;
&lt;br /&gt;
In [[Total War: WARHAMMER|Total Warhammer 2]] Mazdamundi became a Legendary Lord for the [[Lizardmen]] along with [[Kroq-Gar]]. &lt;br /&gt;
&lt;br /&gt;
Gameplay wise he starts in Hexoatl and is a buffed up Slann with access to Heavens, Light and High Magic. He can be given Zlaaq to become an extremely good tank and melee lord as well. He also gets access to his &#039;&#039;&#039;Ruination of Cites&#039;&#039;&#039; and &#039;&#039;&#039;Banishment&#039;&#039;&#039;. While [[Kroq-Gar]] is used to attack High priority targets, like monsters, elite units and enemy lords, Mazdamundi is better suited to general crowd control and infantry killing as he can point his finger at a unit of Spearmen that gave him a funny look and say &amp;quot;Fuck you. You don&#039;t exist anymore.&amp;quot; as he casts &#039;&#039;&#039;Ruination of Cities&#039;&#039;&#039; on them while Zlaaq crushes another unit underfoot. Unfortunately for the amphibian fascist, the &#039;&#039;&#039;Ruination of Cities&#039;&#039;&#039; spell in the game is highly ineffective to use against a single unit since it is a wind spell that spread out in 3 random direction from whatever the player pointed at, and it is more meant for a large clump up infantries advancing towards Mazdamundi. We&#039;ll see if CA is willing to fix its eventual effectiveness, or else they will suffer the wrath of a psychic toad. To make things even worse for the warmbloods, his cobra mace gives him poison attack which, when combined with the stats of Zlaaq, gives him the same statline as the arachnarok spider. Not only that, being a slann gives him extra missile resistance as well as magic resistance, which allows him to tank warp lightning cannon shot as well as other warmblood artillery specialize against monster, effectively turning him into [[DISTRACTION CARNIFEX|DISTRACTION FUHRER FROG ON A STEGADON]].&lt;br /&gt;
&lt;br /&gt;
He is also one of the best legendary lord picks in multiplayer, as he is extremely tanky for a wizard and dishes out a ton of damage. Most players struggle to kill Mazdamundi unless they built an army -specifically- to kill him. Or you could run Grom the Paunch and kill his entire backline just to kill him once he&#039;s isolated. Don&#039;t get into a one-on-one fight with Mazdamundi on Zlaaq, as most lords lose that fight.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Madzdamundi model.jpg|Mazdamundi riding his personal dinosaur, like a goddamn pimp.&lt;br /&gt;
File:Stoyan-stoyanov-liz-win-poster.jpg| &amp;quot;Commence the Purge!&amp;quot;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
[[Category:Warhammer Fantasy]]&lt;br /&gt;
[[Category:Lizardmen (Warhammer Fantasy)]]&lt;/div&gt;</summary>
		<author><name>2603:8001:3500:CB:518A:4CA3:4B2C:2080</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Lord_Mazdamundi&amp;diff=313435</id>
		<title>Lord Mazdamundi</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Lord_Mazdamundi&amp;diff=313435"/>
		<updated>2021-10-23T10:12:21Z</updated>

		<summary type="html">&lt;p&gt;2603:8001:3500:CB:518A:4CA3:4B2C:2080: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Total War Warhammer 2 Lord Mazdamundi.jpg|thumb|right|500px|Yes, all the Pepe jokes have been made. No, they are not funny anymore.]]&lt;br /&gt;
{{Topquote|Woe to the warm-bloods who would despoil our realm, for their craving for trinkets and baubles drives them deeper into lands forbidden to them. Cast them out, show them no pity, feed their carcasses to the beasts of the jungle and leave their bones to bleach upon the golden shores of our land. Let them see that it is folly to intrude upon the domains of the [[Lizardmen]].|Lord Mazdamundi giving his official stance on foreigners to Lustria}} &lt;br /&gt;
{{Topquote|GET OFF OF MY PROPERTY!|Fuzzy Lumpkins}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adolf Hitler, if Hitler was a giant toad with diabetes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&#039;&#039;&#039;Lord Mazdamundi&#039;&#039;&#039;, AKA &#039;&#039;&#039;The lord of the solar city&#039;&#039;&#039;, &#039;&#039;&#039;The Big M&#039;&#039;&#039;, &#039;&#039;&#039;Toad Hitler&#039;&#039;&#039; or &#039;&#039;&#039;&amp;quot;Mein Froggy&amp;quot;&#039;&#039;&#039; or &#039;&#039;&#039;The Big Toad&#039;&#039;&#039; is the oldest living ([[Lord Kroak|Kroak]] is technically dead) [[Slann]] mage priest in the Warhammer world and is easily the most powerful alive. He is also the most active [[Slann]] the [[Lizardmen]] have and is constantly launching wars, raids and invasions of nearby nations and races, in very un-lizardmen like actions of going on the offensive rather than sitting in the temple cities &amp;lt;s&amp;gt;sleeping&amp;lt;/s&amp;gt; &amp;quot;meditating&amp;quot;. He usually leads these operations from the front while riding upon his [[Awesome|Mother fucking Stegadon war-mount]] Zlaaq, charging into the thick of combat with his dinosaur crushing foes underfoot, while he un-peoples every warm-blood around him with his magic. &lt;br /&gt;
&lt;br /&gt;
Mazdamundi has studied the ancient plaques of the [[Old Ones]] more than any other Slann and has come to the conclusion that before the rest of the Great Plan of the [[Old Ones]] can commence, the [[Lizardmen]] must first [[Nazi| exterminate certain races]] as they are [[Skaven|not]] [[Beastmen|part]] [[Daemons|of]] [[Goblin|the]] [[Orc|Great]] [[Chaos|plan]]. &lt;br /&gt;
&lt;br /&gt;
And you thought all the Hitler jokes were just bad [[/pol/]] memes.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
[[File:Mazdamundi Warhammer Fantasy.jpg|thumb|right|400px|Behold the most powerful magic user in the Old World, a fat, xenophobic toad....(don&#039;t look into it too much)]]&lt;br /&gt;
Mazdamundi was birthed by the [[Old Ones]] with the rest of the second generation Slann, meaning that while he is not as powerful as the first generation Slann, of which [[Lord Kroak]] was part of, he is stronger and more skilled with magic than any of the Third, Fourth, or Fifth generation of Slann. Like all [[Slann]] he was created to help build the [[Old World]] in the correct vision of the Old ones, and being a second generation Slann was tasked with shaping the continents and oceans. This was all fine until [[Chaos]] decided to see if making a habit of invading the real world and killing everything would be a fun idea, and so started the Great Catastrophe, where Chaos Daemons spilled through [[Warp]] gates at the poles and invaded the [[Old World]]. All of it. Simultaneously.&lt;br /&gt;
