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		<title>Doom</title>
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		<updated>2020-04-06T03:02:10Z</updated>

		<summary type="html">&lt;p&gt;2A01:598:8183:351C:D1D4:DFB:3B50:1F8C: /* DOOM Eternal */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{/vg/}}&lt;br /&gt;
{{Oldschool}}&lt;br /&gt;
{{awesome}}&lt;br /&gt;
{{Cleanup}}&amp;lt;!--Very slight, but still necessary--&amp;gt;&lt;br /&gt;
[[File:Doom cover poster.jpeg|thumb|If you don&#039;t already have the first level&#039;s music in your head, you may be on the wrong site.]]&lt;br /&gt;
{{topquote|Over the centuries, mankind has tried many ways of combatting the forces of evil... prayer, fasting, good works and so on. Up until Doom, no one seemed to have thought about the double-barrel shotgun. Eat leaden death, demon...|[[Discworld|Terry Pratchett]]}}&lt;br /&gt;
&lt;br /&gt;
The granddaddy of the first person shooter, the original ass-kicking demon-slaying 3D slaughterfest, &#039;&#039;&#039;&#039;&#039;Doom&#039;&#039;&#039;&#039;&#039; is a franchise that demands respect even in the hallowed halls of /tg/. It was actually inspired by a [[Dungeons &amp;amp; Dragons]] campaign played by the founders of id Software; John Romero had given a demon lord the key to overrunning the material plane in exchange for a magic [[Katanas are Underpowered in d20|katana]] because he&#039;s an edgy little bitch like that, and John Carmack (the DM) decided it made a good premise for their new 3D game. The katana in question would later be used in Romero&#039;s game &#039;&#039;Daikatana&#039;&#039;, which was a total failure for reasons that aren&#039;t important enough to go over right now.&lt;br /&gt;
&lt;br /&gt;
The plot? What do you think this is, [[Fags of 4chan#Board Fags|urchin?]] Here&#039;s your plot: you are a Space Marine (no, not the 40K guy, a jumped-up soldier who is sent to fight on other planets, so closer to the [[Imperial Guard]]) stationed on Phobos. Somehow, demons break through into our reality and slaughter everyone else. Your job? Fight your way to where, you hope, there&#039;s a ride off of this rock, and make bloody mincemeat out of everything standing between you and salvation. Standing in your way are armies of zombified fellow marines and eggheads, fireball-tossing imps, hulking flesh-eating demons, cyborg-demon monstrosities, and various other hell-spawned nasties who want to kill you horribly. Good luck. You&#039;ll need it...&lt;br /&gt;
&lt;br /&gt;
Although not the very &#039;&#039;first&#039;&#039; of the FPS genre (even its predecessor, [[Wolfenstein]] 3D, wasn&#039;t the first, as the history of the genre goes back all the way into 70&#039;s), Doom was definitive to the genre, so much so that &amp;quot;Doom Clone&amp;quot; was the standard nickname for many years afterwards. People are still playing it and making it even more awesome with [[Homebrew|their own custom modifications]] 24 years later, which isn&#039;t something you hear that often outside of /tg/; this is one of the main reasons why the franchise is so well-respected.&lt;br /&gt;
&lt;br /&gt;
Fun fact: that iconic Doom monster, the Cacodemon, was actually inspired by the artwork for an Astral Dreadnought on the cover of the [[Dungeons &amp;amp; Dragons]] 1st edition [[Manual of the Planes]] splatbook. Also relevant to /tg/ is that Sandy Petersen, co-designer of [[Ghostbusters RPG]], creator of [[Call of Cthulhu]], and author of some [[RuneQuest]] stuff, worked on the game. He designed some levels (more in the sequel) and made some contributions to the monster design.&lt;br /&gt;
&lt;br /&gt;
==Classic DOOM (aka The Good Shit)==&lt;br /&gt;
{{topquote|Welcome to DOOM, a lightning-fast virtual reality adventure where you&#039;re the toughest space trooper ever to suck vacuum. Your mission is to shoot your way through a monster-infested holocaust. Living to tell the tale if possible.|README.TXT, Doom 1.8 shareware}}&lt;br /&gt;
The original Doom was fast-paced and bloody compared to what came before, but wasn&#039;t afraid to vary the pace with more labyrinthine levels or make you shit your pants by dropping you into a crowd of demons when you least expected it. (Fun fact No. 2: The extra levels included in the physical version of Doom (henceforth called &#039;&#039;Ultimate Doom&#039;&#039;) were built by the same guy who wrote [[Call of Cthulhu]] in just 10 weeks.) Doom II on the other hand was a circle-strafing explosion-rich gorefest, and is what basically everyone thinks of when they think of both Doom and 90s FPS gameplay in general. Plot was bare-minimum: Demons took over Phobos and ate Deimos, kill them all. Or, in Doom 2&#039;s case, Demons are trying to infest Earth in revenge, kill them all AGAIN. But this time, &#039;&#039;it&#039;s personal&#039;&#039;.  (No, seriously, they killed your pet bunny Daisy.) The Doom engine is extremely mod-friendly for a 90&#039;s game (as both Carmack and Romero had been big into software tinkering in their day) and the modding community is still very present and perhaps even more prolific than it was back in the day.  In fact, id Software actually paid some modding groups for the right to sell their works as retail (Final Doom and the Master Levels for Doom 2).  Also relevant is SIGIL, John Romero&#039;s own 25th anniversary level-pack and unofficial Episode 5 for Doom 1 that he released to the public for free (unless you wanted the special Buckethead soundtrack for [[Edgy|$6.66 USD]]).&lt;br /&gt;
&lt;br /&gt;
Slightly more obscure but still relevant is Doom 64, which replaced the high-speed explode-o-rama with a stronger horror theme and more deliberate pace. &lt;br /&gt;
&lt;br /&gt;
id Software then for a time turned toward more multiplayer-oriented games with the &#039;&#039;Quake&#039;&#039; franchise and gave Doom a well-earned rest.&lt;br /&gt;
&lt;br /&gt;
===The Doom Comic===&lt;br /&gt;
{{topquote|&#039;&#039;&#039;DYNAMITE! I&#039;M COOKING WITH GAS! I&#039;VE GOTTA HANDFUL OF VERTEBRAE AND A HEADFUL OF MAD! YEAH, THAT&#039;S YOUR SPINAL CORD, BABY! DIG IT!&#039;&#039;&#039;|You, the moment you read that heading}}&lt;br /&gt;
The origin of [[Rip and Tear]]. Possibly the most ridiculously, amazingly, stupidly 90&#039;s thing that has ever been put to paper with the possible exception of Image Comics. It has to be read to be believed. [https://www.doomworld.com/10years/doomcomic/ So go read it.]&lt;br /&gt;
&lt;br /&gt;
===Monsters===&lt;br /&gt;
[[File:Reaperminis.jpg|thumb|right|Limited-edition monster minis from [[Reaper Miniatures]]. Admit it, you want that Cyberdemon for your Daemons of Chaos army.]]&lt;br /&gt;
These are the monsters you&#039;ll encounter in Doom 1, Doom 2 and their spinoffs.&lt;br /&gt;
*&#039;&#039;&#039;[[Zombie|Former human]]&#039;&#039;&#039;: Wet toilet paper. Only dangerous until you get a shotgun.&lt;br /&gt;
**&#039;&#039;&#039;Former Sergeant&#039;&#039;&#039;: Still wet toilet paper, but full of broken glass; if one of these assholes gets behind you before you find armor you&#039;re probably dead. Likely to be your first source for shotguns.&lt;br /&gt;
**&#039;&#039;&#039;Former Commando&#039;&#039;&#039;: Unlike the other formers, this guy is no joke: he&#039;s durable enough to not die when breathed on and his hitscan chaingun is almost as powerful as yours. Using hordes of these guys in an open arena with no cover is the pinnacle of dick moves in Doom mapping.&lt;br /&gt;
*&#039;&#039;&#039;Imp&#039;&#039;&#039;: The first true demon you encounter with an easy-to-dodge projectile and more health than the formers. The first meaningful enemy you meet, and runner-up for most iconic non-boss monster.&lt;br /&gt;
*&#039;&#039;&#039;Demon&#039;&#039;&#039;: Otherwise known as &#039;&#039;&#039;Pinkies&#039;&#039;&#039;. Giant hairless gorilla with a mouth that could give a [[squig]] lessons in eating. [[Derp|They can&#039;t walk and bite at the same time]] so you can just step out of their way, but they tend to come in large groups and dance around like spastic toddlers (which makes them harder to shoot) as they run up to you.&lt;br /&gt;
**&#039;&#039;&#039;Spectre&#039;&#039;&#039;: Demon with Predator-style optic camo. An absolute bitch to deal with in dark environments, which is naturally where you find them.&lt;br /&gt;
*&#039;&#039;&#039;Cacodemon&#039;&#039;&#039;: Mr. [[Astral Dreadnought]] Head. These fuckers can fly and you can&#039;t look up, so have fun fighting them in close quarters where they can float out of your field of view. Dangerous, but get a rapid-fire weapon and they become a joke as you stunlock them until they are all dead. &#039;&#039;The&#039;&#039; most iconic non-boss monster, partially because of its sheer WTFery but mostly because of how easy it is to chibi/make plushies out of.&lt;br /&gt;
**&#039;&#039;&#039;Pain Elemental&#039;&#039;&#039;: [[Meme|Meatball demon.]] Like a cacodemon, but instead of shooting fireballs, it shoots Lost Souls. Has the opposite problem to the pinkies in that [[Derp|you can stand in front of its face]] and prevent the lost souls from spawning.&lt;br /&gt;
*&#039;&#039;&#039;Lost Soul&#039;&#039;&#039;: Floating flaming skulls that fly at you at approximately SANIC miles per hour. Fairly weak, but very fast and has a habit of nibbling at you while you focus on something more dangerous.&lt;br /&gt;
*&#039;&#039;&#039;Revenant&#039;&#039;&#039;: [[Meme|Agitating skeleton aka &#039;&#039;&#039;DOOT&#039;&#039;&#039;.]] One of the few monsters that moves anywhere near as fast as you do, plus he runs up and tries to punch your head off if you move inside the minimum range of the homing rockets he shoots. It is an established fact that any given Doom map is automatically casuals-only unless the mapper adds at least 100 revenants.&lt;br /&gt;
*&#039;&#039;&#039;Mancubus&#039;&#039;&#039;: [[Festus the Leechlord|HELLO I&#039;M FUCKING FAT.]] Slow, but very tank and he has dual heavy flamers for arms that hurt like hell. Fortunately, this also applies to any nearby demons, so you can make them kill each other for your amusement just by standing between a mancubus and another monster.&lt;br /&gt;
*&#039;&#039;&#039;Arch-vile&#039;&#039;&#039;: One of the few monsters that that&#039;s faster than the player at a full run. Sets you on fire [[Psyker|with its mind]] and revives any monsters it comes across so you have to kill them all over again. Meeting one of these guys in a slaughtermap will make you [[Khorne|hate everything forever.]]&lt;br /&gt;
*&#039;&#039;&#039;Hell Knight&#039;&#039;&#039;: Now we&#039;re talking. [[Space Marine]] sized and equipped with a punch and moderate projectile attacks (fireballs). Shooting him in the face with a shotgun will kill him pretty quickly.&lt;br /&gt;
**&#039;&#039;&#039;Baron of Hell&#039;&#039;&#039;: Super hell knight with double the health. Big and equipped with nasty melee and projectile attacks. Shooting &#039;&#039;him&#039;&#039; in the face with a shotgun just &#039;&#039;&#039;pisses him off&#039;&#039;&#039;. Super shotguns will work though. Probably the best known Barons are the &amp;quot;Bruiser Bros&amp;quot;, the pair of Barons you fight as the bosses of the first episode.&lt;br /&gt;
*&#039;&#039;&#039;Cyberdemon&#039;&#039;&#039;: [[Rip and tear|Is huge, and therefore has huge guts.]] Basically a (Chaos possesed?) Carnifex with a rocket launcher for an arm, and significantly faster than he looks. Without a doubt the fuckingest monster in the classic game, and practically tailor made for soaking up BFG shots.&lt;br /&gt;
*&#039;&#039;&#039;Spider Mastermind&#039;&#039;&#039;: Doom 1’s final boss, despite being inferior in almost every way to the Cyberdemon you fight earlier. Go figure. Even more XBOX HUEG than the Cyberdemon, but has a super-chaingun instead of a rocket launcher and refuses to let up until either you or it are dead. Has the critical weakness of BFG shots up the ass due to the way its hugeness interacts with the mechanics of the classic BFG.&lt;br /&gt;
**&#039;&#039;&#039;Arachnotron&#039;&#039;&#039;: Babby Masterminds that go fast and shit plasma at you.&lt;br /&gt;
&lt;br /&gt;
==Doom 3==&lt;br /&gt;
In the early 2000s, Doom 3 came along. It blows chunks compared to the classics, but since the classics are so damn good it ends up being passable anyway. Since Valve had made &amp;quot;story-driven&amp;quot; shooters and &amp;quot;realistic&amp;quot; scripted encounters the in thing id decided to rip off Half-Life, grafting on elements of the original Doom that had been scrapped at the concept stage. Unfortunately the gameplay was too slow and similar to the rest of the genre, the scripting and story interludes just made the gameplay even clunkier and the big technological gimmick (per-pixel lighting) meant you had to choose between seeing what you&#039;re supposed to shoot with a crappy little flashlight and actually being able to shoot it. Supposedly the lighting effects were resource intense during development and this was the &amp;quot;solution&amp;quot; (of course we know better that they wanted to make it a quasi survival horror). Naturally the first mod for the game was duct tape so you can use the flashlight and a gun at the same time. This mod would eventually become official when the BFG Edition re-release came around about a decade later.&lt;br /&gt;
&lt;br /&gt;
The plot itself is essentially a reboot - You are a generic marine who just transferred to Mars and after pissing around with all your co-workers whom you will never see in one piece again, an experiment involving a portal to Hell (This time with no reason besides the head researcher being kinda absolutely evil) goes horribly awry and now the facility is completely fucked. Your task then devolves into simply surviving, as you&#039;re cut off from any command and have to make your way to various checkpoints. Along the way, you come across an ancient artifact made by the original denizens of Mars, who made it in order to kill all the demons, and so the demons sealed it away in Hell. After a couple trips in and out of hell, you manage to understand how the artifact works (by feeding off the souls of slain demons) and use it to kill the Cyberdemon, their greatest champion, and bail home. You&#039;d think this is the end...except the mad scientist responsible for this is revealed to have turned into a full-blown demon.&lt;br /&gt;
&lt;br /&gt;
===Resurrection of Evil===&lt;br /&gt;
An expansion to Doom 3, this game takes the original game and puts a few nifty spins to make it feel unique like the gravity gun (because Half-Life 2 did it too). Instead of the classic plot, you are now a nameless space engineer who comes across a different and wholly demonic artifact called the Hell Heart. This makes you more of a target compared to before, as Hell sends out three special hunters to reclaim the heart, each of whom give it a special ability for you to abuse once you kill them.&lt;br /&gt;
&lt;br /&gt;
==Doom 4 (aka DOOM aka DOOD aka Brutal Doom HD)==&lt;br /&gt;
{{topquote|They are rage, brutal, without mercy. But you? You will be &#039;&#039;&#039;worse&#039;&#039;&#039;. [[Rip and Tear]], until it is &#039;&#039;&#039;DONE&#039;&#039;&#039;.|A direct order from what is either [[God-Emperor of Mankind|God&#039;s]] [[Living Saint|seraphs]] or [[Khorne]] himself. Do you really need more of a mission briefing?}}&lt;br /&gt;
&lt;br /&gt;
Listen to it here[https://www.youtube.com/watch?v=OpllUQ38CKY]&lt;br /&gt;
&lt;br /&gt;
Then the latest Doom came out in May 2016. This rendition can basically be described as &amp;quot;3d Brutal Doom II&amp;quot; only sexier, with features like [[Rip and tear|ripping enemies apart with your bare hands]] and having to stay on the move to avoid being torn to shreds. The plot is also about as bare minimum as the original (albeit with a surprising amount of lore hidden away in the Codex...that makes one feel it’s set in the 40k verse), kicking the player straight into the action with waking up on Mars, immediately [[Rip and tear|smashing a zombie’s skull]], and basically being told “demonic invasion, go kill everything.” Also, the player this time around is someone the demons call the “Doom Slayer&amp;quot;, who has traveled through “Worlds and Time” (hinting that the Doom Slayer could very well be the original Doomguy from the first two games, having also survived Doom 64 and has been traveling Hell since but that&#039;s deliberately left ambiguous in-game, names will be used interchangeably), and millennia ago [[Awesome|kicked Hell’s ass so hard that the best the demons could do is seal him away so that he wouldn’t destroy Hell]].&lt;br /&gt;