&lt;br /&gt;
The [[Old Ones]] [[That Guy|bugged out, leaving the Lizardmen to finish their work and also sort out the current Daemon problem]], so Mazdamundi lead the forces of the [[Lizardmen]] next to [[Lord Kroak]] and the Other [[Slann]] to push Chaos out of the world. Huge battles were fought in [[Lustria]] with multiple temple cities being besieged, and the Slann found it every harder to control the magic they used, with many accidentally killing themselves trying to control it. After a few thousand years the [[High Elves]] with help from the [[Lizardmen]] where able to open the [[Great Vortex]] which siphoned [[Chaos]] from the world. The Great Catastrophe had been halted, but the Lizardmen had paid daerly for this victory, as all of the First generation Slann had perished as they were very high priority targets for the daemons.  Of the Second Generation only five survived, including Lord Mazdamundi himself.  The Slann slowly started rebuilding the damaged world, but Mazdamundi sat thinking to himself about the Great Plan and how it was to be carried out.  Along with these others, Mazdamundi spent millennia meditating and trying to discern the Old Ones will.  &lt;br /&gt;
&lt;br /&gt;
Mazdamundi&#039;s proactive approach began when he was forced to &amp;quot;evict&amp;quot; people Lustria when they made the town of El Cavado.  A bunch of pirates built a town, Skinks sent word to Hexaotl, Mazdamundi gave a telepathic order to Lizardmen armies to destroy it.  This happened twice, and the third time Mazdamundi woke up fully for the first time in ages.  Sick of these people getting on his lawn, Mazdamundi destroyed the town and the surrounding area with an earthquake.  From then on, he took a more proactive stance.  Things accelerated when a Skink Chief found sacred plaques with instructions form the Old Ones days before the Great Catastrophe.  After reading them, he shared what they said; the plan of the [[Old Ones]] had gone astray and could not proceed until they had fixed the &amp;quot;problems&amp;quot; first.&lt;br /&gt;
&lt;br /&gt;
Mazdamundi has spent the last few hundred years enacting his Great purpose and fixing the world of all its &amp;quot;problems&amp;quot; according to those plaques, which are 1) the extermination of all races not part of the [[Old Ones]] great plan (that is the Greenskins, Skaven, undead, Fimir, maybe trolls and all beings and creatures of Chaos... so its not all bad) and 2) returning the races that had spread out too much to their own corner of the world; all the Elves go back to [[Ulthuan]], Humans, Ogres and Halflings stay in the Old World and the Dwarves stay in the Worlds edge mountains.&lt;br /&gt;
&lt;br /&gt;
When he goes out to fuck around with the other races, he encounters very few things to stop him, or even slow him down, as (considering he was originally created to shape the continents) he is the single most powerful magic user in the entire [[Warhammer]] World (death had rendered Kroak at a fraction of his former might). Seriously, he can just clap his hands and level an entire city like it was nothing. Hell, he created an entire mountain chain and enchanted it with a SINGLE THOUGHT just to troll Dark Elf invaders.  No hassle, just &amp;quot;There are magic mountains here now, because I say so.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==[[The End Times]]==&lt;br /&gt;
&lt;br /&gt;
[[Skub|Then The End Times happened]]&lt;br /&gt;
&lt;br /&gt;
While meditating on the plan, all the world&#039;s movers and shakers and the gods were enacting their master plans.  With the rising power hordes of Chaos daemons attacked Lustria, so armies were fighting non-stop and anti-daemon defenses were bolstered and then bolstered again.  These drastic changes led to the Great Plan being debated fiercely by the Slann and Skink Priests until Mazdamundi himself abruptly woke from his meditations.  He gave a short but world-shaking announcement; The Great Plan had failed and the Lizardmen had to leave the planet. &lt;br /&gt;
&lt;br /&gt;
The Lizardmen beat back the daemons enough to get some breathing room, and alternated between preparing to evacuate or having more debates, but the [[Skaven]] decided to settle their ancient grudge against the denizens of [[Lustria]] and attacked the continent in full force.  Their moving the Chaos moon messed with many Slann, and being otherwise focused on the daemons the Lizardmen anti-daemon defences didn&#039;t work the Skaven, who attacked multiple [[Temple cites]] simultaneously.   Lord Mazdamundi fought against the [[Skaven]] when they invaded [[Lustria]], and was forced to run up and down the continent from Hexoatl to Itza fighting them.  After liberating Itza, he planned to repurpose the magic of Lustria&#039;s anti-daemon defenses and its ley lines to finally wipe out the Skaven from Lustria and purge [[Skavenblight|the ultimate rat&#039;s nest]] when the ratmen decided they needed some more firepower and BLEW UP THE CHAOS MOON WITH A WARPSTONE ROCKET.  Mazdamundi sensing that [[Morrslieb]] had been blown up, thinks &amp;quot;Fuck these rat bastards, we&#039;re leaving now!&amp;quot;, and proceeded to order the Exodus with immediate effect. As the Lizardmen start evacuating the planet, Mazdamundi starts deleting continent sized pieces of the moon with mgic, but eventually burned up his mind from the strain and fell from his palanquin.  Near death and with his magic exhausted, Mazdamundi tried to crawl to his favorite lookout spot in Hexoatl to enjoy the simple pleasure of the breeze on his face one last time, but died on the steps.&lt;br /&gt;
&lt;br /&gt;
No word yet if the Big M will show up in [[Age Of Sigmar]] but here&#039;s to hoping.&lt;br /&gt;
&lt;br /&gt;
==Tabletop==&lt;br /&gt;
&lt;br /&gt;
===7th===&lt;br /&gt;
Lord Mazdamundi is a near unstoppable train of [[Anal Circumference| ass rape]] in 7th. While Mazdamundi himself is not that impressive stat wise, Zlaaq gives both Mazdamundi and himself a 2+ armour save (on his own Mazda has no armour save) while having a Strength and Toughness of 6 to make him one tanky dinosaur. Mazdamundis &#039;&#039;&#039;Shield of The Old Ones&#039;&#039;&#039; gives him a 4+ Ward save and he also has the &#039;&#039;&#039;Soul of Stone&#039;&#039;&#039; magical item, which allows him to re-roll miscasts. Speaking of magic Mazdamundi is a level 4 wizard, with access to ANY of the 8 Lores of Magic and can use ALL of the Spells in the Lore he chooses, and there is no limit to the amount of dice he can use to cast spells, including his bound spell &#039;&#039;&#039;Ruination of Cities&#039;&#039;&#039;, a 2D6 strength 5 hits spell that become 3D6 is the unit is in a building with the additional bonus that any unit which takes damage from this spell can only move half of their movement, although the spell can&#039;t effect flying units. While you don&#039;t want him fighting in close combat, he is also no slouch in melee as his &#039;&#039;&#039;Cobra Mace&#039;&#039;&#039; always hits first at Strength 5 and has poison attacks, in addition if the enemy unit is carrying a magical item, that item is destroyed and while that is good he has 1 attack. Additionally Zlaaq despite being a big murder dinosaur is just a basic Ancient Stegadon with out access to the Howdah weapons (because Mazdamundis fat ass is taking up all the room), meaning you are stuck with an initiative of 1, so you&#039;re primary melee abilities are going to be noticeably hindered (just stay out of combat and you&#039;re fine). He is also very expensive being 620 point to field him, limiting him to larger games, but if you do take him, woe betide any warm-bloods in your way.&lt;br /&gt;
&lt;br /&gt;
===8th===&lt;br /&gt;
The nerf hammer was not kind to Mazdamundi. Firstly he is even more expensive now being 780 points and he has lost &#039;&#039;&#039;Ruination of Cities&#039;&#039;&#039;, so is stuck with the regular spells of one of the 8 Lores of magic, oh an he only gets 2 extra dice when casting spells rather than as many as he wants and he still has no armour save of his own of his own so he needs to be mounted on Zlaaq to get a +1 armour save (3+ from Zlaaq and then 2 more points of armour from Zlaaq being a monstrous mount). Zlaaq is also still a regular ancient Stegadon, and has dropped down to a 3+ armour save, and he STILL has no bonuses like &#039;&#039;&#039;Impaling Charge&#039;&#039;&#039; despite being the largest and toughest stegadon in the Lore. It&#039;s not all bad though, he has a few extra Disciplines Of The Old Ones that give him some nice buffs, firstly he can roll 5 D6 and for every 6+ he regains a wound which does help add to his survivability, and can re-roll the first Dispel attempt of each magic phase, which is a bit narrow in usage as it would be much more effective if it was re-roll one dispel attempt each magic phase, but hey its better than nothing. He also has the ability to add/subtract 1 to all cast attempts, which should help cast the spells you really need to go off. His &#039;&#039;&#039;Cobra Mace&#039;&#039;&#039; is unchanged apart from the fact that all models in base contact with Mazdamundi must reveal their magic items and if he hits a model with one or more, they are destroyed on a 6+. He carries the &#039;&#039;&#039;Starburst Standard of Hexoatl&#039;&#039;&#039;, which if you take Mazdamundi MUST be your army standard. It can be activated for 1 turn and it will blind all enemy units with 12&amp;quot; making them take a -1 penalty to hit, not the best but not terrible. Overall Mazdamundi can be very powerful in 8th but he is overcosted for what he does and you might be better taking a regular [[Slann]], unless you &#039;&#039;really&#039;&#039; want to play him with that model you converted.&lt;br /&gt;
&lt;br /&gt;
==Total War Warhammer 2==&lt;br /&gt;
&lt;br /&gt;
In [[Total War: WARHAMMER|Total Warhammer 2]] Mazdamundi became a Legendary Lord for the [[Lizardmen]] along with [[Kroq-Gar]]. &lt;br /&gt;
&lt;br /&gt;
Gameplay wise he starts in Hexoatl and is a buffed up Slann with access to Heavens, Light and High Magic. He can be given Zlaaq to become an extremely good tank and melee lord as well. He also gets access to his &#039;&#039;&#039;Ruination of Cites&#039;&#039;&#039; and &#039;&#039;&#039;Banishment&#039;&#039;&#039;. While [[Kroq-Gar]] is used to attack High priority targets, like monsters, elite units and enemy lords, Mazdamundi is better suited to general crowd control and infantry killing as he can point his finger at a unit of Spearmen that gave him a funny look and say &amp;quot;Fuck you. You don&#039;t exist anymore.&amp;quot; as he casts &#039;&#039;&#039;Ruination of Cities&#039;&#039;&#039; on them while Zlaaq crushes another unit underfoot. Unfortunately for the amphibian fascist, the &#039;&#039;&#039;Ruination of Cities&#039;&#039;&#039; spell in the game is highly ineffective to use against a single unit since it is a wind spell that spread out in 3 random direction from whatever the player pointed at, and it is more meant for a large clump up infantries advancing towards Mazdamundi. We&#039;ll see if CA is willing to fix its eventual effectiveness, or else they will suffer the wrath of a psychic toad. To make things even worse for the warmbloods, his cobra mace gives him poison attack which, when combined with the stats of Zlaaq, gives him the same statline as the arachnarok spider. Not only that, being a slann gives him extra missile resistance as well as magic resistance, which allows him to tank warp lightning cannon shot as well as other warmblood artillery specialize against monster, effectively turning him into [[DISTRACTION CARNIFEX|DISTRACTION FUHRER FROG ON A STEGADON]].&lt;br /&gt;
&lt;br /&gt;
He is also one of the best legendary lord picks in multiplayer, as he is extremely tanky for a wizard and dishes out a ton of damage. Most players struggle to kill Mazdamundi unless they built an army -specifically- to kill him. Or you could run Grom the Paunch and kill his entire backline just to kill him once he&#039;s isolated. Don&#039;t get into a one-on-one fight with Mazdamundi on Zlaaq, as most lords lose that fight.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Madzdamundi model.jpg|Mazdamundi riding his personal dinosaur, like a goddamn pimp.&lt;br /&gt;
File:Stoyan-stoyanov-liz-win-poster.jpg| &amp;quot;Commence the Purge!&amp;quot;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
[[Category:Warhammer Fantasy]]&lt;br /&gt;
[[Category:Lizardmen (Warhammer Fantasy)]]&lt;/div&gt;</summary>
		<author><name>2603:8001:3500:CB:518A:4CA3:4B2C:2080</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Lord_Mazdamundi&amp;diff=313434</id>