The Slayers testament tells in sparse detail but leaves enough imagination to realise what the Legions of Hell where up against. A near immortal being of pure hate, blessed by the Seraphims(or Khorne...which would make this an attempt at suicide), capable to stand agains Legions of Demons completely alone and harnessing their power as he slaughters them. THEN fought a [[Titan (D&amp;amp;D)|Titan]] of &amp;quot;immeasurable Power and Ferocity&amp;quot; with only his Sword (it was a laser sword though so there&#039;s that), killing and absorbing its power to turn them on the Demons. Desperate now, the highest [[Daemon Prince|Archdevils]] realized nothing short of a God will stop the Slayer (fitting since a god summoned it in the first place), so they prepared an elaborate Trap involving what may have been a Blackstone Sarcophagus.&lt;br /&gt;
It speaks for itself, of what the Bait, which lured the slayer to the temple of the bloodkeep, must have been made of...or was.&lt;br /&gt;
Now at the peak of his might, with sword and shield of &amp;quot;adamantine Strengh&amp;quot; he stood before [[Chaos|the Horde]], and [[rip and tear|split heads open, punched, maimed, killed, burnt]] until finally the whole temple collapsed on him and was sealed in the Cursed Sarcophagus.&lt;br /&gt;
Millennia passed until the UAC decides to deal with an Energy Crisis by quite literally [[Humanity Fuck Yeah|slamming an Oil Derrick on a Hell Portal to siphon off Hell Energy for power]], and just for giggles starts tomb raiding Hell for artifacts and treasures as well, ultimately running off with the Doomguy&#039;s sarcophagus. The demons see that the Doomguy’s prison/tomb is empty, and the subsequent invasion is actually a panicked attempt to stop the Doomguy from being woken up. Obviously they fail and he butchers ever last one of them.&lt;br /&gt;
&lt;br /&gt;
Samuel Hayden is the guy in charge of the UAC, a cyborg the size of a 40k [[Space Marine]]. He and Vega, the Mars UAC AI, are basically quest givers for the most part. His subordinate Olivia Pierce pretty much ran a cult while Hayden was pillaging artifacts from Hell, [[Grimdark|being the only one to make it back from the expeditions]]. When shit hits the fan he decides to wake the Doom Slayer up with the hopes that this wild card could help take control of the facility without causing capital damage. Of course, once awake, he goes on a rampage and busts the UACs shit, as Hayden&#039;s disregard for human life is too far even for Doomguy to take, expressing his outrage without the need for a voice actor. &lt;br /&gt;
&lt;br /&gt;
So now it&#039;s up to the Doom Slayer in awesome power armor to [[Rip and Tear|rip and tear]] and dakka every demon he comes across to stop Olivia while wrecking UACs energy production. After going to hell at least once due to Olivia breaking an Argent Accumulator and making it back to Mars, then after Hayden installs a &amp;quot;tether&amp;quot; to him, Hayden sends Doomguy on a quest to find the Helix Stone, picking up the most powerful version of the BFG 9000 yet on the way(more on that below).  Once he reaches the Helix Stone it directs Doomguy to acquire the Crucible, a relic in the Titan&#039;s Realm. So Doomguy has to kill the Cyberdemon to get back to hell, make a long trek and fight the three Hell Guardians who guard the Crucible and returns to Mars again. Then to finally stop Olivia, Hayden, being the bastard that he is, even sacrifices his old creation Vega, though unlike everyone else, at least our player character is nice enough to make a backup without anyone even bothering to ask. The Doom Slayer uses the Crucible to shutdown Hell&#039;s energy wells and releases the spirits of his old friends, the Night Sentinels.&lt;br /&gt;
&lt;br /&gt;
Once Olivia is found once again, she transforms into the Spider Mastermind. If you&#039;ve been collecting all the stuff like you should have, she can easily be(along with the other game other bosses in the game) cheesed by the best weapons even on the highest difficulty, with the [[Cheese|Rich get Richer]] Rune fully upgraded. Once she&#039;s dead it&#039;s the final cutscene, Where Hayden steals the &amp;quot;Crucible&amp;quot; which turns out to be an energy blade that makes a [[Lightsaber]] look like a toothpick, than sends the Doom Slayer off to who knows where with the tether he installed into the Praetor Suit earlier, disposing of a potential threat before it decides to become one. Then you experience one of the best credit sequences made for a video game in over a decade.&lt;br /&gt;
&lt;br /&gt;
Mick Gordon&#039;s soundtrack gives the game the best metal music ever. BFG Divison being the standout in the soundtrack. Used for two whole levels and the final boss music is a Glitch remix of it. There is also some inspiration from RPG style FPS a la Metro 2033 and [[Samus|Metroid Prime]]. As collecting Argent Energy, weapon mods, elite guard tokens, and Runes allow them to upgrade the Praetor Suit and weapons to their preferred play style. The engine allows the Doom Slayer a wide range of first-person animations. As his destruction of UAC property and actions portrays an &amp;quot;I&#039;m too old for this shit&amp;quot; attitude. Having to fight demons for centuries doesn&#039;t make for a happy camper.&lt;br /&gt;
&lt;br /&gt;
The damage of the BFG 9000 itself is notable. This thing instantly vaporizes every non-boss enemy on-screen!(and them too if you exploit a glitch. However what a player does that the devs didn&#039;t intend is dubious canon.) You read that correctly, you don&#039;t have to aim it directly at your targets to kill them. You just have to find the right opening to make it kill every demon you can. As the Plasma Bolt throws out lightening or much more likely, solar flares. That would mean the Plasma the BFG fires is likely firing a fucking miniature star with each shot! The F in BFG may stand for Fermentation, Grimdark! with science!. We can wait while you Google it.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t be impressed just yet. A Baron of Hell is 2000 pounds and because it turns everything into gibs it comes in contact with. &lt;br /&gt;
That means it has to have 7 Gigajoules of energy and would have to be heated up to over 100,000 degrees Celsius! [[Anal_Circumference|A temperature range which is only seen in small stars and nebula!]] That&#039;s not just [[GrimDark]], that&#039;s just fucking cold in the most brutal way possible and speaks to the insanity of the UAC for building this thing. Are we sure somebody didn&#039;t screw up the name? Though Brown Dwarf Gun 9000 doesn&#039;t sound as cool.(Though why is it green? Because it&#039;s blue-green! As blue in space equals very fucking hot!) In all possibility, if the Doom Slayer didn&#039;t wear his Praetor Suit. Firing the weapon would instantly annihilate him too! (since Photons are their own particle and antiparticle the word is valid) No apologies for the science jokes. They are necessary evils in explaining how the BFG 9000 works.&lt;br /&gt;
&lt;br /&gt;
It also says a lot of the bosses as a direct hit will merely stun them (without using the weapon wheel glitch) while shaving off large portions of their health. So you need either a very advanced suit of Powered Armor or a significant amount of mass to survive a direct hit from the plasma bolt and its flares. The only real con to using the BFG 9000 is it&#039;s limited ammo of four shots. Though a good player can get around that if they set up their Runes correctly.&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=ig_gQAITzIk| Science and math mostly explained in this Youtube video ]. So yeah, the BFG 9000 shoots miniature stars. &lt;br /&gt;
&lt;br /&gt;
===DOOM Eternal===&lt;br /&gt;
{{topquote|Against all the evil that hell can conjure, all the wickedness that mankind can produce, we will send up to them, only you. Rip and Tear until it is done!|King Novik of the Night Sentinels}}&lt;br /&gt;
&lt;br /&gt;
Doom Eternal was announced at E3 and a gameplay reveal was shown at Quakecon 2018. To say that its awesome is an understatement.&lt;br /&gt;
{{Template:Spoilers}}&lt;br /&gt;
We are introduced to the Maykrs of Urdak, an elder race with a techno-angelic motif that serves as the Sentinels&#039; patron.  One of them was the so-called Seraphim that empowered the Doomguy even further, turning him into the nigh-godlike and unstoppable avatar of sheer [[Awesome]] that is the Doom Slayer (seriously, the Doom Slayer is compared to a [[Titan]] on the level of the Icon of Sin).&lt;br /&gt;
&lt;br /&gt;
Sadly, all good things come to an end. The Sentinels were betrayed from within, the Doom Slayer banished to Hell &#039;&#039;again&#039;&#039; (eventually leading to him being entombed before the events of &#039;&#039;&#039;Doom 2016&#039;&#039;&#039;) and whats worse, it turns out the Maykrs were only using the Sentinels to further their own race&#039;s objectives. What&#039;s more, the current invasion of Earth was the result of one of their long-term plans, with humanity as simply one more race that was to receive &amp;quot;penitence&amp;quot; in their place.&lt;br /&gt;
&lt;br /&gt;
The game picks up a few months after the end of the previous game with Samuel Hayden returning to Earth after the destruction of the Argent Tower on Mars that was the only way of getting free, unlimited energy out of Hell. But, he has the Crucible (confiscated from the Doom Slayer in the ending of 2016) with which he starts developing a synthesized form of Argent energy while the UAC begins to completely fall under the control of their leaders, the Hell Priests who entombed the Slayer so long ago. They start sacrificing humans left and right to start a ritual that will allow the demons to consume Earth, terraform the land to living flesh and molten lava, kill all that resist, transport their souls to Hell and refine them to pure Argent Energy while the impure Souls are made into new demons! A full-scale demonic incursion is now underway on Earth, with billions of dead, over two thirds of Earth consumed while half of the UAC has gone full Quisling to the invaders, with the other half putting up a token [[Imperial_Guard| resistance]].  All hope seems lost... &lt;br /&gt;
&lt;br /&gt;
Not unless you, the Doom Slayer, has anything to say about it.&lt;br /&gt;
&lt;br /&gt;
Equipped like the Predator, as deadly as the Terminator, he seeks his prey from his orbital fortress (fittingly called the Fortress of DOOM) and will stop at nothing to repel the demonic invaders, even if he has to &#039;&#039;personally&#039;&#039; [[Rip_and_tear|kill. Every. Single. Demon. With extreme prejudice.]]&lt;br /&gt;
&lt;br /&gt;
Immediately after locating the first Hell Priest, the Slayer teleports onto his barge, kicks all doors in and vice grips the head off of the Priest, reducing the consumption of the Earth by 36,8%.&lt;br /&gt;
He then uses the Priest&#039;s head to gain access to the Citadel, where the ritual of the Priests is being held, but is being interrupted by the Khan Maykr, who tells him even he goes to far this time, before teleporting the Priests out of the Slayer&#039;s reach. Since the Hell Priest classify as Alpha Plus Psykers, (the first one being able to command his own Titan AND shield himself from even nuclear bombardment) they can be found with a Celestial Locator. To get the Locator, the Slayer goes to Exultia, a Night Sentinel world, only to be told by the late King Novik that Humanity are no longer his people to be saved. Realizing that no ordinary individual will help him, the Slayer enters [[Warp|Hell]], and it&#039;s even more magnificent than Doom 2016, with gigantic walls and corridors made of flesh, abandoned [[Warlord_Battle_Titan| Sentinel Mechs]] and the remains of the Titan Demons that were killed by them, and near everything you could think of, even the Tower Of Babel in the Background. Here the Slayer finds the Betrayer, father of the Icon of Sin, repenting in his exile. After telling the Slayer that saving humanity will only make his burden worse, the [[C&#039;tan|Betrayer]] nevertheless activates the Celestial Locator for the Slayer. Now being able to locate the other Priests, the Slayer goes to the Arctic Region where the second one is hiding. Turns out [[Warhammer_40,000|Warhammer 40,000]] is still ongoing, as the priest found a extinct race of demons, and with nothing better to do, turned these things into [[Necron Destroyer|Necron Destroyers]]. After [[Rip and tear|losing]] them, the Priest, in face of his impending DOOM, tries to bribe the Slayer, which [[Fail|literally cost him his head]].&lt;br /&gt;
&lt;br /&gt;
Now furious, The Khan Makyr leads the last Priest to safety, while demonic activity on Earth skyrockets. Realizing Earth needs a immediate backup at the Super Gore Nest in Europe after a failed attack from the [[Imperial_Guard|Earth Forces]] (with a casualty rate of over 87%), the Slayer arrives at what can only be described as Nurgle&#039;s Domain. Every building in the vicinity has grown flesh, teeth and maws, the air is filled with toxicity, and tentacles sprouted everywhere. But after a nuclear meltdown of the local reactor which conveniently houses the heart of the Gore Nest, the problem is quickly taken care of.&lt;br /&gt;
&lt;br /&gt;
Back to searching and destroying the last Priest, VEGA is sure that Samuel Hayden would be able to locate him immediately. However, a combined Demon attack on his headquarters left him badly wounded. Just as the Slayer gets to him and is about to teleport back to his fortress, the Earth quakes and a red portal opens up, out of it comes the Marauder. Imagine a [[Adeptus_Custodes|Custodes]] corrupted and empowered by Khorne but with battle tactics from Tzeentch, the Endurance of Nurgle and the Speed of Slaneesh. These guys are absolutely no joke (yes, there are more of them) and if you haven`t been playing like your life depends on it, prepare to be absolutely [[Anal_Circumference|curbstomped]].&lt;br /&gt;
&lt;br /&gt;
Samuel Hayden tells us that the last Priest hides in the Arena of Sentinel Prime, the Capital of the Night Sentinels, and the only way to gain access is hidden in the core of [[Mars|Mars]]. But instead of calling the [[Adeptus_Mechanicus|Mechanicus]] to help, the Slayer enters the Moon of Phobos, where the Battleship sized BFG 10,000 is Stationed, takes the Gun over, targets Mars and [[Exterminatus|blasts the Core open]]. He then proceeds to hop into a giant mass driver and blast himself to his next destination, [[Angry_Marines|streaking across the ruined Martian sky like a rage-fuelled missile]].&lt;br /&gt;
&lt;br /&gt;
Now on Sentinel Prime The game goes into who the Doom Slayer really is. It turns out the Doom Slayer really &#039;&#039;is&#039;&#039; the classic [[Doomguy]] from Doom 1, 2, and 64, who after staying behind in Hell (which apparently bridges multiple universes like the [[Warp]]) is eventually spat out, [[Gotrek_%26_Felix#Gotrek_in_the_Age_of_Sigmar|half-delirious and nuts from his experience of fighting off its hordes for an eternity]], unto the world of Argent D&#039;Nur, where he is found by the &#039;&#039;Night Sentinels&#039;&#039;, [[Grey Knights|an order of techno-knights dedicated to fighting demons]].  He is nursed back to sanity, and joins their order, eventually rising through their ranks due the sheer [[Rip and Tear]] he was capable of.&lt;br /&gt;
&lt;br /&gt;
The final Priest, hiding in the Colosseum, is confident that the Slayer would never kill him in the arena, as it is against holy law to spill Priest blood. He sends out his Gladiator, a being that even if its flesh is destroyed, its soul would prevail until its body is reformed. But the Soul resides in the gigantic shield it uses, so the Slayer destroys the shield first and then the face of the gladiator, and despite the warning shoots the final Priest to death.&lt;br /&gt;
&lt;br /&gt;
Now the plan of the Khan Maykr is ruined, as there are no more priests to maintain the Hell gates, so if the Earth Forces kill all the demons, they would prevail. As a desperate last resort, the Khan Maykr wants to resurrect the Icon of Sin to eradicate all life on Earth. Of course, the prospect of seeing &#039;&#039;another&#039;&#039; Earth brought to ruin has made the Doom Slayer rightly [[Rage|pissed]], and suffice to say, [[Not As Planned|the Maykrs have no idea what they&#039;ve just unleashed]].&lt;br /&gt;
&lt;br /&gt;
Doomguy now teleports to Nekravol, the City of the Damned. It&#039;s a [[Grimdark|place of biblical torment, fire and brimstone, cages bursting with humans piled up like livestock, a place where human souls are &amp;quot;tenderized&amp;quot; and tortured until all hope is broken and every sense but pain is gone]]. Only then can their souls be extracted and converted to pure Argent energy, which will be sent to the Khan Maykr in the City of Urdak (Heaven) A process which every [[Haemonculus]] pays respect to. As it is, things that are worthy of being called &amp;quot;holy&amp;quot; are often more horrendous than the horrors of Hell itself.&lt;br /&gt;
&lt;br /&gt;