		<title>Lord Mazdamundi</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Lord_Mazdamundi&amp;diff=313434"/>
		<updated>2021-10-23T10:11:53Z</updated>

		<summary type="html">&lt;p&gt;2603:8001:3500:CB:518A:4CA3:4B2C:2080: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Total War Warhammer 2 Lord Mazdamundi.jpg|thumb|right|500px|Yes, all the Pepe jokes have been made. No, they are not funny anymore.]]&lt;br /&gt;
{{Topquote|Woe to the warm-bloods who would despoil our realm, for their craving for trinkets and baubles drives them deeper into lands forbidden to them. Cast them out, show them no pity, feed their carcasses to the beasts of the jungle and leave their bones to bleach upon the golden shores of our land. Let them see that it is folly to intrude upon the domains of the [[Lizardmen]].|Lord Mazdamundi giving his official stance on foreigners to Lustria}} &lt;br /&gt;
{{Topquote|GET OFF OF MY PROPERTY!|Fuzzy Lumpkins}}&lt;br /&gt;
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&#039;&#039;&#039;Adolf Hitler, if Hitler was a giant toad with diabetes&#039;&#039;&#039;&lt;br /&gt;
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==Overview==&lt;br /&gt;
&#039;&#039;&#039;Lord Mazdamundi&#039;&#039;&#039;, AKA &#039;&#039;&#039;The lord of the solar city&#039;&#039;&#039;, &#039;&#039;&#039;The Big M&#039;&#039;&#039;, &#039;&#039;&#039;Toad Hitler&#039;&#039;&#039; or &#039;&#039;&#039;&amp;quot;Mein Froggy&amp;quot;&#039;&#039;&#039; or &#039;&#039;&#039;The Big Toad&#039;&#039;&#039; is the oldest living ([[Lord Kroak|Kroak]] is technically dead) [[Slann]] mage priest in the Warhammer world and is easily the most powerful alive. He is also the most active [[Slann]] the [[Lizardmen]] have and is constantly launching wars, raids and invasions of nearby nations and races, in very un-lizardmen like actions of going on the offensive rather than sitting in the temple cities &amp;lt;s&amp;gt;sleeping&amp;lt;/s&amp;gt; &amp;quot;meditating&amp;quot;. He usually leads these operations from the front while riding upon his [[Awesome|Mother fucking Stegadon war-mount]] Zlaaq, charging into the thick of combat with his dinosaur crushing foes underfoot, while he un-peoples every warm-blood around him with his magic. &lt;br /&gt;
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Mazdamundi has studied the ancient plaques of the [[Old Ones]] more than any other Slann and has come to the conclusion that before the rest of the Great Plan of the [[Old Ones]] can commence, the [[Lizardmen]] must first [[Nazi| exterminate certain races]] as they are [[Skaven|not]] [[Beastmen|part]] [[Daemons|of]] [[Goblin|the]] [[Orc|Great]] [[Chaos|plan]]. &lt;br /&gt;
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And you thought all the Hitler jokes were just bad [[/pol/]] memes.&lt;br /&gt;
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==History==&lt;br /&gt;
[[File:Mazdamundi Warhammer Fantasy.jpg|thumb|right|400px|Behold the most powerful magic user in the Old World, a fat, xenophobic toad....(don&#039;t look into it too much)]]&lt;br /&gt;
Mazdamundi was birthed by the [[Old Ones]] with the rest of the second generation Slann, meaning that while he is not as powerful as the first generation Slann, of which [[Lord Kroak]] was part of, he is stronger and more skilled with magic than any of the Third, Fourth, or Fifth generation of Slann. Like all [[Slann]] he was created to help build the [[Old World]] in the correct vision of the Old ones, and being a second generation Slann was tasked with shaping the continents and oceans. This was all fine until [[Chaos]] decided to see if making a habit of invading the real world and killing everything would be a fun idea, and so started the Great Catastrophe, where Chaos Daemons spilled through [[Warp]] gates at the poles and invaded the [[Old World]]. All of it. Simultaneously.&lt;br /&gt;
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The [[Old Ones]] [[That Guy|bugged out, leaving the Lizardmen to finish their work and also sort out the current Daemon problem]], so the Mazdamundi lead the forces of the [[Lizardmen]] next to [[Lord Kroak]] and the Other [[Slann]] to push Chaos out of the world. Huge battles were fought in [[Lustria]] with multiple temple cities being besieged, and the Slann found it every harder to control the magic they used, with many accidentally killing themselves trying to control it. After a few thousand years the [[High Elves]] with help from the [[Lizardmen]] where able to open the [[Great Vortex]] which siphoned [[Chaos]] from the world. The Great Catastrophe had been halted, but the Lizardmen had paid daerly for this victory, as all of the First generation Slann had perished as they were very high priority targets for the daemons.  Of the Second Generation only five survived, including Lord Mazdamundi himself.  The Slann slowly started rebuilding the damaged world, but Mazdamundi sat thinking to himself about the Great Plan and how it was to be carried out.  Along with these others, Mazdamundi spent millennia meditating and trying to discern the Old Ones will.  &lt;br /&gt;
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Mazdamundi&#039;s proactive approach began when he was forced to &amp;quot;evict&amp;quot; people Lustria when they made the town of El Cavado.  A bunch of pirates built a town, Skinks sent word to Hexaotl, Mazdamundi gave a telepathic order to Lizardmen armies to destroy it.  This happened twice, and the third time Mazdamundi woke up fully for the first time in ages.  Sick of these people getting on his lawn, Mazdamundi destroyed the town and the surrounding area with an earthquake.  From then on, he took a more proactive stance.  Things accelerated when a Skink Chief found sacred plaques with instructions form the Old Ones days before the Great Catastrophe.  After reading them, he shared what they said; the plan of the [[Old Ones]] had gone astray and could not proceed until they had fixed the &amp;quot;problems&amp;quot; first.&lt;br /&gt;
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Mazdamundi has spent the last few hundred years enacting his Great purpose and fixing the world of all its &amp;quot;problems&amp;quot; according to those plaques, which are 1) the extermination of all races not part of the [[Old Ones]] great plan (that is the Greenskins, Skaven, undead, Fimir, maybe trolls and all beings and creatures of Chaos... so its not all bad) and 2) returning the races that had spread out too much to their own corner of the world; all the Elves go back to [[Ulthuan]], Humans, Ogres and Halflings stay in the Old World and the Dwarves stay in the Worlds edge mountains.&lt;br /&gt;
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When he goes out to fuck around with the other races, he encounters very few things to stop him, or even slow him down, as (considering he was originally created to shape the continents) he is the single most powerful magic user in the entire [[Warhammer]] World (death had rendered Kroak at a fraction of his former might). Seriously, he can just clap his hands and level an entire city like it was nothing. Hell, he created an entire mountain chain and enchanted it with a SINGLE THOUGHT just to troll Dark Elf invaders.  No hassle, just &amp;quot;There are magic mountains here now, because I say so.&amp;quot;&lt;br /&gt;
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==[[The End Times]]==&lt;br /&gt;
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[[Skub|Then The End Times happened]]&lt;br /&gt;
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While meditating on the plan, all the world&#039;s movers and shakers and the gods were enacting their master plans.  With the rising power hordes of Chaos daemons attacked Lustria, so armies were fighting non-stop and anti-daemon defenses were bolstered and then bolstered again.  These drastic changes led to the Great Plan being debated fiercely by the Slann and Skink Priests until Mazdamundi himself abruptly woke from his meditations.  He gave a short but world-shaking announcement; The Great Plan had failed and the Lizardmen had to leave the planet. &lt;br /&gt;
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The Lizardmen beat back the daemons enough to get some breathing room, and alternated between preparing to evacuate or having more debates, but the [[Skaven]] decided to settle their ancient grudge against the denizens of [[Lustria]] and attacked the continent in full force.  Their moving the Chaos moon messed with many Slann, and being otherwise focused on the daemons the Lizardmen anti-daemon defences didn&#039;t work the Skaven, who attacked multiple [[Temple cites]] simultaneously.   Lord Mazdamundi fought against the [[Skaven]] when they invaded [[Lustria]], and was forced to run up and down the continent from Hexoatl to Itza fighting them.  After liberating Itza, he planned to repurpose the magic of Lustria&#039;s anti-daemon defenses and its ley lines to finally wipe out the Skaven from Lustria and purge [[Skavenblight|the ultimate rat&#039;s nest]] when the ratmen decided they needed some more firepower and BLEW UP THE CHAOS MOON WITH A WARPSTONE ROCKET.  Mazdamundi sensing that [[Morrslieb]] had been blown up, thinks &amp;quot;Fuck these rat bastards, we&#039;re leaving now!&amp;quot;, and proceeded to order the Exodus with immediate effect. As the Lizardmen start evacuating the planet, Mazdamundi starts deleting continent sized pieces of the moon with mgic, but eventually burned up his mind from the strain and fell from his palanquin.  Near death and with his magic exhausted, Mazdamundi tried to crawl to his favorite lookout spot in Hexoatl to enjoy the simple pleasure of the breeze on his face one last time, but died on the steps.&lt;br /&gt;
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No word yet if the Big M will show up in [[Age Of Sigmar]] but here&#039;s to hoping.&lt;br /&gt;
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==Tabletop==&lt;br /&gt;
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===7th===&lt;br /&gt;
Lord Mazdamundi is a near unstoppable train of [[Anal Circumference| ass rape]] in 7th. While Mazdamundi himself is not that impressive stat wise, Zlaaq gives both Mazdamundi and himself a 2+ armour save (on his own Mazda has no armour save) while having a Strength and Toughness of 6 to make him one tanky dinosaur. Mazdamundis &#039;&#039;&#039;Shield of The Old Ones&#039;&#039;&#039; gives him a 4+ Ward save and he also has the &#039;&#039;&#039;Soul of Stone&#039;&#039;&#039; magical item, which allows him to re-roll miscasts. Speaking of magic Mazdamundi is a level 4 wizard, with access to ANY of the 8 Lores of Magic and can use ALL of the Spells in the Lore he chooses, and there is no limit to the amount of dice he can use to cast spells, including his bound spell &#039;&#039;&#039;Ruination of Cities&#039;&#039;&#039;, a 2D6 strength 5 hits spell that become 3D6 is the unit is in a building with the additional bonus that any unit which takes damage from this spell can only move half of their movement, although the spell can&#039;t effect flying units. While you don&#039;t want him fighting in close combat, he is also no slouch in melee as his &#039;&#039;&#039;Cobra Mace&#039;&#039;&#039; always hits first at Strength 5 and has poison attacks, in addition if the enemy unit is carrying a magical item, that item is destroyed and while that is good he has 1 attack. Additionally Zlaaq despite being a big murder dinosaur is just a basic Ancient Stegadon with out access to the Howdah weapons (because Mazdamundis fat ass is taking up all the room), meaning you are stuck with an initiative of 1, so you&#039;re primary melee abilities are going to be noticeably hindered (just stay out of combat and you&#039;re fine). He is also very expensive being 620 point to field him, limiting him to larger games, but if you do take him, woe betide any warm-bloods in your way.&lt;br /&gt;
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===8th===&lt;br /&gt;