The Slayer rips and tears through all of that mercilessly, and finally destroys the transmitter tower. Its destruction resulted in the Slayer being transported straight to &amp;quot;Heaven&amp;quot;, a completely unnatural location in true H.R. Giger aesthetic, littered with white and gold colors and blood red trees. In true Doomguy fashion, he interrupts the ritual that will resurrect the Icon of Sin by stabbing its heart with a dagger he got from the Betrayer. [[Not_as_planned|The Icon wakes up, corrupts the entire realm, and invites all sorts of demons to ravage Urdak]] before leaving to Earth.&lt;br /&gt;
&lt;br /&gt;
Doomguy immediately follows, but is interrupted by the Khan Maykr herself. In true Eldar fashion, she accuses Doomguy for all the bad things that HE did which broke the seal to Urdak, and that the use of thousand other species as Argent Energy for her race is justified in her traditions. Doomguy then slaps the shit out of her, and even in her final moments she tells us that we have doomed all of creation.&lt;br /&gt;
&lt;br /&gt;
Back on Earth the final fight against the Icon of Sin begins. Now with a full body it is no longer a static boss fight but a semi static. You blow parts from the Icon, until you finish it with your Crucible, by [[Awesome|slamming it into its forehead]]&lt;br /&gt;
&lt;br /&gt;
===Demons===&lt;br /&gt;
Doom 2016 by itself has more demons than the classic games do, even though not all of them return from those games. Doom Eternal ups the count even more, although not all demons from 2016 return. Some demons are upgraded versions of a base model; they are sorted as such.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Possessed&#039;&#039;&#039;: Zombified humans. They are some of the weakest enemies in the game and can easily be dispatched. In 2016 they are cheap glory kill fodder, in Eternal they are one of the chief targets of your chainsaw, flamethrower, ice bomb and all other ways with which to heal yourself.&lt;br /&gt;
**&#039;&#039;&#039;Possessed Engineers&#039;&#039;&#039;: Little more than walking bombs. Either shoot them to detonate them or melee them to launch them and have them detonate on impact. Known as Cueballs in Eternal.&lt;br /&gt;
**&#039;&#039;&#039;Possessed Soldiers&#039;&#039;&#039;: As above, but they have a bit more health and possess guns with which to defend themselves. They&#039;re still not much of a threat. In Eternal they are little more than Possessed with guns and flamethrowers, so make sure to keep some distance.&lt;br /&gt;
**&#039;&#039;&#039;Possessed Security&#039;&#039;&#039;: Equipped with shields and shotguns, these can really ruin your day if you let them. The chainsaw and plasma gun are the best way to deal with them.&lt;br /&gt;
**&#039;&#039;&#039;Hell Razer&#039;&#039;&#039;: 2016 exclusive, Hell Razers fight at a distance with arm-mounted laser cannons, which are actually parasites converting a human into a Hell Razer. Fire slowly and have distinct tells to their attacks. Don&#039;t pose too much of a threat: dodge their attack, get close and shotgun them.&lt;br /&gt;
*&#039;&#039;&#039;Imps&#039;&#039;&#039;: The fodder from the original game, now quick as a hiccup. They jump all over the place, pelting you with fireballs and clawing at you if you get too close. Because they&#039;re one of the first enemies you face they don&#039;t pose much of a threat: your regular shotgun makes quick work of them (especially with the grenade mod). Also make for great healing fodder in Eternal.&lt;br /&gt;
**&#039;&#039;&#039;Gargoyles&#039;&#039;&#039;: Added in Doom Eternal. Pretty much Imps with wings and [[Tyranid|scything talons]], they can use them to hover in place and spit acid at you. When doing so they are easy targets, so take your opportunity. Also make for good healing fodder.&lt;br /&gt;
**&#039;&#039;&#039;Prowlers&#039;&#039;&#039;: Originally added in the 2016 multiplayer, they were promoted to regular enemies in Eternal. They function the same as Imps but with more health and they can teleport, often right behind you to claw at you. Can&#039;t be as easily chainsawed as the Imps.&lt;br /&gt;
*&#039;&#039;&#039;Carcasses&#039;&#039;&#039;: Debuting in Doom Eternal, the Carcass&#039; attacks are not that powerful and they don&#039;t have a lot of health. What they do have is the ability to summon energy barriers, blocking your ability to move around freely, home in on them, glory kill other demons and use explosive weapons safely. Your primary target in an encounter because eliminating them makes a fight a lot easier.&lt;br /&gt;
*&#039;&#039;&#039;Pinkies&#039;&#039;&#039;: Ol&#039; faithful is now covered in armor, turning them into living battering rams. They roar and charge in on you, dealing significant damage upon impact. The armor soaks most damage they take from the front, so circle them and [[Meme|attack their weak point for massive damage]].&lt;br /&gt;
**&#039;&#039;&#039;Spectres&#039;&#039;&#039;: As the Pinky, but invisible. A bit harder to deal with because of this, but thankfully a lot less common and lack the armor plating.&lt;br /&gt;
*&#039;&#039;&#039;Cacodemons&#039;&#039;&#039;: [[Star Wars|They fly now!]] Their spit attacks slow and disorient you, and their bite attack does a lot of damage. But because they fly now you can easily pick them off with your rocket launcher or gauss cannon. In Eternal they got the short end of the stick: a single grenade from your modded shotgun or your shoulder launcher into their mouths causes them to swallow it, instantly staggering them for an easy glory kill.&lt;br /&gt;
**&#039;&#039;&#039;Pain Elementals&#039;&#039;&#039;: Returning in Doom Eternal, they chuck fireballs and Lost Souls at you. Immune to the grenade stagger that nerfed Cacodemons into the ground, they are the threat that their armless buddies should have been.&lt;br /&gt;
*&#039;&#039;&#039;Lost Souls&#039;&#039;&#039;: Horned, burning skulls that scream, fling themselves at you and explode for an annoying amount of damage. At least in 2016; in Eternal they also appear when summoned by a Pain Elemental which is when they function more or less the same.&lt;br /&gt;
*&#039;&#039;&#039;Revenants&#039;&#039;&#039;: [[Meme|DOOT]]. Made from humans in a gruesome process, the Revenants have jetpacks that let them fly around to put themselves in the perfect possession to launch barrages of missiles at you. They can also claw at you for significant damage, so keep your distance and take them out. In Eternal you become able to shoot off their shoulder cannons, which pretty much cripples their ability to deal damage. Their meme potential is so great that a trumpet-equipped Revenant is a skin included in the pre-order edition of Doom Eternal.&lt;br /&gt;
*&#039;&#039;&#039;Summoners&#039;&#039;&#039;: Only appearing in 2016, Summoners are paired down versions of the Archvile. They possess lithe bodies that lets them easily zip around and set up a summon circle away from your location, allowing them to call in aid. Sustained fire from just about any weapon will take them down.&lt;br /&gt;
**&#039;&#039;&#039;Harvesters&#039;&#039;&#039;: Unique to the 2016 multiplayer, the only demon to be so. Harvesters move around and instead of summoning other demons will shoot balls of plasma and drain life from other players, allowing them to supercharge their regular attacks.&lt;br /&gt;
*&#039;&#039;&#039;Arachnotrons&#039;&#039;&#039;: Back in Doom Eternal, the Arachnotrons are walking gun platforms that can cling to ceilings to get a better vantage point to shoot at you. Their weapons are very exposed, and shooting them off to limit them to their more managable barrage of bombs. Their resemblance to the Spider Mastermind from 2016 is intentional: the UAC cloned them using the Spider Mastermind&#039;s genetic material. [[Derp|But when the demonic invasion began the automated facility making them just kept pumping them out]].&lt;br /&gt;
*&#039;&#039;&#039;Whiplashes&#039;&#039;&#039;: The first all-female demons introduced in Doom Eternal resembling [[lamia]]e, but don&#039;t expect any [[monstergirls]]. They are as nasty as any demon in Doom, and they use their great speed to rush you and hack away at your health or pelt you with a barrage of laser attacks from a distance. Difficult to hit, but once you start hitting them they&#039;ll go down eventually.&lt;br /&gt;
**&#039;&#039;&#039;Mancubi&#039;&#039;&#039;: Big, fat bastards equipped with heavy cannons to blast you with and have flamethrowers to keep you at a distance. They&#039;re big, slow targets with slow attacks so if you can keep your distance they&#039;re not too big a threat. In Eternal you can blast their cannons off, severely nerfing their damage output. After that a few missile will easily take them out.&lt;br /&gt;
**&#039;&#039;&#039;Cyber Mancubi&#039;&#039;&#039;: Heavily armored versions of the Mancubus. They fire globs of acid that linger on terrain for a bit, limiting your movement options. In 2016 you just pour more damage into them to take them out. In Eternal you can punch off most of their armor with a single Blood Punch, which makes it easier for you to deal with them. But because their cannons are armored you can&#039;t blast them off like you can with the regular Mancubi.&lt;br /&gt;
*&#039;&#039;&#039;Archviles&#039;&#039;&#039;: Oh hell no. The Summoner on crack, an Archvile can put up barriers of fire to keep you away while they summon more demons. If you don&#039;t interrupt them you&#039;ll be facing a more difficult fight, especially if they summon a MOTHERFUCKING MARAUDER. Even when not summoning they are tough and can do a lot of damage, so after taking out all Carcasses in an area they are your next target if you want to win a fight.&lt;br /&gt;
*&#039;&#039;&#039;Hell Knights&#039;&#039;&#039;: Big dudes who revel in wrecking your shit. They are fast, closing the distance to pummel you or they do a jump attack for area of effect damage. Keep your distance and pump them full of lead to take them down quickly if you don&#039;t want to be taken out yourself.&lt;br /&gt;
**&#039;&#039;&#039;Dread Knights&#039;&#039;&#039;: Cybernetically enhanced Hell Knights, appearing only in Eternal. They have armored heads, arms and abdomen as well as a pair of energy blades and are equipped with the [[World Eaters|Butcher&#039;s Nails]]. This makes their jump attacks linger in place for a bit for continual damage and they can fire lasers from their blades at you.&lt;br /&gt;
**&#039;&#039;&#039;Barons of Hell&#039;&#039;&#039;: Big red bastards who are the toughest regular enemies in 2016. They hit like trucks and can blast you with powerful balls of green fire. The best way to deal with them are a heavily upgraded chainsaw or the BFG to not deal with their bullshit. In Eternal they have been upgraded to be immune to the chainsaw and cannot be one-shot by the BFG, so you&#039;ll have your work cut out for you. This version of the Barons are also coated in fire with obsidian skin and have burning blades coming from their lower arms, which fits given how much more dangerous they are.&lt;br /&gt;
*&#039;&#039;&#039;Tyrants&#039;&#039;&#039;: Pretty much downgraded Cyberdemons (Looking more like the classic Cyber rather than 2016&#039;s beefy monstrosity) and one of the most powerful common enemies in the game. Packing a powerful laser cannon, a laser blade and the ability to fire missile barrages, paired with a MASSIVE pool of health the Tyrant should be elimited as fast as you can so that you can deal with the rest of the demons. The fastest way to do so is with the Crucible, which will hack a Tyrant up in no time. [[FAIL|Just make sure that you actually hit the Tyrant itself and not the fodder running around it]].&lt;br /&gt;
*&#039;&#039;&#039;Marauders&#039;&#039;&#039;: Former Night Sentinels corrupted by hell, the Marauders are fast, deadly and a pain to kill. They possess enery shields that block all incoming damage, including the BFG and Crucible, can attack at both long and short distance and can summon spirit wolves to hunt you down. When you are at the right distance their eyes will flash green as they swing their axe at you: use this as an opening to blast them with your Super Shotgun, then quickly switch to the Ballista and hit them. Repeat this, rip and tear, done.&lt;br /&gt;
*&#039;&#039;&#039;Doom Hunters&#039;&#039;&#039;: Introduced as a boss and later reused as a common enemy. A species of demons driven to extinction by the Doom Slayer and brought back by the Hell Priest Daeg Ranak, the Doom Hunters resemble [[Necron Destroyer]]s with a cannon and a chainsaw for arms and missiles that can be fired from its hoversled. They have an energy shield that you need to deplete to be able to damage them. Infamous for being a boss that is lazily reused during the course of the game, as early as [[Rage|THE VERY NEXT COMBAT ARENA AFTER FIGHTING THE FIRST ONE]].&lt;br /&gt;
&lt;br /&gt;
==Doom: The Board Game==&lt;br /&gt;
Yes, there is a Board Game - made by [[Fantasy Flight Games]] no less - giving the vague &#039;/tg/ related&#039; qualifications this site uses.&lt;br /&gt;
It was released around the time Doom 3 was released, though it wasn&#039;t that remarkable and is pretty hard to find nowadays.&lt;br /&gt;
&lt;br /&gt;
One guy plays the baddies, the other 1-4 players play a band of unfortunate marines. The heroes start with 2-3 powerup cards, and the baddies get 5 cards from his own deck and during the game, he gets to draw more (the rate of which is equal to how many marines there are) and if his deck is empty, he gets to insta-kill one of the Marines. His guys are more varied in their movement but they can only shoot once.&lt;br /&gt;
&lt;br /&gt;
The marines have three options: move 8 spaces without shooting, move 4 spaces and shoot once, or shoot twice without movement. They need to explore the board, find computers and other events as the board provides. The baddies, meanwhile, can either upgrade his monsters or bring more to the board.&lt;br /&gt;
Either way, his goal is to score 6 kills on the Marines.&lt;br /&gt;
&lt;br /&gt;
A new board game got released shortly after May 2016 Doom, which, to my understanding, is basically just the same shit as before with a new coat of paint.&lt;br /&gt;
* It&#039;s different, but not too different. Similar in concept and design, with the main differences seeming to be in how the Marines play, and victory conditions for certain scenarios. Absolutely beautiful models however, and incredibly fun. Highly recommended.&lt;br /&gt;
&lt;br /&gt;
==Movie==&lt;br /&gt;
Also (roughly) around the same time as Doom 3 was a movie starring Karl Urban and former WWE superstar Dwayne &amp;quot;The Rock&amp;quot; Johnson. It pretty much replaced the whole Hell plot with some genetic experimentation to give people superpowers that only succeeds in creating hyper-aggressive mutants, and a squad of Marines sent to investigate the mayhem. It wasn&#039;t that good, with the only really &#039;good&#039; scene being this one scene where it&#039;s all FPS-style like the original games and has monster killing.&lt;br /&gt;
&lt;br /&gt;
Another movie was released in 2019, named &#039;&#039;Doom : Annihilation.&#039;&#039; When asked what they thought about this, id Software simply replied: &amp;quot;We are not involved in the movie.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
*[https://doomwiki.org/ Doom Wiki] for all your Doom-related needs&lt;br /&gt;
*[https://www.doomworld.com/idgames/ /idgames/], the home of pretty much every Doom mod worth playing (and pretty much every Doom mod that isn&#039;t worth playing) since 1994.&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Games]][[Category:Awesome]]&lt;/div&gt;</summary>
		<author><name>2A01:598:8183:351C:D1D4:DFB:3B50:1F8C</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Racial_Holy_War&amp;diff=394527</id>
		<title>Racial Holy War</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Racial_Holy_War&amp;diff=394527"/>
		<updated>2020-04-06T02:12:56Z</updated>

		<summary type="html">&lt;p&gt;2A01:598:8183:351C:D1D4:DFB:3B50:1F8C: /* Premise */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Fail}}&lt;br /&gt;
{{Template:Heresy}}&lt;br /&gt;
[[Image:RHW.jpg|thumb|right|For those whose Klansman&#039;s Hoods are on backwards (and also [[/pol/]]).]]&lt;br /&gt;
{{topquote|I don&#039;t know whether to give it to a scientist to examine or a priest to exorcise!|Nostalgia Critic (regarding the Garbage Pail Kids movie, but it works here too)}}&lt;br /&gt;
&lt;br /&gt;
Saying that this game should be burned at the stake is an insult to firewood. Veterans of [[1d4chan]] and [[/tg/]] in general will notice that when we tend to review and, more commonly, openly make fun of shitty RPGs, we still tend to discuss what positive features they have, if any; for example, [[Ironclaw]] may be sort of fail, but it works fine once [[Ironclaw/Furless|the furries are removed from the setting]]. Conversely, you have settings which have few directly appreciable features, but are so eminently mockable that one can&#039;t help but get a chuckle out of it. [[Poison&#039;d]] and references to Esophagus-fucking may be a great example of this phenomenon, though the ur-example remains [[FATAL]], which for all of its hideously broken design, is a fucking singularity of humor that allows for borderline-infinite mockery (especially the second edition, where the racist/sexist jokes are toned down to reasonable levels). [[Anal Circumference]] alone has led to countless lulz on /tg/ and beyond.&lt;br /&gt;