The nerf hammer was not kind to Mazdamundi. Firstly he is even more expensive now being 780 points and he has lost &#039;&#039;&#039;Ruination of Cities&#039;&#039;&#039;, so is stuck with the regular spells of one of the 8 Lores of magic, oh an he only gets 2 extra dice when casting spells rather than as many as he wants and he still has no armour save of his own of his own so he needs to be mounted on Zlaaq to get a +1 armour save (3+ from Zlaaq and then 2 more points of armour from Zlaaq being a monstrous mount). Zlaaq is also still a regular ancient Stegadon, and has dropped down to a 3+ armour save, and he STILL has no bonuses like &#039;&#039;&#039;Impaling Charge&#039;&#039;&#039; despite being the largest and toughest stegadon in the Lore. It&#039;s not all bad though, he has a few extra Disciplines Of The Old Ones that give him some nice buffs, firstly he can roll 5 D6 and for every 6+ he regains a wound which does help add to his survivability, and can re-roll the first Dispel attempt of each magic phase, which is a bit narrow in usage as it would be much more effective if it was re-roll one dispel attempt each magic phase, but hey its better than nothing. He also has the ability to add/subtract 1 to all cast attempts, which should help cast the spells you really need to go off. His &#039;&#039;&#039;Cobra Mace&#039;&#039;&#039; is unchanged apart from the fact that all models in base contact with Mazdamundi must reveal their magic items and if he hits a model with one or more, they are destroyed on a 6+. He carries the &#039;&#039;&#039;Starburst Standard of Hexoatl&#039;&#039;&#039;, which if you take Mazdamundi MUST be your army standard. It can be activated for 1 turn and it will blind all enemy units with 12&amp;quot; making them take a -1 penalty to hit, not the best but not terrible. Overall Mazdamundi can be very powerful in 8th but he is overcosted for what he does and you might be better taking a regular [[Slann]], unless you &#039;&#039;really&#039;&#039; want to play him with that model you converted.&lt;br /&gt;
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==Total War Warhammer 2==&lt;br /&gt;
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In [[Total War: WARHAMMER|Total Warhammer 2]] Mazdamundi became a Legendary Lord for the [[Lizardmen]] along with [[Kroq-Gar]]. &lt;br /&gt;
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Gameplay wise he starts in Hexoatl and is a buffed up Slann with access to Heavens, Light and High Magic. He can be given Zlaaq to become an extremely good tank and melee lord as well. He also gets access to his &#039;&#039;&#039;Ruination of Cites&#039;&#039;&#039; and &#039;&#039;&#039;Banishment&#039;&#039;&#039;. While [[Kroq-Gar]] is used to attack High priority targets, like monsters, elite units and enemy lords, Mazdamundi is better suited to general crowd control and infantry killing as he can point his finger at a unit of Spearmen that gave him a funny look and say &amp;quot;Fuck you. You don&#039;t exist anymore.&amp;quot; as he casts &#039;&#039;&#039;Ruination of Cities&#039;&#039;&#039; on them while Zlaaq crushes another unit underfoot. Unfortunately for the amphibian fascist, the &#039;&#039;&#039;Ruination of Cities&#039;&#039;&#039; spell in the game is highly ineffective to use against a single unit since it is a wind spell that spread out in 3 random direction from whatever the player pointed at, and it is more meant for a large clump up infantries advancing towards Mazdamundi. We&#039;ll see if CA is willing to fix its eventual effectiveness, or else they will suffer the wrath of a psychic toad. To make things even worse for the warmbloods, his cobra mace gives him poison attack which, when combined with the stats of Zlaaq, gives him the same statline as the arachnarok spider. Not only that, being a slann gives him extra missile resistance as well as magic resistance, which allows him to tank warp lightning cannon shot as well as other warmblood artillery specialize against monster, effectively turning him into [[DISTRACTION CARNIFEX|DISTRACTION FUHRER FROG ON A STEGADON]].&lt;br /&gt;
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He is also one of the best legendary lord picks in multiplayer, as he is extremely tanky for a wizard and dishes out a ton of damage. Most players struggle to kill Mazdamundi unless they built an army -specifically- to kill him. Or you could run Grom the Paunch and kill his entire backline just to kill him once he&#039;s isolated. Don&#039;t get into a one-on-one fight with Mazdamundi on Zlaaq, as most lords lose that fight.&lt;br /&gt;
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==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Madzdamundi model.jpg|Mazdamundi riding his personal dinosaur, like a goddamn pimp.&lt;br /&gt;
File:Stoyan-stoyanov-liz-win-poster.jpg| &amp;quot;Commence the Purge!&amp;quot;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
[[Category:Warhammer Fantasy]]&lt;br /&gt;
[[Category:Lizardmen (Warhammer Fantasy)]]&lt;/div&gt;</summary>
		<author><name>2603:8001:3500:CB:518A:4CA3:4B2C:2080</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Lord_Kroak&amp;diff=313392</id>
		<title>Lord Kroak</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Lord_Kroak&amp;diff=313392"/>
		<updated>2021-10-23T00:48:49Z</updated>

		<summary type="html">&lt;p&gt;2603:8001:3500:CB:518A:4CA3:4B2C:2080: /* Total War: WARHAMMER */&lt;/p&gt;
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&lt;div&gt;[[File:Kosmic Kroak.jpg|thumb|400px|right|ribbit ribbit motherfucker]]&lt;br /&gt;
Before the [[High Elves (Warhammer Fantasy)|Elves]], inheritors to the magic of the world, were even conceived of and before the continent of [[Ulthuan]] was raised from the seafloor, before the [[Dwarfs (Warhammer Fantasy)|Dwarfs]] were even a sparkle in the eyes of the Creators, before [[The Empire (Warhammer Fantasy)|mankind]] first walked the Earth, there was &amp;lt;s&amp;gt;Pepe, Prophet of Kek&amp;lt;/s&amp;gt; Lord Kroak, [https://www.youtube.com/watch?v=64Qq31ucGy0 Mightiest Toad]. &lt;br /&gt;
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==The Legend==&lt;br /&gt;
Lord Kroak (or Lord Kodak as autocorrect calls him) was the firstborn of the [[Slann]], the first race created by the [[Old Ones]] (in their own image) to aid them in shaping the planet to defeat the eventual coming of [[Chaos]]. In time, the rest of the [[Lizardmen]] were created and served under Kroak. It&#039;s possible that Kroak was the one who taught the first Elves magic at the command of the Old Ones, but it could have been any or even all of the Slann. &lt;br /&gt;
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[[File:Kodak-graduate.jpg|thumb|400px|right|Lord Kroak giving a speech during his graduation ceremony, the man just wanted a quiet job as an Old One&#039;s clerk]]&lt;br /&gt;