&lt;br /&gt;
And then you have &#039;&#039;&#039;Racial Holy War&#039;&#039;&#039;, also known as &#039;&#039;&#039;RaHoWa&#039;&#039;&#039;, which has &#039;&#039;none&#039;&#039; of these redeeming features.&lt;br /&gt;
&lt;br /&gt;
It is below contempt, even if you&#039;re not racially/ethnically sensitive or even approve of racism altogether. It is not an RPG you can really make fun of for laughs because of its complete idiocy - everything about it is just devoid of humor. It somehow manages to out-do FATAL as being the worst RPG made, because whilst FATAL may be completely defunct mechanically, FATAL at least can, like a shitty movie being MST3Ked, get a laugh out of someone for &#039;&#039;being&#039;&#039; that broken and having ideas &#039;&#039;that&#039;&#039; stupid and actually &#039;&#039;having&#039;&#039; all its necessary mechanics. Out-doing FATAL in badness is an achievement in and of itself, but RaHoWa takes it to the nth degree.&lt;br /&gt;
&lt;br /&gt;
Putting it simply: RaHoWa is a White Supremacist RPG, an RPG that is made by - and for - the sort of people who cherry-picked the worst of [[Nazi|Hitler]]&#039;s short-lived ideals (nevermind that they did more damage to white culture than any imaginary &amp;quot;other&amp;quot; possibly could), and still buy into the whole concept of &amp;quot;Whites are the best because we&#039;re white and our god told us we are&amp;quot; (essentially adding God to the &amp;quot;Manifest Destiny&amp;quot; philosophy, [[Heresy|even though it contradicts Biblical teachings]]). It&#039;s a ridiculous attempt to lionize this belief as a form of propaganda - in RPG format, of course - and as demonstrated below, it pretty much fails at even that. Its concept and setting are beyond /tg/&#039;s ability to make ostensibly humorous via mockery. It is broken ruleset-wise - because of course it is - but the fact that it adds a dimension of glorifying a mindset that is all too happy to grab humanitarian ideals by their proverbial ankles and drag them, screaming, to the Lovecraftian depths is what pushes it over the pale, as the mindset it espouses has led to countless atrocities and horrors.&lt;br /&gt;
&lt;br /&gt;
Seriously, [[FATAL]] is infinitely &#039;&#039;less&#039;&#039; cringe-worthy than this shit. At least FATAL has humor in its shock value. RaHoWa has none of that.  It&#039;s &#039;&#039;almost&#039;&#039; too stupid to be offensive, &#039;&#039;almost&#039;&#039; too pathetic to hate, and too disgusting to pity. It is in that EXACT location where it is simultaneously &amp;quot;So Bad, It&#039;s Horrible&amp;quot;, legitimately unfun to play and offensive in a non-entertaining fashion.&lt;br /&gt;
&lt;br /&gt;
==Premise==&lt;br /&gt;
The synopsis of RaHoWa is that in the not-so-distant future, the world is on the edge of collapse, and it&#039;s all the doing of the evil non-white races and their insidious Jewish masterminds, having reduced the superior white race to a downtrodden minority (which, as always, begs the obvious question how the allegedly-superior white race was able to be so thoroughly outmaneuvered by the Jews in the first place). Fortunately for the world (but not for our sanity), a team of brave White Warriors (read: The Players) emerges in the hopes of &amp;quot;cleansing the world of all the vermin&amp;quot; (yes, this is an actual quote from the game).&lt;br /&gt;
&lt;br /&gt;
Throw in such great missions as &amp;quot;destroying a drug cartel run by awful [[What|latrinos]],&amp;quot; and you have a strong case for this being the only RPG in history that makes FATAL look slightly better by comparison; that&#039;s right. Yes, folks, the bar has once again been lowered with the force of &amp;lt;strike&amp;gt; a tactical nuke &amp;lt;/strike&amp;gt; several tactical nukes.&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
When you open with a premise of blind racial genocide on the premise of &amp;quot;muh racial superiority&amp;quot;, the only direction you have to go is straight down, unless your game is saved by a relatively decent ruleset that can still be fun to use in some way, making it infamously memorable. Unfortunately for RaHoWa and fortunately for us, RaHoWa fails just as much at being an actual RPG. In fact, just classifying it as an RPG is a grave blasphemy to the legacy of the genre in general; even FATAL has a remotely functional dice system, inane and stupid as it is.&lt;br /&gt;
&lt;br /&gt;
Character creation is a relatively boring affair, with a similar points-based attribute system to most RPGs - the problem is that what these attributes actually do is only mentioned in passing, if at all. From there, you choose a class and the skills of your choice, which include Clothesmaking (suggested uses for it include making swastika shirts), [[Video games]], and [[Ecclesiarchy|Holy Books of Creativity]], the latter of which involves &amp;quot;the study and enlightenment of the greatest books ever written - Nature’s Eternal Religion and The White Man’s Bible&amp;quot;, which somehow manage to heal the White Warriors by &amp;quot;soothing and inspiring them&amp;quot;. You can even heal yourself by giving yourself a speech!&lt;br /&gt;
&lt;br /&gt;
For the combat part, you only have 3 generic weapons: a handgun, assault rifle, and shotgun. From here, you can pretty much see how downhill things go for combat: weapon selection is so god damn basic that there&#039;s no fun to be had in variety. But all this is nothing compared to the biggest problem of all that pretty much breaks the game in half - [[FAIL|weapons themselves have no rules or stats, and there&#039;s not even a rule that explains how to calculate a player&#039;s base accuracy]]. This makes it essentially unplayable, [[Derp|as there is no way to tell whether or not your attacks hit an enemy]], because of this you can only assume that your weapons are actually imaginary guns that you attempt to materialize by making gunshot sounds with your mouth and positioning your hands like you&#039;re holding a gun, which would explain more how you&#039;re unable to hit anything at all.&lt;br /&gt;
&lt;br /&gt;
Although the mental image of the last hope of the &amp;quot;White Empire&amp;quot; being completely incapable of fighting even the weakest enemies is certainly hilarious, it also makes it abundantly clear that the writers simply didn&#039;t care enough to even check if their game was complete before printing it out. One wonders if the authors involved with the creation of this game even played a single RPG before trying to make their own.&lt;br /&gt;
&lt;br /&gt;
==Enemies==&lt;br /&gt;
As one last bit of flaming stupidity, the game takes unnecessary pleasure in categorizing enemy NPCs into ethnic stereotypes and naming them with racial slurs, each with their own special attack. It isn&#039;t even good if taken as a joke; it is completely devoid of any comedic material for even the most ethnically offensive comedian to use. It also makes whites the weakest race in the game since they are the only ones that don&#039;t get a special attack, demolishing its own claims about whites being superior. These special attacks have their use fully explained, which means that the writer was more interested in pushing his views than making his game playable.&lt;br /&gt;
*Niggers: &amp;quot;Smelly, stupid creatures&amp;quot; which can reduce PCs&#039; accuracy via their [[Luke|body odor]], which is ironic given the average neckbeard who never touched a girl is fouler. Moreover, because of the aforementioned lack of any way to calculate accuracy, it&#039;s essentially devoid of function.&lt;br /&gt;
*Latrinos: &amp;quot;Lazy and criminal vermin&amp;quot; with the ability to strike first in combat. (Because they sneak across the border so much, get it? So funny I forgot to laugh.) (Hey, I thought they were lazy. Shouldn&#039;t they attack last? These fucks can&#039;t keep their own propaganda straight for a full sentence.) Also, yes, the book consistently calls them &amp;quot;Latrinos&amp;quot;.&lt;br /&gt;
*Sand Niggers: &amp;quot;Scumbags&amp;quot; that have &amp;quot;declared the White Race as one of their many enemies in their &#039;Jihad&#039; or holy war&amp;quot; (ironic given that &amp;quot;holy war&amp;quot; is in the fucking title) which can try to blow themselves up to attack.&lt;br /&gt;
*Gooks: &amp;quot;Timid, annoying, slanty-eyed pieces of excrement that so desperately wish they were White&amp;quot; (never heard of [[Weeaboo]]s, eh?) which can gain extra attacks in hand-to-hand combat from watching &amp;quot;fake martial arts movies&amp;quot;, which makes you wonder how they would gain extra attacks if the movies are fake.&lt;br /&gt;
*Kikes: &amp;quot;The worst and most evil parasites that the world has ever seen&amp;quot; who can bribe the PCs with [[Meme|jewgold]] to skip their turn, courtesy of the power of &amp;quot;brain pollution&amp;quot;. (Which, paradoxically, pretty much destroys the premise of the White Warriors as &amp;quot;superior&amp;quot; beings and more of them being hypocritical race traitors who sold their race for money. As we&#039;ve said previously, these people have the fluff-writing skills that would make the likes of [[Matthew Ward|Matt Ward]] and [[C.S. Goto]] seem like [[Dan Abnett]] in comparison.)&lt;br /&gt;
&lt;br /&gt;
==Creator==&lt;br /&gt;
Many neckbeards and fa/tg/irls may ask themselves: who the fuck created this mess? &lt;br /&gt;
&lt;br /&gt;
The creator is a lesser-known (thank the [[Emperor]]) racist priest of an obscure white supremacist cult calling itself the &amp;quot;Creativity Movement&amp;quot;, which just &#039;&#039;happens&#039;&#039; to have the idea of a &amp;quot;Racial Holy War&amp;quot; as a part of its doctrines, and even uses the same abbreviation of &amp;quot;RaHoWa&amp;quot; for it (hence the ranting about the Holy Book of Creativity, their equivalent of the Bible). Said priest is a &amp;quot;game&amp;quot; creator and &amp;lt;s&amp;gt;lobotomy recipient&amp;lt;/s&amp;gt; (that&#039;s an insult to lobotomy patients, plus a lobotomy might make him smarter) known as Reverend Molyneaux. [https://en.wikipedia.org/wiki/Peter_Molyneux No, not that Molyneux] [https://en.wikipedia.org/wiki/Stefan_Molyneux or that Molyneux]. &lt;br /&gt;
&lt;br /&gt;
His &amp;quot;works&amp;quot;, if you can even call it that, consist of RaHoWa, a shitty blog, and his hilariously exaggerated to the point of vomit-inducement white supremacy fapfic known as [[Imperium of Man|&amp;quot;White Empire&amp;quot;]], which features a [[Mary Sue|Gary Lu self-insert]], wannabe Punisher, and Tom-Cruise-in-Top-Gun-ripoff known as &amp;quot;John Granger&amp;quot;. Granger neutron bombs simple African villages, wasting enormous resources to blow up a bunch of tribals in loinclothes. Then he loses a friend to a Jewish suicide bomber(???), tries to avenge him by infiltrating an underground race-mixing disco, and fails spectacularly: [[FAIL|even his Garty Stu insert fails to prevent more deaths and suddenly quits the intelligence agency he just was vetted and taken in a single mission]]. Then he joins the extermination of Chinese in an Asian campaign, and kills some Jewish nuclear combat engineers on the Asian side. The story then ends abruptly as the next generation children go around LARP&#039;ing King Arthur&#039;s knights and the world celebrates victory.&lt;br /&gt;
&lt;br /&gt;
Oh, also men of the white empire are [[Elf|vegan, eat fruits, raw vegetables and nuts,]] [[Gay|work out like fuck, admire each other&#039;s manly skills and muscles and assets]] while women are in the back as childmakers. Make of that what you will.&lt;br /&gt;
&lt;br /&gt;
===The Creativity Movement===&lt;br /&gt;
Molyneux&#039;s cult is, if anything, at least as bonkers as Molyneux himself. Founded by former Florida state legislator Ben Klassen as the Church of the Creator (later the World Church of the Creator) it distinguished itself from the average hate group by disavowing Christianity as [[Wat|being invented by the Jews to oppress white people]], and generally made a nuisance of itself in the small North Carolina town it established itself in. Following Klassen&#039;s suicide (to avoid a lawsuit brought on by the family of a black Gulf War veteran murdered by one of his followers) and several further lawsuits, the World Church of the Creator&#039;s new leader Matt Hale quickly got himself embroiled in a lawsuit with an actual church over the organization&#039;s name - [[Lulz|which it lost]].&lt;br /&gt;
&lt;br /&gt;
In a stunning show of bad judgement, Hale then attempted to solicit the murder of the judge presiding over the lawsuit, only to be arrested and sentenced to 40 years in the Florence, Colorado Supermax prison (infamous for holding folks like the Unabomber, terrorists of all creeds, inmates who escape repeatedly, drug lords, serial killers, prisoners who murdered in prison, pedo cult leaders and assorted other worst of the worst for whom the 23 hour solitary confiment every day seems to be too light of a sentence) when his chief of security was revealed to be a FBI informant; the Feds had been keeping a close eye on him ever since one of his top subordinates went on a racially-motivated shooting rampage in 1999, and linked the group to several other murders and attempted bombings.&lt;br /&gt;
&lt;br /&gt;
==So in Conclusion...==&lt;br /&gt;
Racial Holy War is a perfect example of something so terribly awful it can&#039;t even be used an example of how &#039;&#039;not&#039;&#039; to do something. If you desperately want to lose friends, there is no sure faster way then presenting this to them and going on about what a great idea you think it is. About the only good thing to come out of it is some horrible jokes that it&#039;s about as close as one can get to a Pen-and-Paper version of [[/pol/]], and even that&#039;s debatable. While FATAL can at least be delivered to one&#039;s roleplay group as some sort of sadistic April Fools joke due to its inscrutable mechanics and depth of sexual depravity, Racial Holy War truly has &#039;&#039;no&#039;&#039; redeemable qualities whatsoever. Its only function is poorly written propaganda that ought to remain hidden somewhere in the Bermuda Triangle, with its unfunny racial stereotypes, broken mechanics and incomprehensible fluff accessible only by those too stupid to live.&lt;br /&gt;
&lt;br /&gt;
TL;DR - A nutty game made by an equally unhinged hate group.&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
*[http://web.archive.org/web/20080212094700/http://atrocities.primaryerror.net/rahowasucks.html] A review of RaHoWa.&lt;br /&gt;
*[http://creativityalliance.com/eBook-KennethMolyneaux-RacialHolyWarTheGame.pdf PDF] of Racial Holy War. Best played in between cross-burnings.  &lt;br /&gt;
*[http://revkennethmolyneaux.blogspot.ca/] The author&#039;s shitty blog, for those of you with morbid curiosity.&lt;br /&gt;
*[https://www.splcenter.org/fighting-hate/extremist-files/group/creativity-movement-0] The Southern Poverty Law Center&#039;s profile of the Creativity Movement, for those of you who wish to learn the group&#039;s sordid history in full (for all the skub surrounding the SPLC even a broken clock is right twice a day). &lt;br /&gt;
[[Category:Roleplaying]]&lt;br /&gt;
[[Category:FAIL]]&lt;/div&gt;</summary>
		<author><name>2A01:598:8183:351C:D1D4:DFB:3B50:1F8C</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=The_Savage_Age_of_Sigmar&amp;diff=492725</id>
		<title>The Savage Age of Sigmar</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=The_Savage_Age_of_Sigmar&amp;diff=492725"/>
		<updated>2020-04-05T21:40:12Z</updated>

		<summary type="html">&lt;p&gt;2A01:598:8183:351C:D1D4:DFB:3B50:1F8C: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:The Savage Age of Sigmar - Core Rulebook - Version 1.1-01.jpg|thumb|350px|right|The cover remains controversial.]]&lt;br /&gt;
An attempt by by a fa/tg/uy to allow Roleplaying in the [[Age of Sigmar]] setting, using the rules from the [[Savage Worlds]] RPG system. It is notable for allowing characters to be created from all four of the Grand Alliances, including Wights, Orruks, [[Chaos Champion|Spiky Humans]], and [[Stormcast Eternals|Pansy Humans]].&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