Kroak did little in the fluff until Chaos first entered the world with the collapse of the Warp Gates, which [[Anal circumference|made the world as accessible to Chaos]] as a planet sucked into the [[Eye of Terror]]. After holding a city-spanning forcefield up for decades during the Great Catastrophe against a literally neverending tide of Daemons, he got fed up with that and turned the field into a titanic explosion that vapourised a hundred thousand of them. As the daemons promptly pulled another infinite horde out of their asses and kept coming, Kroak proceeded to pull his sleeves up and bring out the titanic apocalypse magic that should really have been reserved for the Old Ones themselves. The army book describes it as goddamn time stopping as reality itself struggled to accommodate the tide of bullshit emitting from Kroak&#039;s mind, the world around his city folding in on itself to stem the tide of daemons. &lt;br /&gt;
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They penetrated his defences regardless, and Kroak was ripped to shreds by no less than a dozen Bloodthirsters. Doesn&#039;t matter though, as at this point he&#039;s too goddamn powerful to give a shit about being dead, and his unstoppable spirit continues to defy them. He basically becomes the singularity at this point, as the world turns blindingly bright and the daemonic horde pretty much just stops existing altogether.&lt;br /&gt;
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The sacrifice of Kroak is what kept the bulk of the Daemon invasion from facerolling the Elves in one day, and as a result [[Caledor the Dragontamer]] had time to set up the Vortex in the center of Ulthuan. Kroak&#039;s solo efforts freed up the rest of the surviving Slann to channel their own power into Caledor&#039;s spell, hastening the weakening of Chaos. Without his efforts the Warhammer World would have been consumed in it&#039;s infancy, before man had even left their caves and discovered agriculture. &lt;br /&gt;
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His spirit lives on to this day, thousands of years down the line, the ghost of his old body now just echoing the titanic destruction he unleashed upon the world. The lizardmen kind of wheel him out on his hoverchair now and then if they need to nuke somebody. The mummy of his favorite Skink rests on his throne, and even in death defends his beloved master (handling all the Close Combat for him). &lt;br /&gt;
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Kroak&#039;s Oracle from the days when he was alive, the Skink Priest Ten-zlati, is the voice of Kroak among the Lizardmen and outranks even young Slann as he knows secrets of the Old Ones not known even to [[Lord Mazdamundi]]. &lt;br /&gt;
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tl;dr Kroak is the [[God-Emperor of Mankind]] if Emps wasn&#039;t a complete and utter fail——{{BLAM|HERESY!}}.&lt;br /&gt;
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===The End Times===&lt;br /&gt;
Come [[The End Times|the apocalypse]] Kroak makes the ultimate sacrifice after the Skaven, in their foolishness, destroy the warpstone moon [[Morrslieb]] and send its remains hurtling down to crash on the planet below. After Mazdamundi dies crushing most of the fragments of Morrslieb, [[Awesome|Kroak wills himself back to life.  He isn&#039;t resurrected, he doesn&#039;t escape from the afterlife, he just decided to not be dead anymore and reality obliged.]]  And no, he didn&#039;t use a phylactery or necromancy either (suck it, Nagash!)&lt;br /&gt;
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Then his spirit invokes all of his power, ensuring that the devastation only affects Lustria and the Southlands; the former holdings of the Lizardmen [[Rocks fall, everyone dies|are burnt to slag and cinders and everything dies]], but the rest of the planet survives instead of being blown to bits.  He also teleports some of the Lizardmen away to safety, but in the process he gets obliterated by the flames and shockwave from the impacts. &lt;br /&gt;
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In doing this, he postponed the prophesied end of the world for a few years and, while the planet was already doomed, it may have allowed the Lizardmen temple-ships to escape safely instead of getting vaporized by the blast wave of planetary destruction. This also may have ensured the Incarnates and the core of the planet survived the Apocalypse, allowing Sigmar and the surviving Slann to colonize the Mortal Realms and eventually make the Stormcast Eternals.  So yeah, Kroak probably bet for the long term.&lt;br /&gt;
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Pretty badass for someone whose name is a frigging awful frog pun. &lt;br /&gt;
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=== Age of Sigmar===&lt;br /&gt;
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And in keeping with the tradition of death being only a speed bump for Kroak... He came back in Age of Sigmar and scares Chaos and Skaven players, because that&#039;s just how Kroak rolls.  Ribbit ribbit you chaos bitches.&lt;br /&gt;
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[[File:Lord Kroak AoS.jpg|thumb|400px|right|Kroak&#039;s back, baby! After eons of stagnating as a stout resin blob, GW has finally pimped out Kroak&#039;s throne to more properly suit his station.]]&lt;br /&gt;
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As part of the Broken Realms, Kroak is not only returning to the scene as a fairly major player in Broken Realms: Be&#039;lakor and Broken Realms: Kragnos, but he is snapping back in style.  He&#039;s got a massive new model decked out with all the fineries a dead slann truly deserves and some rules (hopefully to remind Teclis who is THE wizard of the setting in case Teclis gets cocky after beating Nagash). In Broken Realms: Be&#039;lakor, he leads a force of Seraphon in an assault on a Gaunt Summoner&#039;s Silver Tower but inadvertently destroys a connected Realmgate thus giving Be&#039;lakor the idea to start nuking realmgates to spread Chaos everywhere. Later in Broken Realms: Kragnos he assists in the defense of the Ghurish city of Excelsis by casting a magical barrier that obliterates the giant battering ram the Orruks have fashioned out of a godbeast skull, though the attack depletes the barrier. Later with the aid of Morathi he creates a giant portal layered with an illusion that tricks Kragnos into traveling through it under the false promise of it leading the big dummy to his long-extinct kin.&lt;br /&gt;
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==On The Tabletop==&lt;br /&gt;
=== Warhammer Fantasy===&lt;br /&gt;