The Savage Age of Sigmar is set right after the conclusion of the All-Gates campaign in Age of Sigmar lore, when all four of the Grand Alliances fought each other so hard they had to take a break for a couple of decades. While following the typical character creation rules for [[Savage Worlds]]. TSAoS expands on it by allowing all characters to choose one of the [[Warhammer:_Age_of_Sigmar#The_Realms|8 Realms]] to call home (For some reason you can&#039;t choose to come from the Realm of Chaos for your Chaos Characters, which is a tad [[fail|strange]]. Characters a free Skill and Edge from their chosen realm, ranging from animal companions (Ghur) to scavenging skills (Aqshy). Alongside this, players may also choose to belong to one of 8 races from the setting:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Humans]]&#039;&#039;&#039;: Your generic meat and mud humans, like the base game they receive a free Edge of their choice to begin adventuring with. Can be made interesting by becoming servants of the [[Chaos Gods]].&lt;br /&gt;
* &#039;&#039;&#039;[[Elves|Aelves]]&#039;&#039;&#039;: Graceful and magical, the Elves of AoS are much less smug than their Fantasy counterparts, since they started off in the belly of [[Slaanesh]] and their gods are in hiding, being left in the care of [[Sigmar]] instead like an unwanted foster child. Begin the game with an [[exploding die]]&#039;s worth of Power Points, potentially turning your knife-ear into a maelstrom of magical energy. &lt;br /&gt;
* &#039;&#039;&#039;[[Dwarfs|Duardin]]&#039;&#039;&#039;: With Duardin, you have the choice of either the clothed variety or the [[wat|naked berserker kind]], though the creator has hinted at [[Kharadron Overlords|Kharadron]] and Skyships in the [[awesome|future]]. Fyreslayers have a change of going berserk whenever they&#039;re in the presence of Ur-Gold, but other than that they are fairly standard. &lt;br /&gt;
* &#039;&#039;&#039;[[Lizardmen|Seraphon]]&#039;&#039;&#039;: That&#039;s right, [[Derp|Space Dream Lizards]]. Can choose between between the smaller but more agile Skinks (The only Seraphon that can cast magic), or the larger scaled Saurus. The very idea of playing these guys in a RP campaign is enough to give any GM a headache.&lt;br /&gt;
* &#039;&#039;&#039;[[Treeman|Sylvaneth]]&#039;&#039;&#039;: Stay away from fire. Players intending to create Sylvaneth characters have the choice between feminine Dryads or the taller MEQ Kurnoth. The two function similarly to the Seraphon, with the smaller magical variant orr the larger stronger variant. A high frequency of tree puns are required to play this race.  &lt;br /&gt;
* &#039;&#039;&#039;[[Orks|Orruks]]&#039;&#039;&#039;: Having the unique mechanic of gaining in size whenever they increase in rank, Orruks are much more naturally fighty than the other races, with basically no ability to talk their way out of problems. Orruk wizards gain the added benefit of [[awesome|exploding if they become too magical.]]&lt;br /&gt;
* &#039;&#039;&#039;[[Skeleton|Wights]]&#039;&#039;&#039;: In a clear nod to [[Tomb Kings|everyone&#039;s favourite dead faction]], options for playing as sentient Skeletons is available. With an ability to see in the dark and easily [[Frighten|Spook]] helpful fleshies, the Wights seem like one of the more fun races to play. Also don&#039;t bleed or eat, which is a nice added bonus.  &lt;br /&gt;
* &#039;&#039;&#039;[[Vampire|Vampires]]&#039;&#039;&#039;: Emo&#039;s with [[Chaos Dwarfs|Big Hats]], the Vampires in TSAoS are fairly traditional, being skilled Necromancers and able to create more vampires with their bloody kiss. Use with Wights for some Halloween mayhem.&lt;br /&gt;
&lt;br /&gt;
== Stormcast Eternals ==&lt;br /&gt;
It would be strange to feature Stormcasts on the cover of the book without letting players create and play as the Lightning Men themselves. Since the Stormcasts are members of a military organisation rather than adventurers, Character creation takes a much different form than those of the other races, with players building their characters to fit one of the established units and ranks of Azyr&#039;s military. For example a player might put character creation points into his Shooting skill so he can become a member of the Judicators, or into Piloting so he can strap on some wings and prance about in [[Sanguinius|Golden Armour]]. Stormcasts don&#039;t die like normal characters either, instead returning after a set amount of time with lost memories and less social skills. &lt;br /&gt;
&lt;br /&gt;
== What&#039;s Awesome? ==&lt;br /&gt;
* A big book with lots of cool artwork and style to it. &lt;br /&gt;
* Huge amount of freedom for campaigns in the Mortal Realms&lt;br /&gt;
* A cool system for creating your own Daemon Creatures. &lt;br /&gt;
* Chaos get lots of gameplay flavour.&lt;br /&gt;
* Awesome (Yet kind of out of place) rules for gun customisation. &lt;br /&gt;
* It&#039;s going to be the only thing close to getting a proper AoS RPG until Cublicle 7 releases their take on it.&lt;br /&gt;
&lt;br /&gt;
== What&#039;s Bad? ==&lt;br /&gt;
*You can&#039;t play as Chaos Undivided characters. &lt;br /&gt;
*No Skaven (See Below)&lt;br /&gt;
*It&#039;s Savage Worlds, with all the negatives and positives that brings.&lt;br /&gt;
*No unique mechanics for non-Stormcast/Chaos characters outside of their racial rules. &lt;br /&gt;
&lt;br /&gt;
== What&#039;s Next? ==&lt;br /&gt;
The author has already released an optional supplement for Chaos Worshippers, giving access to a nice big table of [[Awesome|Chaotic Mutations]] for players to choose from, allowing your Khorne champion to sustain himself on the blood of his enemies, giving your Slaaneshi a Mosquito&#039;s Probosis that eats the spirit of its victims, or turning your [[Just as Planned]] wizard into that one Peter Kay character from Doctor Who, which seems more of Nurgle&#039;s thing honestly. Comes with the added risk of being turned into Chaos Spawn if you roll for a mutation without doing anything to please your god recently.&lt;br /&gt;
&lt;br /&gt;
Alongside this, they have also promised a second rulebook allowing us to play as Skaven, Beastmen, Kharadron and other cool stuff. &lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
*[https://www.dropbox.com/s/ikhfaa8xixgu2z7/The%20Savage%20Age%20of%20Sigmar%20-%20Core%20Rulebook%20-%20Version%201.4.pdf?dl=0] The Savage Age of Sigmar: Core Rulebook - Version 1.4&lt;br /&gt;
*[https://www.dropbox.com/s/kylinhb0bn8m7xa/Gifts%20of%20the%20Dark%20Gods%20-%20Chaos%20Expanded%20for%20The%20Savage%20Age%20of%20Sigmar.pdf?dl=0] Gifts of the Dark Gods: Expanded Chaos Mutations&lt;br /&gt;
&lt;br /&gt;
[[Category: Age of Sigmar]][[Category:Homebrew Rules]][[Category:Roleplaying]]&lt;/div&gt;</summary>
		<author><name>2A01:598:8183:351C:D1D4:DFB:3B50:1F8C</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Total_War_Warhammer_Mods&amp;diff=507634</id>
		<title>Total War Warhammer Mods</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Total_War_Warhammer_Mods&amp;diff=507634"/>
		<updated>2020-04-04T23:23:10Z</updated>

		<summary type="html">&lt;p&gt;2A01:598:8183:351C:D1D4:DFB:3B50:1F8C: /* Mod Manager */&lt;/p&gt;
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&lt;div&gt;[[File:Totwal War Warhammer Logo.png|500px|center]]&lt;br /&gt;
{{/vg/}}&lt;br /&gt;
&lt;br /&gt;
So you are bored with the vanilla game after a while and want to play around with more cool stuff or just sad that your favourite character was not included by CA. Luckily for you total war games in general have a large and vibrant modding community, and the popularity of the Warhammer total war game means that there is a bewildering variety of mods that shake up the game down to it&#039;s very core.&lt;br /&gt;
A word of advice on Total War mods in general. Cosmetic mods are just that, cosmetic, you can generally add or remove mods in the middle of your playthrough without ruining your current campaign. Things like reskins, lighting mods, and texture mods are examples of cosmetic mods. Mods that change your gameplay can and eventually will mess up your save if you keep adding them during your current session. For best results you should select your mods before starting your gameplay session. Most modders will be happy to answer your questions regarding compatibility issues. A good rule of thumb is that the larger the mod&#039;s scope, the greater the chance that it will fuck your save up when you tinker with your preferences.&lt;br /&gt;
Overhauls and massive changes that are generally incompatible with each other now have their different sections to help anons out. Anything tagged with &#039;&#039;&#039;&#039;&#039;Requires Crynsos&#039; Framework&#039;&#039;&#039;&#039;&#039; requires Crynsos&#039; Framework for best results and reduced compatibility issues.&lt;br /&gt;
The amount of mods that you can have without crashing the game depends on your available RAM. Eventually anons may want to merge minor mods that do similar things like say skin changes or minor cosmetic improvements together to free up space for bigger mods.&lt;br /&gt;
&lt;br /&gt;
==Mod Manager==&lt;br /&gt;
&lt;br /&gt;
If you have been playing the game long enough, you will realise that CA&#039;s mod manager is bad. There is no way to sort out the load order of the mods and even the UI is terrible. It acts like a shitty billboard advertisement for GW&#039;s models for [[Age of Sigmar]] that link to models like Orruk Warbosses. Thankfully, modders have stepped into the breach.&lt;br /&gt;
&lt;br /&gt;
[https://github.com/Kaedrin/warhammer-mod-manager/releases Warhammer Mod Manager] is a mod manager that brings standard mod management tools to Total War warhammer 1 and 2. You can sort the load order of your mods, create profiles and do all the good stuff instead of manually checking and unchecking boxes and tearing your hair out.&lt;br /&gt;
&lt;br /&gt;
==Faction Colours Editor==&lt;br /&gt;
&lt;br /&gt;
One of the most requested features for the game is an army painter. Since CA has completely ignored the issue, modders have stepped up to the plate.&lt;br /&gt;
&lt;br /&gt;
[https://github.com/LorenzoDePasquale/TWW2-Faction-Colors-Editor/releases TWWH2 Faction Colors Editor] is a tool that lets you choose colours for the different factions in the game. &lt;br /&gt;
&lt;br /&gt;
==Warhammer 1 mods==&lt;br /&gt;
&lt;br /&gt;
===WH1 Cosmetic Mods===&lt;br /&gt;
* &#039;&#039;&#039;[https://steamcommunity.com/sharedfiles/filedetails/?id=690476829 Better Camara Mod]&#039;&#039;&#039; Allows both closer and further camera heights, so you can get a better view of your units killing each other.&lt;br /&gt;
* &#039;&#039;&#039;[http://steamcommunity.com/sharedfiles/filedetails/?id=1064855148 Ado&#039;s Lorefriendly Empire Reskin!]&#039;&#039;&#039; There&#039;s a deluge of mods on the steam workshop that gives the empire a bunch of heavy plate armor, which makes them look bland. This mod goes the opposite way, with a Renaissance look and feel. Imperial state troops have a variety of floppy hats, tight tights, and puffy shirts. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[http://steamcommunity.com/sharedfiles/filedetails/?id=1144504181 Ado&#039;s Skinwolf Variations]&#039;&#039;&#039; Pretty simple. Multicoloured werewolves for your army.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[http://steamcommunity.com/sharedfiles/filedetails/?id=1103858759 All in One Tabletop banners and Emblems]&#039;&#039;&#039; It replaces all the faction icons and emblems with their 6th edition counterparts.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[http://steamcommunity.com/sharedfiles/filedetails/?id=939472379 brt_lore_damsels_reskin.pack]&#039;&#039;&#039; Makes the damsels look like the power puff girls.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[http://steamcommunity.com/sharedfiles/filedetails/?id=1127740412 Better LL Unit Cards - FULL]&#039;&#039;&#039; This changes the 2D portholes and unit cards of LLs. Its based off the high definition models CA used for showcasing the models. A major improvement over the default.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[http://steamcommunity.com/sharedfiles/filedetails/?id=939915139 Dancing Orcs]&#039;&#039;&#039; Makes savage orcs dance just like Wurrzag&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[http://steamcommunity.com/sharedfiles/filedetails/?id=708353942 More Beautiful Sigvald]&#039;&#039;&#039; Makes Sigvald Sexy. Hair is still worse than elves though.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[http://steamcommunity.com/sharedfiles/filedetails/?id=860519670 Reskin Beautiful Spellsinger]&#039;&#039;&#039; Pretty self explanatory. The Wood elf Spellsinger now looks like it belongs in a /v/ waifu thread. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[http://steamcommunity.com/sharedfiles/filedetails/?id=879428125 Reskin Impressive Green Knight]&#039;&#039;&#039;: It removes the green spooky aura around the Green knight so that you can see the awesome model in all it&#039;s glory.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[http://steamcommunity.com/sharedfiles/filedetails/?id=882170752 Reskin Plastic Surgery of the Old World]&#039;&#039;&#039;: It makes the Bretonnian ladies and Paladin look rather attractive rather than, frankly, kinda ugly, realism be damned!&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[http://steamcommunity.com/sharedfiles/filedetails/?id=815088013 Varied Trees]&#039;&#039;&#039;: A reskin which makes the dryads, branchwraiths and treeman have different types of bark. Good if you are settled in for the long haul in your welf campaign and get tired of the same trees every day.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[http://steamcommunity.com/sharedfiles/filedetails/?id=699310314 Mousillon City of the Damned vampire counts conversion/reskin]&#039;&#039;&#039;: A simple reskin mod for when you want to use them shiny faction unlockers to play as vampires in the land of horse-lovers instead of in the land of moustache-lovers. This Version of the Mod changes generic Vampire Lords to look Bretonnian. If you want another version which makes your Generic Vampire lords to remain the same, the mod author has you covered.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[http://steamcommunity.com/sharedfiles/filedetails/?id=1114858423 Norsca Reskin - Valhalla]&#039;&#039;&#039; A viking focused reskin for Norsca, the mod adds different hair varieties, differentiates norscan marauders from their chaos counterparts and is otherwise a non conflicting mod with chaos reskins.&lt;br /&gt;
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* &#039;&#039;&#039;[http://steamcommunity.com/sharedfiles/filedetails/?id=744844351 Themed UI Compilation]&#039;&#039;&#039; A rather nice mod that makes factional UI look different in the game. It replaces the brown goop for the different bars in the screen.The Empire gets a nice red colour. The Dwarfs get a nice Thorgrim Blue, Wood elves get A forest green colour, Different Vampire factions get UI colours (VC: Purple, Von Carsteins: Red, Mousillon gets a pineapple yellow colour. Bretonnia gets it&#039;s half Red Half Blue colour scheme. &lt;br /&gt;
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* &#039;&#039;&#039;[http://steamcommunity.com/sharedfiles/filedetails/?id=700406231 Cataph&#039;s Greenskin Teef Currency]&#039;&#039;&#039; A UI mod that changes the greenskin currency from Gold to Teef. &#039;nuff said.&lt;br /&gt;
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* &#039;&#039;&#039;[http://steamcommunity.com/sharedfiles/filedetails/?id=727986385 More Horse Variations]&#039;&#039;&#039; I wonder what this does.&lt;br /&gt;
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* &#039;&#039;&#039;[https://steamcommunity.com/sharedfiles/filedetails/?id=715878344 Less Blood, Less Gore!]&#039;&#039;&#039; This mode requires the bloodpack and lets you play a gory Warhammer game without it looking like a Tarantino movie. Blood effects are more realistic and less, well, silly. It should also help a lot where performance is concerned&lt;br /&gt;
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* &#039;&#039;&#039;Imperial Collection by Lt Apollo&#039;&#039;&#039; A large, WIP mod collection focusing on giving each individual empire state a staggering amount of variation. Advertised features include 40+ possible permutations for the average state trooper, redesigned shields and new alpha mapped textures. So far the modder has made the following mods&lt;br /&gt;
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:::::[http://steamcommunity.com/sharedfiles/filedetails/?id=1106171592 Averlander: Imperial Splendour] An Averland focused reskin, it makes the cattle loving bastards extremely floppy hatted and ostentatious with dark black and yellow livery.&lt;br /&gt;
:::::[http://steamcommunity.com/sharedfiles/filedetails/?id=975670432 Reiklander: Imperial Vanguard] A reikland focused reskin complete with submods to add more beards and bobs. Engineers wear gloves and soldiers are generally more flamboyantly dressed compared to the base game.&lt;br /&gt;
:::::[http://steamcommunity.com/sharedfiles/filedetails/?id=1096805196 Wissenlander: Defenders of the South] A wissenland focused reskin, it&#039;s notable feature includes a completely redone look for gunpowder troops who come from Nuln.&lt;br /&gt;
:::::[http://steamcommunity.com/sharedfiles/filedetails/?id=1118241700 Stirlander: Victory or Death] A stirland focused reskin, it turns Vlad&#039;s neighbors into proper grimdark warriors living in crushing poverty next to spooky zombies.&lt;br /&gt;
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===WH1 Gameplay Changing mods===&lt;br /&gt;
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* &#039;&#039;&#039;[http://steamcommunity.com/sharedfiles/filedetails/?id=1120180673 Advanced AI mod]&#039;&#039;&#039; After over 700 hours of tweaking, this mod has been released. A comprehensive CAI overhaul, it tunes up an AI in a better way across the board. Everything from better armies to faster attacking and more bold AI. This is the definitive end all be all of Warhammer 1&#039;s CAI.&lt;br /&gt;
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* &#039;&#039;&#039;[http://steamcommunity.com/sharedfiles/filedetails/?id=692256583 Aisriyth&#039;s Skill Points]&#039;&#039;&#039; This tiny mod gives your lords and heroes more skill points when they level up. This mod has a nice balance of Just right when it comes to skill points, allowing you to deck out your lords to be masters at one skill tree and pretty good at the other one, or be adepts at all three skill trees. Heroes still remain somewhat specialized. Useful for all the custom Lords and Heroes you will recruit.&lt;br /&gt;
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* &#039;&#039;&#039;[http://steamcommunity.com/sharedfiles/filedetails/?id=724263018 All Tabletop Lords]&#039;&#039;&#039;: Don&#039;t be fooled by the name, it&#039;s &amp;quot;only&amp;quot; 15 lords so far (though more appear to be planned). That said, these are very well made and balanced. Finally you can have the wizard lord your army deserves instead of those silly generals and lectors. &lt;br /&gt;
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* &#039;&#039;&#039;[http://steamcommunity.com/sharedfiles/filedetails/?id=831679533 Building the Empire]&#039;&#039;&#039;: A campaign mod that adds a large variety of buildings to the empire, reminiscent of the expansive building trees in Rome 2. Instead of building the same buildings everywhere, you can now specialize each province to be manpower powerhouses, industrial or agricultural heartlands, or trade depots. You can build road networks, supply depots and shrines to different gods in the empire instead of good ol&#039; Sigmar. The AI doesn&#039;t use those buildings because it is generally incapable of making good decisions.&lt;br /&gt;
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* &#039;&#039;&#039;[http://steamcommunity.com/sharedfiles/filedetails/?id=873585712 Cataph&#039;s Bretonnian Character Skill Tweaks]&#039;&#039;&#039; Pissed off that your lord needs to level up to command knights that swear fealty to him? Tired of having him slog on Foot with peasants? This mod retweaks the skill sets for bretonnian lords and the fay enchantress. Bretonnian Lords have knights unlocked from the start, their charge skill raises the charge cap for the entire army. Alberic gets extra charge bonus to make his knights extra devastating. The Fay enchantress gets access to the lore of Light as well as the lore of Life, thus making her the reverse Mannfred.&lt;br /&gt;
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* &#039;&#039;&#039;[http://steamcommunity.com/sharedfiles/filedetails/?id=720729515 Cataph&#039;s Magic: Closer to Tabletop]&#039;&#039;&#039;:Tired of your magical spells being kinda subpar? Think that wizards are good only for Increasing money on the campaign map? Then this is the mod for you. Magic has a place on the battle in all its destructive glory. The mod also makes sure that you don&#039;t get diminishing returns from multiple wizards as the more experienced battlemages you have, the more winds of magic you have at your back. Spells also have secondary effects based on the TT.&lt;br /&gt;
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* &#039;&#039;&#039;[http://steamcommunity.com/sharedfiles/filedetails/?id=708051537 Cataph&#039;s The Southern Realms]&#039;&#039;&#039;: A faction overhaul; mod adds a full unique roster to Tilea, Estalia and the Border Princes. While the faction shares some very basic units with the empire, everything since tier 2 is made redundant by the wide variety of thematic units added to the faction. The southern realms are known for their pikes, wine and somewhat exotic fighting styles as they deal with a wide variety of threats. Perhaps the most important thing the mod adds to the game is are pikemen. Capable of bullying the best bretonnian knights, pikemen are superior spearmen that have a higher attack chance when their morale and health is high.The three factions that have been redone are&lt;br /&gt;
::&#039;&#039;&#039;Tilea&#039;&#039;&#039; : The focus is primarily on having soldiers based on italian city states. As such the roster is based somewhat on the remarkably fun roster of medieval 2 Total war&#039;s italian factions, with super heavy Broken Lances, Pavise crossbowmen that are great in a prolonged skirmish, and carbineers that are basically mounted handgunners. Tilea has access to two Legendary Lords&lt;br /&gt;
::::Borgio the Besieger who is an absolute monster in combat and starts with a light cannon battery. He can get his special armor, mace and fancy army buffs that make him able to solo an army while buffing his soldiers to perform extra hard. He can also attack without siege weapons, a fitting ability for the man, which puts him in the same category as Durthu and Vlad.&lt;br /&gt;
::::Leonardo Catrazza, a LL introduced by CA and redone by the modder to be a skilled duellist with an extremely flamboyant hat.&lt;br /&gt;
::&#039;&#039;&#039;Estalia&#039;&#039;&#039; : Fantasy NotSpain has a pretty complete roster, with superior pikes, Royal handgunners, lighter shock cavalry and conquistadors. Conquistadors are superior swordsmen that are immune to psychology, meaning they can go toe to toe with spooky monsters without being terrified. &lt;br /&gt;
::::Their legendary lords include Lucrezzia Belladonna, the most beautiful woman in the old world with her infamous knowledge of poisons. She can buff an accompanying hero with poison damage, has access to the winds of death and starts off with a bunch of Tilean units from her home of Pavona - not present in the game.&lt;br /&gt;
::::Lupio Sunscryer who is the tactical genius behind pike and shot. However his desire for money also makes local peasants hate him as they have to fork out extra to pay for his extravagance.&lt;br /&gt;
::&#039;&#039;&#039;Border Princes&#039;&#039;&#039;: A bunch of poor states that exist between orcs dwarfs and the empire, the Border princes have a variety of exotic units. Bretonnian inspired Knightly militia and rugged Rangers support a core army of Heavily armed spearmen that fight in a manner fitting hoplites. They have 2 unique legendary lords&lt;br /&gt;
::::Gashnag the Black Prince : A nice strigoi guy who just wants his little place in the shade. &lt;br /&gt;
::::Valmir Gausser: Reworked into a Dwarf friend, Valmir has [[Sigmar|better relations with the dwarf factions, wields a dwarf gifted weapon and leads a rag-tag group of humans trying to survive in a land under threat from the orcs]]&lt;br /&gt;
:Common units include the aforementioned pikemen, some lower level empire troops and the Order of the Righteous Spear. The Southern Realms are big fans of Myrmidia, and the Order provides a heavy cavalry backbone to the disparate regions and factions. They also have a recruitable templar of Myrmidia that can do the job of a warrior priest.&lt;br /&gt;
Dwarfs also provide aid in terms of heavy infantry support and artillery.&lt;br /&gt;
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:It now has an accompanying [http://steamcommunity.com/workshop/filedetails/?id=857788336 Dogs of War] mod which adds a variety of the famous and infamous dogs of war like Voland&#039;s Venators, The Cursed Company, a bunch of famous pikemen and crossbowmen (and edgy elves - yes, Mengil Manhide&#039;s Manflayers) All in all, this mod is pretty much required given the variety it adds to the game. &#039;&#039;&#039;&#039;&#039;Requires Crynsos&#039; Framework&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
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* &#039;&#039;&#039;[http://steamcommunity.com/sharedfiles/filedetails/?id=765204760 Cataph&#039;s Kraka Drak: The Norse Dwarfs]&#039;&#039;&#039;: This mod modifies a subfaction to the game, namely the lost dwarfs of Kraka Drak. Instead of playing as thorgrim and fighting orcs since the start, you can play as Thromgard Cromsson and fight Chaos monsters since turn 1. This mod is ideal in case you want to play as dwarfs, but think their start is too easy and gunpowder is for manlings. Has a few unique units, based on the little lore there is for these stunties, as well as their own tech tree. Being dwarfs, they are short, stout and good at holding the line. Being in norsca means that they can [[Rip and tear]] in close quarters combat, as opposed to their kin in the south who focus more on shooting at things. They have their own unique Lord type, the Wardlord, who excels at melee support and is a counterpart to the Runelord added to the vanilla game&lt;br /&gt;
:The norse dwarf roster shares only the most basic of units with the dwarfs. Nearly all of the dwarf technology is unused by Kraka drak, who are happy with using Grudgethrowers to launch their grudges at norscans. Instead they have more exotic weaponry like steam driven nailguns, runic grenades and their grudgethrowers launching troll melting acid canisters, while their higher tier melee units are more focused on supporting each other in combat with the help of passive runes.&lt;br /&gt;
:They have a legendary lord and a unique Hero&lt;br /&gt;
::&#039;&#039;&#039;Thorgard Cromsson&#039;&#039;&#039; is the legendary lord for Kraka Drak. A super buffed Thane style Lord, he can spank Norscans raw with his unique weapon and laugh at their attacks with his fancy amber armor He has 2 unique items of his own, the ceremonial Drakesplitter, used to split skulls of Dragons and anything smaller, and his blue amber cuirass, which makes him look adorable, like a blue bearded smurf. Being the leader of the Norse dwarfs, he is also tough as hell and recovers from wounds much faster(Thus making him more special than the Fay enchantress and Alberic the Literally-who - who both get 1 item each). &lt;br /&gt;
:They now have a bunch of norscan dwarf themed RoR units that can be recruited. &lt;br /&gt;
::&#039;&#039;&#039;Orgi Three Fingers&#039;&#039;&#039; is the mad runemaker who is in charge of making the more exotic weaponry wielded by Kraka Drak. He also has 3 fingers.&lt;br /&gt;
:Their campaign gameplay as of the norsca patch involves fighting Throgg , other Norscans and sending out expeditions to cleanse the surrounding lands by putting it to the torch. Due to the High levels of chaos corruption around them, the Norscan dwarfs start off with a much more challenging position. Monstrous creatures threaten the three karaks. The Norse dwarfs get access to a unique rune building to suppress chaos corruption in their home province. and the lightly armored norscans make gunpowder moot. It is recommended to play Kraka Drak with a mod that allows dwarfs to settle in norsca because otherwise you will not be able to expand anywhere, close by, and the mod maker has put unique buildings for Kraka Drak around Norsca.&lt;br /&gt;
:The dwarfs however have access to norscan allies who supply them with light cavalry and are dependent on them. Combined with the isolated position, Kraka Drak is effectively the [[The Hobbit|Erebor]] of the Old world. They are far away from their kin, can generally become friendly to the [[Kislev|men to their south]] by fighting chaos together, face monsters from the north and east and are basically a relic of old bygone ages when the Durin woke from sleep/When the dwarfs stretched unbroken throughout the mountains of the world.&lt;br /&gt;
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:To this effect the custom tech tree for Kraka Drak has the option to become independent from the rest of the dwarf realms and become some sort of different political entity.&lt;br /&gt;
:As far as mods go, this is on par with the King and the Warlord DLC experience for the dwarfs, where you start off with hostile neighbours and a much more challenging game start position.&#039;&#039;&#039;&#039;&#039;Requires Crynsos&#039; Framework&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
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* &#039;&#039;&#039;[http://steamcommunity.com/sharedfiles/filedetails/?id=873583615 Cataph&#039;s Wizard Lord Campaign Buffs]&#039;&#039;&#039;: This mod allows Wizard lords to start up with anywhere from 1 to 4 free skills invested in their lore tree. It means that Gelt and Kemmler now are pretty useful right off the bat, dropping lead and raising the dead like they own the joint. Hybrid heroes like Vampires and Chaos sorcerors have a lower mastery to keep it balanced. All in all, it gives the player a nice headstart on the magical skill tree without having to painfully level a lord to level 10. Fully compatible with the All Tabletop Lords mod. &lt;br /&gt;
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* &#039;&#039;&#039;[https://steamcommunity.com/sharedfiles/filedetails/?id=1081923025 Empire of Man 2.0 - by Mixu]&#039;&#039;&#039; A very extensive empire roster expansion, Empire of Man 2.0 fills up the gap that is lacking in the almost complete Empire roster in a balanced manner, and then makes a giant unbalanced tower on top of the now fulfilled base. Nearly every major unit mentioned in the lore makes an appearance here, from the Imperial Foot- dismounted reiksguard, to famous regiments like the fireloques of Ferlangen(deal extra damage to undead) to units that blur the line between hero and elite unit, like Van Helhunten&#039;s redeemers(unbreakable and led by witch hunter officer). This mod is the be all end all of empire roster expansions. The units generally have unique abilities added to them that allow them to carve out new niches in the battle line, and they are balanced by their high cost and limited numbers available for recruitment. &lt;br /&gt;
:Perhaps the crowning glory of this mod is the wide variety of imperial knightly orders you can command. They all come in a mounted and dismounted members, thus allowing you to build completely thematic armies for your characters. Build a crusading army led by Volkmar complete with Hammers of Sigmars, warrior priests, witch hunters and the Redeemers. Or let Boris todbringer make an Ulrican themed army to show those sigmarites what for, with the Swords of Ulric, the Teutogen guard and [[Space Wolves|Wolf-kin, and bless them all with a wolf priest (blessed by ulric so you know they aren&#039;t chaos corrupted.)]] This mod also brutally murders balance, but then, it is fun to have a Grandmaster lead his Order to claim more land for Sigmar and the Empire on far away shores. &#039;&#039;&#039;&#039;&#039;Requires Crynsos&#039; Framework&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
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* &#039;&#039;&#039;[http://steamcommunity.com/sharedfiles/filedetails/?id=1110763904 Fimir Warlord and Ulfjarl - by Mixu]&#039;&#039;&#039; Adding two new themed lords to norsca, Fimir Warlords and Ulfjarls lead their furry rapemonsters to loot and pillage for the dark gods.&lt;br /&gt;
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* &#039;&#039;&#039;[http://steamcommunity.com/sharedfiles/filedetails/?id=951162284 Parte Legendary Lords]&#039;&#039;&#039; Adds legendary lords for Barak Varr, Karak Hirn, Gorfang Rotgut and Konrad von Carstein.&lt;br /&gt;
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* &#039;&#039;&#039;[http://steamcommunity.com/sharedfiles/filedetails/?id=904487915 Mixu&#039;s Legendary Lords]&#039;&#039;&#039; No need beating around the bush. This mod adds a huge number of legendary lords to the game as heads of the different individual factions, complete with their own unique skills, items and of course looks. They have a wide variety of campaign and battle effects and add a lot of flavor when playing as minor factions. Legendary heroes like Luthor Huss and Theodore Bruckner have also been added to some factions. Another thing added is a custom Quest for every empire faction to definitively rid Sylvania of the vampire counts. Similar to the bretonnian final quest where you fight chaos, the mod allows you to lead an expedition to Sylvania to retake castle Drakenhof and finally end the vampire threat that plagues the empire. Marius Leitdorf also gets events to chase after stuff. &#039;&#039;&#039;&#039;&#039;Requires Crynsos&#039; Framework&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