Given that Lord Kroak is, well, dead, you kind of don&#039;t want to let him anywhere near a fight. He&#039;s got lackluster stats for Movement (4), Strength (3), Toughness (5), Wounds (6), and Leadership (9). Oh, and anything we didn&#039;t mention is all 1&#039;s. He&#039;s an Infantry Special Character and a level 4 wizard who knows only one signature spell; The Deliverance of Itza. This is a casting value 12+/18+/24+ direct damage spell that affects all enemy units within 12/18/24 inches and inflicts 2D6 S4 hits (3D6 for Daemons and Undead of either kind). He &#039;&#039;&#039;cannot&#039;&#039;&#039; lose this spell by any means; if it is somehow swapped, stolen or forgotten, he immediately gets it back, and an enemy caster who stole it forgets it.&lt;br /&gt;
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He&#039;s Cold-blooded, causes Fear, is Flammable, rides a Mage-priest Palanquin and is Unbreakable.&lt;br /&gt;
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Eternity Guardians means he makes Temple Guard Unbreakable.&lt;br /&gt;
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First Generation Spawning means he can cast his signature spell as many times per turn has he has the dice for, and he can choose to roll a D6 when he miscasts, with a 2+ meaning he takes a S6 hit and loses D6 power dice instead of having to roll on the miscast table. An Arcane Vassal he was using when it happened also takes an S6 hit.&lt;br /&gt;
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The Spirit of Lord Kroak means he cannot drop below being a level 1 wizard.&lt;br /&gt;
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His Supreme Shield of the Old Ones gives him a 3+ Ward save and his Golden Death Mask is a magical talisman that inflicts a -1 penalty on all To Hit rolls made against Kroak or a unit he has joined.&lt;br /&gt;
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On the whole, he&#039;s a fun character hamstrung by his [[Overcosted|exorbitant points cost]].&lt;br /&gt;
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==Age of Sigmar== &lt;br /&gt;
He is still kind of dead, but now he is dead for immeasurable ages which means in the battleshock phase you&#039;d roll a d6 and add how many wounds he has taken, subtract the bravery and if it&#039;s less than 1 he is fine, if it is more than one he is dead. Not only on less than one he is fine, but he heals all of his wounds which means the only way to confirm a kill on him it to do 10 WOUNDS IN 1 TURN; and for anything that could insta-kill him - looking at you Archaon and Nagash - it only does 2D6 Mortal Wounds, so you need to roll 10 or more to kill him.  He also loses his Deliverance of Itza but gets celestial deliverance which is quite similar. On a 8/9/10 (he can do the spell up to 3 times) you select 3 units, on 2 ups then they suffer d3 mortal wounds (d6 if a daemon). he&#039;s not half bad in combat doing 2d6 attacks which are fairly ok, but in spells he can really go ham. 4 spells and dispells per turn, and not half bad spells at that. Also he can summon in units of seraphon (its usually skinks) and will basically never die. He is super good and nothing can stop my little toady boy.&lt;br /&gt;
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== Total War: WARHAMMER ==&lt;br /&gt;
He is finally playable!!! However, he is not a Legendary Lord but a Legendary Hero, meaning we won&#039;t be seeing him leading an army but he sure is powerful as hell. He has powerful unique spells wherein he nukes shit out of the foolish warmbloods daring to go against the Great Plan &#039;&#039;without&#039;&#039; harming his allies. This simple-but-effective spell list is: Deliverance of Itza I (powerful but weak against armor, still does a shit tons of damage) &amp;amp; II (much larger range and ignores armor, EVEN BIGGER DAMAGE) &amp;amp; III (&#039;&#039;&#039;&#039;&#039;OH LORD HE CUMMING!!&#039;&#039;&#039;&#039;&#039;). He also has the Supreme Shield of the Old Ones as an ability that gives your units in an area a sexy 44% all-round damage resistance, protect them from magic, missiles, physicals you named it! Oh, did I mention it&#039;s also has no winds cost? Passive effects he can get include a 5 more leadership bonus from his leadership aura than most others can get, resistances to pretty much everything aside from fire, -wound recovery time, 5% damage resistance for the entire army, causes terror, regeneration, +28 power reserve and -15 to the enemy because fuck them, and while he can&#039;t wound other agents (he instead can boost troop XP, replenish, growth or income), he can still get the ability to not only damage a settlement walls, but at rank 20 also its buildings and the settlement&#039;s level &#039;&#039;itself&#039;&#039; so even the hardiest capital daring to stand in Lord Kroak&#039;s way will become easy pickings - follow the Great Plan or get croaked, bitches&lt;br /&gt;
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Lizardmen players who pick [[Gor-Rok]] as their faction get to play the game on faceroll mode because he starts with Lord Kroak and so the dynamic duo will plow a [[rape]]train through everything that&#039;s against the Great Plan as [[Gor-Rok]] mocks armies&#039; pathetic attempts to kill him as Kroak fucking explodes them to atoms.&lt;br /&gt;
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Another thing to note about him is that whenever he is doing an action, like spell casting, [[JoJo&#039;s Bizarre Adventure|his spirit can be seen smacking down on the foolish enemy]] even in melee combat. And if he&#039;s defeated it just shows his spirit rising up. The only bad thing that can be said about his execution in Total Warhammer is his favorite mummified skink from the tabletop is sadly nowhere to be seen.&lt;br /&gt;
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==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:6D01B275-73C4-4106-879C-072A134B73B2.png|thumb|400px|right|Deliverance of Ratteroni Pitza&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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[[Category:Warhammer Fantasy]]&lt;br /&gt;
[[Category:Lizardmen (Warhammer Fantasy)]]&lt;br /&gt;
[[Category:Age of Sigmar]]&lt;br /&gt;
[[Category:Seraphon]]&lt;/div&gt;</summary>
		<author><name>2603:8001:3500:CB:518A:4CA3:4B2C:2080</name></author>
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