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* &#039;&#039;&#039;[http://steamcommunity.com/sharedfiles/filedetails/?id=1123096566 Mixu&#039;s Mousillon (Limited edition)]&#039;&#039;&#039; An overhaul of the bretonnian vampire faction of Mousillon. The first thing this mod does is remove nearly every monster in the Mousillon roster. Apart from Crypt ghouls, you do not have access to any vampire monsters whatsoever. Instead the mod gives you access to a very well balanced and fleshed out roster of bretonnians from mousillon. In the lore, Mousillon is basically Bretonnian Sylvania, but more wretched. While peasants have a terrible Quality of life in general across bretonnia, mousillon dials it up to 11. It is consistently blighted and is home to ghouls, even more wretched bretonnians that are as bad as ghouls, petty lordlings and vampires. They are attracted to mousillon where they blend right in among the corruption and plot and scheme like their cousins on the other side of the grey mountains, who are the Bretonnian equivalent of the von Carsteins are the major powerhouse in Bretonnia. In the game, the faction leader for Bretonnia is the Red duke, who is a blood dragon. Still the faction is your bog standard vampire faction with nothing to distinguish it from the vanilla von carsteins.&lt;br /&gt;
:This mod changes all that. Gone are your boring old beasties and creepy crawlies. Instead they are replaced by newer and more loreful bretonnian mutants. Despite their horrible faces, they are living and breathing people who fight for their vampiric and corrupt masters just the same as regular bretonnians fight for the lady. Nor do they fight alone. Being &#039;&#039;bretonnian&#039;&#039; vampires, your lords and ladies raise bretonnian flavoured undead units armed with peasant gears instead of puffy tunics. At the same time, you have access to Knights of the Black Grail, which are dead Grail Knights raised to fight for their masters again. The mod also adds a variety of elite units like lahmian Asaphs, who are lahmians armed with magic bows and form an elite anti large ranged unit, to prophetesses of all kinds, who form an elite vampiric backbone to your undead and mutant army. Bretonnian styled Blood dragons also make an appearance in this mod and you can mix them up with the knights of the black grail to create more variations in your forces. The ability to repurpose bretonnian barracks to build things like trebuchets also makes this faction play far more differently than a regular bretonnian or vampire count faction. You can lead this motley combination of forces with the Red Grail Prophetess, who boasts a custom spell tree, can heal both dead and living and is the best part of vampire ladies and bretonnian damsels combined. She can also be mounted on a Coven Throne. Fallen damsels round out the roster. &lt;br /&gt;
:At the same time, they are also vampires, and thus have access to all the regular heroes and basic units available to them. The mod just replaces the bonus for beasts with a bonus for cavalry in the tech tree. This mod adds some much needed variation to the vampire counts playstyle. Now you can form a more proper battle line and skirmish with your living foes with the help of your mutant slaves. This mod combines the best of lore and gameplay to give a large boost to the playstyle that the vampire counts need. At the same time, this mod also adds a new summonable unit to ALL the vampire factions, namely Spirit hosts. They are basically ethereal zombies and look like the Army of the Dead from the Return of the King.&lt;br /&gt;
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* &#039;&#039;&#039;[https://steamcommunity.com/sharedfiles/filedetails/?id=856630012 Norsca Overhaul - By Mixu]&#039;&#039;&#039;: A pretty extensive overhaul of the Norscan factions, this adds a large variety of thematic and authentic looking norscans looking to raid and pillage the old world. Adding everything from Bondsmen looking to prove themselves on raids to a Motherfucking Ice Drake (reskinned forest dragon), this mod fleshes out norsca on par with playable factions from the base game. It&#039;s a great addition if you want to pillage the old world from the comfort of your igloos. &#039;&#039;&#039;&#039;&#039;Requires Crynsos&#039; Framework&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
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* &#039;&#039;&#039;[http://steamcommunity.com/sharedfiles/filedetails/?id=1139708917 Orcs and Goblins - 8th Edition Roster]&#039;&#039;&#039;: A combination of two now defunct mods, Sleepy&#039;s Southern Hordes and Drazan&#039;s greenskin units. This mod completes the Greenskin roster by bringing in a bunch of units and heroes from the 8th edition of the game. The heroes added are the Orc and the Savage Orc big bosses. Big meaty heroes they are good frontline generalist heroes whose most important feature is their thematic compatibility with existing factions. The list of units added is fairly large and well thought out. Along with filling out the roster with spear armed savage orcs, night goblins and forest goblins, the mod also adds special units like Armoured squigs, Colossal squigs and colossal armoured squigs. Black orcs have a number of variations to represent their Tabletop versatility and the mod adds spearchukkas and Snotlings led by a bully. The bonegrinder giant neatly bottles this up and gives a completed faction for the greenskins which most importantly allows you to build thematic armies easily on the campaign map. Its fully compatible with the AI and is worth a subscription even if you are not playing as the orcs.&lt;br /&gt;
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* &#039;&#039;&#039;[http://steamcommunity.com/sharedfiles/filedetails/?id=1132508660 Ordo Draconis - Tempelhof expanded]&#039;&#039;&#039; A subfaction mod for the Vampire Counts, Ordo Draconis replaces the boring and placeholder Tempelhof faction while replacing it with the Order of the Blood Dragons. Along with the entirety of the regular vampire faction, Ordo Draconis has access to a massively expanded roster of Blood Knights of every kind. Basically everything above your regular zombies and skellies are massively outclassed by the different varieties of superhuman honorable monsters you can recruit. Foot Blood Knights form a formidable front line, and they are backed up by their halberd wielding bretheren. The cavalry roster is also similarly increased with a variety of cavalry performing anti infantry and anti cavalry roles. Being blood knights, all these units have frenzy. They also have a summonable Blood dragon wight unit, which [[Servitor|presumably acts as their butler and cleans their stuff in the aftermath of the battles or during their downtime]]. &lt;br /&gt;
:For all their ability, the blood knights are hampered by their lack of ranged support, smaller unit sizes and their disdain for more conventional tactics that the Von Carsteins employ. Being Blood dragons, you can research technologies to make the knights much better in combat. This also makes your regular front line of regular zombies or skellies cost inefficient. They also make other vampire spells recharge at a much slower rate, because using magical spells is a [[Meme|Shameful Display]]. This makes helping them heal in combat more of a challenge, [[Fail|or you can bite the bullet and bring a corpse cart to heal your units, and you start with the ability to recruit them from turn 1.]] They have 2 legendary lords and 2 custom heroes&lt;br /&gt;
::&#039;&#039;&#039;Aborash&#039;&#039;&#039;: [[Chapter Master|Leading his Order to glory and immortality, he buffs Blood Dragons to a stupendous amount when he levels up. No slouch in combat either.]]&lt;br /&gt;
::&#039;&#039;&#039;Valach Harkon&#039;&#039;&#039;: [[Techmarine|Acting as the wise old mentor, Valach is a far more support oriented lord who has a zombie dragon, and is the primary summoner of the Ordo Draconis Wights]]&lt;br /&gt;
:They can both unlock their magical gear as item choices when they level up. Sadly no quest is available for them.&lt;br /&gt;
::&#039;&#039;&#039;Blood Dragon Kastellan&#039;&#039;&#039;: a combat oriented hero. the Kastellan eventually provides air support to his brother knights on the ground with the help of his [[Thunderhawk|winged nightmare]], and his [[Thunderhawk|Zombie Griffon]]&lt;br /&gt;
::&#039;&#039;&#039;Blood Dragon Standard bearer&#039;&#039;&#039;: [[Chaplain|A hero that excels at buffing his battlebrothers]], the standard bearer can specialize in either offense or defense for those around his standard.&lt;br /&gt;
:All in all, its somewhat lore adjacent mod that brings much needed diversity of gameplay to the Vampire factions in the game. [[Imperial Guard|Instead of focusing on burying your enemies in an endless tide of orderly and disciplined -if lackluster-soldiers]], you can fight the generally larger armies of your foes with [[Space Marines|small forces of Highly trained and equipped Superhuman monstrosities, recruited from the most valiant of human warriors, that know no fear and exist only to fight worthy foes]], while supporting them with [[Sisters of Battle| White haired ladies with a gothic aesthetic that perform battlefield cheerleader/healer roles and are pretty good in a fight.]]&#039;&#039;&#039;&#039;&#039;Requires Crynsos&#039; Framework&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
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* &#039;&#039;&#039;[https://steamcommunity.com/sharedfiles/filedetails/?id=759346526 Regiments of Renown!]&#039;&#039;&#039;: This mod adds a variety of Regiments of Renown to The Dwarfs, Orcs and Vampire counts, with more in the works for the Empire, Wood elves and Beastmen, very thematic, and great for spicing up your armies with some unique soldiers and monsters. This mod also has a compatibility patch with Crynsos&#039; mod located[http://steamcommunity.com/sharedfiles/filedetails/?id=876987603 here], allowing you to use the mod with Crynsos&#039; faction unlockers.&lt;br /&gt;
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* &#039;&#039;&#039;[http://steamcommunity.com/sharedfiles/filedetails/?id=1131334648 Summon the Elector counts]&#039;&#039;&#039;: [[Meme|Get it? This line references something Karl Franz says and is extremely popular among the fanbase in the game]]. This script adds a series of mini quests to help the Empire player vassalise the different elector counts in the empire. Different elector counts have static quests and when you fulfill them, they will instantly become your vassals. Effectively it allows for a far more diplomatic empire game, where you use the might of the empire to help your fellow imperial citizens rather than beating them into a bloody pulp and taking their land in the base game.&lt;br /&gt;
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* &#039;&#039;&#039;[https://steamcommunity.com/sharedfiles/filedetails/?id=904577954 Legitimacy]&#039;&#039;&#039;: An Empire mod with similar concept to the mod right above with a different execution, you gain legitimacy from kicking the Elector Counts&#039; asses when they make war with you but &#039;&#039;don&#039;t&#039;&#039; take over control of their territory (that will cause you to lose it), as well as when giving them back their territory, confederating with them, getting big boy buildings, doing quests, getting Legendary Lords and filling offices, or just plain killing the enemies of the Empire. Legitimacy gives bonuses, most notably improved relations with other imperial factions so they&#039;ll be eager to ally with you or even confederate.&lt;br /&gt;
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*[https://steamcommunity.com/sharedfiles/filedetails/?id=894230944 &#039;&#039;&#039;Ultimate Chaos&#039;&#039;&#039;]: A bold name for a big mod, this is a pretty extensive overhaul of the Warriors of Chaos Faction. The goal of this mod is to flesh out chaos on the level of a CA released DLC.The mod allows you access to the full arsenal of the followers of the Dark Gods, along with a few demonic allies and Galruch. The different followers of the gods have their own lores of magic, abilities, strengths and weaknesses.&lt;br /&gt;
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::&#039;&#039;&#039;Khorne&#039;&#039;&#039; Rage monsters that focus of frenzied damage, the subfaction is focused on dealing consistent damage due to frenzy. A small khorne army can slaughter entire imperial or norscan armies due to their Frenzy - meaning they deal extra damage as long as they have high morale. Buffing the army with chaos lords and slaughterers of Khorne, you can get a very good momentum based army that will break enemies during their first charge. Demons include Bloodletters of Khorne and Bloodthirsters. Lord Choices include Khorne themed chaos lords, and Exalted Bloodthirsters.&lt;br /&gt;
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::&#039;&#039;&#039;Tzeench&#039;&#039;&#039; Tricksy magic users, Tzeench armies focus on dealing magical damage. Their starting lords and heroes all have access to magical tzeench spells to deal heavy damage to enemy heroes and more expensive enemy units. They can be your specialist armies, roaming around the old world and the soon the new world to follow cryptic signs and fighting high armored and elite units that are just as susceptible to sorcery as the common units. Tzeench heroes also have access to random spells that their lord blesses them with, sorceror heroes and Lords of change to lead armies.&lt;br /&gt;
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::&#039;&#039;&#039;Slaanesh&#039;&#039;&#039; Hedonistic perfection seekers, Slaaneshi cultists focus on dealing AP damage and boosting their regular stats with the presence of lords and heroes. They have a larger number of AP units in general, and their lords and heroes can buff it&#039;s damage further more. Slaaneshi heroes and lords can bedazzle their foes in close combat, slowing down their speed and morale as they are too entranced by their lewd actions on the battlefield. Heroes can also enter a spasm where they become rooted and deal extra damage. Special units include daemonettes (reskinned wardancers) and riders of slaanesh (riding reskinned unicorns/elven steeds) and a pulsuating pleasure cannon that will rock your world and disrupt enemy formations. Sadly they don&#039;t have access to any big demons as there aren&#039;t any models to base a Keeper of secrets on.&lt;br /&gt;
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::&#039;&#039;&#039;Nurgle&#039;&#039;&#039; Bloated, putrid and enjoying every moment of it, Followers of Nurgle are the tankiest faction in the expanded chaos roster. Their damage is lackluster, but the Plague lords blessings give higher tier Nurgle units passive regeneration, that can be kicked into overdrive by a nearby Nurgle hero or lord. Their abilities include grossing enemies out with disease, small scale diseased explosions that do morale shocks, and generally outlasting the enemy and making them sick enough to rout and retreat. They have access to a great unclean one that looks disgusting (being based on a chaos spawn model).&lt;br /&gt;
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:Lead Sigvald with a bunch of dandy Slaanesh&#039;s Blessed, climb the mountain with Kholek and his prehistoric buddies, and take Birdman out with his bunch of just-as-planned Tzeenchian underlings. The mod has an extensive number of thematic skills that allow you to specialize lords and heroes of the dark gods to a large degree. The mod also acts a variety of cultists to the game including a cultist Lord and various flavours of underlings to throw away as cannon fodder. This mod draws upon Chaos Divided, Glory mod, and other extensive unit overhauls and adds a far fleshed out skill tree to accompany it.&lt;br /&gt;
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*[http://steamcommunity.com/sharedfiles/filedetails/?id=834440120 &#039;&#039;&#039;Unit formations&#039;&#039;&#039;]: Yes, you heard right. Formations are back. This mod adds a variety of formations to various units in the game, including a mandatory phalanx formation for that perfect pike and shot goodness. A nust have for anyone.&lt;br /&gt;
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*&#039;&#039;&#039;[https://steamcommunity.com/sharedfiles/filedetails/?id=931386912 Beastmen Rebels]&#039;&#039;&#039; Replaces Chaos Rebels that spawn in high Chaos corruption regions with Beastmen Rebels. This fits better lorewise, as the Beastmen will be naturally atracted to the taint of Chaos and are more likely to suddenly show up from out of nowhere than a bunch of Daemonic-armor wearing vikings. It also means fighting the Warriors of Chaos will be more unique, since they will appear less often.&lt;br /&gt;
&lt;br /&gt;
===WH1 OVERHAUL MODS===&lt;br /&gt;
&lt;br /&gt;
Basically these are mods that are major mods that will break each other apart because they all modify the same core file, namely the startpos.esf. The startpos is a file that the game loads at launch and is used to determine several things at game start like starting armies, factions, diplomatic relations and other more boring things. Since the game can only read one startpos at a time, any mod that changes it is going to exclude ANY OTHER MOD that changes the startpos.&lt;br /&gt;
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* &#039;&#039;&#039;[http://steamcommunity.com/sharedfiles/filedetails/?id=889766098 Crynsos&#039; Faction Unlocker +]&#039;&#039;&#039;  A community led Vanilla++ expansion, this mod adds several important frameworks that were missing in the vanilla version of the game, like a framework for making legendary Lords, Unique regions and the like. From a purely gameplay perspective it fills out norsca by having all the Norscan Tribes present at the start, support for Chaos Co-op with your buddies, Elespeth Von Draken in the flesh, Karak Eight Peaks as the rightful Capital of Clan Angrund (If you can capture it) and Legendary lords being assigned to different factions for a more varied experience as the different factions.Tilea and estalia are also split into different cities like luccini, bilbali and tobaro to better represent their geopolitical standin. The framework also allows for a high level of compatibility with existing mods and in fact modders are encouraged to use the framework to add more unique stuff to the game. Several aforementioned mods require the framework to function, and they are all fucking awesome. The mod has several submods that allow the player to pick and choose any faction he or she wants to play as based on their culture group. Grab the dorf submod for the overhaul if you want to play as king Alrik Ranulfsson, or the empire one if you want to play as kislev/Tilea/Estalia/Border princes. &#039;&#039;&#039;&#039;&#039;Replaces default startpos.esf&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
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*&#039;&#039;&#039;[https://steamcommunity.com/sharedfiles/filedetails/?id=796872429 Warhammer - Modern Warfare]&#039;&#039;&#039;: ever wonder what would happen if you let the warhammer world &#039;cook&#039; a little longer? This is it. Takes the game from the 16th-17th century to the 18th-19th, with a much larger focus on fire arms and ranged combat with over 25 new units to play with, and everyone not a human or dwarf getting bonuses to keep up.&lt;br /&gt;
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*&#039;&#039;&#039;[http://steamcommunity.com/sharedfiles/filedetails/?id=704361604 Steel Faith Overhaul]&#039;&#039;&#039; Perhaps the most popular overhaul mod in the game, SFO rebalances units and armies to a more lore appropriate level. This mod changes everything about the combat in the game and has pretty big overhauls to economy. The faction differences are really well emphasised with more lore accurate unit sizes. Elves are peerless warriors, Chosen are tiny but they fuck shit up bad, bretonnian knights ride for the worlds ending and the empire is halberdier and shootier than ever. It also has plenty of submods to fine tune the game, including one for the All Tabletop Lords mod.&lt;br /&gt;
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*&#039;&#039;&#039;[http://steamcommunity.com/sharedfiles/filedetails/?id=896599120 Storm of Chaos]&#039;&#039;&#039;: A &#039;&#039;new campaign&#039;&#039; depicting the Tabletop&#039;s retconned Storm of Chaos. Requires Call of the Beastmen and replaces that campaign. &#039;&#039;&#039;&#039;&#039;Replaces default startpos.esf&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
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*&#039;&#039;&#039;[http://steamcommunity.com/workshop/filedetails/?id=753231428 Lorehammer Overhaul]&#039;&#039;&#039; A very big overhaul that functions similarly to SFO but has more custom unit packs designed specifically for it. It also goes for a lore authentic army experience. &#039;&#039;&#039;&#039;&#039;Replaces default startpos.esf&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
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===WH1 MAP MODS===&lt;br /&gt;
With the release of the map maker dozens of maps are coming out, each one better then the [[Fail|&amp;quot;Siege battles&amp;quot;]] we have now. Maps can also be added to the strategy map and fought on in the campaign but the AI can&#039;t correctly control its units on some of them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[http://steamcommunity.com/sharedfiles/filedetails/?id=877551324 Grand Campaign Custom Maps]&#039;&#039;&#039; is the largest map pack available, and introduces maps from many different modders, as well as mods to replace many settlements, walled and unwalled--though not all of the maps they have planned have been implemented yet.&lt;br /&gt;
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*&#039;&#039;&#039;[https://steamcommunity.com/sharedfiles/filedetails/?id=1135812788&amp;amp;searchtext= Military Encampment]&#039;&#039;&#039; This map allows you to deploy inside or outside a walled military encampment. It&#039;s a costume battle/multiplayer exclusive, so don&#039;t expect it when you go into encampment stance in campaign.&lt;br /&gt;
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**&#039;&#039;&#039;[https://steamcommunity.com/sharedfiles/filedetails/?id=1136581314 Underworld Encampment]&#039;&#039;&#039; A reskin of the previous mod, gameplay wise it&#039;s pretty much the same, but the background is on fire, allowing for a cool aesthetic while your army dies and kills by the hundreds.&lt;br /&gt;
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*&#039;&#039;&#039;[https://steamcommunity.com/sharedfiles/filedetails/?id=917102542 Nuln, Bastion of the South]&#039;&#039;&#039; A bigger, more detailed version of a map of the same name in the Grand Campaign Costume Map which unfortunately was shrunk for the mod. Nuln, called the Bastion of the South and the Jewel of the Empire, is the second largest city on the Empire and makes for a kick-ass siege map. The city itself is divided into three parts by the River Reik and it has four districts, each with a capture point. This means even if the attacker breaches the walls and takes one on the points, they may need to cross the narrow Nuln Bridge to reach the other ones if the defenders manage to repel them there. However, they only need to capture three out of four to take the city, so the defenders can&#039;t just sit on their ass and wait for the attackers to come and die.&lt;br /&gt;
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*&#039;&#039;&#039;[https://steamcommunity.com/sharedfiles/filedetails/?id=898579709 Assault on the Silver Pinnacle]&#039;&#039;&#039; Once a Dwarf silver mine of the Everlasting Realm, the Silver Pinnacle is the highest point of the World&#039;s Edge Mountains, conquered by Queen Neferata and her Lahmian Vampires thousands of years ago and established as her base of power, from which she and the Lahmians influence the politics of the Old World. But while many have forgotten what the Pinnacle once was, the Dwarfs have long memories when it comes to the many owes their people have endured. At last, the Dawi have come to retake this hold from the blood-sucking wenches. And to do so, they have taken the cool giant airships we saw in the Gotrek and Felix novels. So while their main army is going to march on the Pinnacle&#039;s front gate, two airships are going to sneak in and allow you to deploy troops on the flank and rear. The airships are not only part of the map, they also have functional guns that work as siege towers as long as a unit is near them, helping you protect your flanking force and allow them to make extra damage to the enemy army. And they better do so quickly, because the main force is not going to have a fun time on the bridge going to the gate, which has defensive towers of it&#039;s own and has a narrow entrance. This map is unique along siege maps, as both the defender and the attacker technically have defensive positions. Now all we need is for CA to put Neferata in the game so we can play the battle against her as Khalida and get some sweet, sweet revenge.&lt;br /&gt;
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*&#039;&#039;&#039;[https://steamcommunity.com/sharedfiles/filedetails/?id=869598297 Sacred site of the Lady]&#039;&#039;&#039; This multiplayer map takes place in a sacred site of the Lady, hidden in a valley near the Grey Mountains. The site is a place of pilgrimage for the Lady&#039;s worshippers and is protected both by Grail Knights as well as the local Duke&#039;s forces. Even the Wood Elves, isolationist weirdos that they are, have a defensive stance over the site due to springs of life that emanate from it. However, a certain iron-clad enemy has set his sights of this site, with the intent of defiling it on the name of their own gods. It has three deployment zones, one for the attacker, one for the defender, and one for the allied force that comes to reinforce the brave sons of Bretonnia. Thematically, you are meant to play as Bretonnia against two Warriors of Chaos armies, with another player/the AI arriving as Wood Elf reinforcements. Then again, when has history/a script ever stopped TW players from going off script?&lt;br /&gt;
**&#039;&#039;&#039;[https://steamcommunity.com/sharedfiles/filedetails/?id=877599642 Defiled Site of the Lady]&#039;&#039;&#039; A continuation of the previous map, this map acts as an escenario in which the Warriors of Chaos took over the Site of the Lady, defiling and corrupting it. All the buildings are on fire, the vegetation is dead and the sky is full of smoke, with a malevolent warp-entity taking residence on the site. The Bretonnians are still determined to retake the site, calling the Sons of Sigmar for help. Once again you get three deployment zones, one for the defenders, one for the attackers, and one for the reinforcements. This time, you are meant to play as the reinforcing army, the Empire, as either an Arch-Lector or Volmark himself has lead a war-host across the Grey Mountains to help the Bretonnians in their desperate quest to retake the site.&lt;br /&gt;
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*&#039;&#039;&#039;[https://steamcommunity.com/sharedfiles/filedetails/?id=864828313 Valley of Khorne]&#039;&#039;&#039; A hellish landscape place full primitive monuments to the Blood God, foul obelisks and the taint of Chaos, the Valley of Khorne is divided in two by a mighty fiery chasm, no doubt the result of the Blood God&#039;s infamous humor. Four bridges connect each side of the map, for it will simply not do for two armies not to kill each other under the gaze of the Bloddy Handed.&lt;br /&gt;
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==Warhammer 2 mods==&lt;br /&gt;
&lt;br /&gt;
===WH2 Cosmetic Mods=== &lt;br /&gt;
Unless mentioned otherwise cosmetic mods from the first game should be interchangable with the second game.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://steamcommunity.com/sharedfiles/filedetails/?id=1143181517 Better Camera Mod]&#039;&#039;&#039; Same as the original mod, only for TWH2.&lt;br /&gt;
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*&#039;&#039;&#039;[http://steamcommunity.com/sharedfiles/filedetails/?id=1164568859 All in One Tabletop banners and emblems]&#039;&#039;&#039; This mod simply replaces the TW icons for factions in the game with emblems from the armybooks. The images are high quality and generally help immerse you more in the warhammer world.&lt;br /&gt;
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*&#039;&#039;&#039;[https://steamcommunity.com/sharedfiles/filedetails/?id=1363064756 HN Banner Overhaul II]&#039;&#039;&#039; This mod replaces all faction banners, unit icons and many faccion names, making them overrall more aestitically pleasing.&lt;br /&gt;
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* &#039;&#039;&#039;[https://steamcommunity.com/sharedfiles/filedetails/?id=1400654922 Hellebron&#039;s Death Night Appearance]&#039;&#039;&#039; Tired of looking at the same old face every morning? This mod will change Hellebron&#039;s appearance depending on her Death Night stage.&lt;br /&gt;
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*&#039;&#039;&#039;[https://steamcommunity.com/sharedfiles/filedetails/?id=1161902443 Building Progression Icons II]&#039;&#039;&#039; Building icons now reflect their building chain&#039;s upgrade progression.&lt;br /&gt;
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*&#039;&#039;&#039;[http://steamcommunity.com/sharedfiles/filedetails/?id=1266710724 Alternative Lighting]&#039;&#039;&#039; One of the biggest changes between warhammer 1 and 2 was the lighting of the game. Where the first one was grim and dark fitting with the tone of the Old world, the newer one focuses of the more exotic locales of the New, with brighter lighting. This mod works as a halfway point between the two games, with the older world feeling suitably darker than the newer one. In general expect more saturated colours for places and darker lighting resulting in colours popping out more.&lt;br /&gt;
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*&#039;&#039;&#039;[http://steamcommunity.com/sharedfiles/filedetails/?id=1159789040 Asur Cosmetics]&#039;&#039;&#039; This mod adds asur iconography to the shields of Spearmen and Silver helms and recolours some factions to more toned down levels. &lt;br /&gt;
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*&#039;&#039;&#039;[http://steamcommunity.com/sharedfiles/filedetails/?id=1185917403 Cultural Settlement Skins]&#039;&#039;&#039; A mod that allows you to change the look of the settlement you capture. In the base game settlements keep their faction skin no matter who conquers them. It works by building on top of the original settlement, so you get a somewhat charming mixture of old and new buildings on the campaign map.&lt;br /&gt;
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*&#039;&#039;&#039;[http://steamcommunity.com/sharedfiles/filedetails/?id=1160062837 Classic Witch Elves]&#039;&#039;&#039; This mod brings the witch elves in line with their older Tabletop models via removing shoulderpads, bringing back the black hair instead of the bubblegum pink and adding some swords instead of all knives all the time.&lt;br /&gt;
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*&#039;&#039;&#039;[https://steamcommunity.com/sharedfiles/filedetails/?id=1181459127 Less Blood, Less Gore! - II]&#039;&#039;&#039; Same as the mod for game 1. Provides blood efects without looking like Kill Bill.&lt;br /&gt;
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*&#039;&#039;&#039;[http://steamcommunity.com/sharedfiles/filedetails/?id=1226038468 Cinematic Battle Effects]&#039;&#039;&#039; Increases smoke and gunpowder shenanigans massively while making arrows look like arrows instead of lazers. A very good mod, just read the instructions.&lt;br /&gt;
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*&#039;&#039;&#039;[https://steamcommunity.com/workshop/filedetails/?id=1167292018 Dryrain&#039;s Reskin Overhaul]&#039;&#039;&#039; Changes the look of many units, focusing on realism and lore acuracy. Regiments of Renown look more unique and there&#039;s more variaty between the models of each unit. Includes various reskin mods he&#039;s worked on, including his Empire reskin that gave units of diferent regions unique looks.&lt;br /&gt;
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*&#039;&#039;&#039;[http://steamcommunity.com/sharedfiles/filedetails/?id=1290403704 High Elves Hair]&#039;&#039;&#039; Gives hair to several high elf units that wear helmets.&lt;br /&gt;
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*&#039;&#039;&#039;[https://steamcommunity.com/sharedfiles/filedetails/?id=1231167350 Loading Screen Quotes]&#039;&#039;&#039; Remember when TW games had cool latin quotes in their loading screens instead of useless advise? Well, this mod brings them back for Total Warhammer, with each factions getting unique quotes about them.&lt;br /&gt;
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*&#039;&#039;&#039;[http://steamcommunity.com/sharedfiles/filedetails/?id=1164592788 Improved Arrow Trails]&#039;&#039;&#039; Among all the features of the game, the arrow trails are one of the most eye catching. Important in MP, and utterly bad to behold, this mod replaces it with arrow trails in the style of Medieval 2 Total war. Read the installation on the mod&#039;s webpage as it requires you to download the file from a non steam website.&lt;br /&gt;
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*&#039;&#039;&#039;[http://steamcommunity.com/sharedfiles/filedetails/?id=1187319977 Ultimate Unique Elven Lords + Variety pack]&#039;&#039;&#039; this mod adds a bunch of varied faces to dreadlords that dark elves can recruit. Looking properly Druchii, they help add more personality to your leaders. High elves now have varied faces alongside their kin. One of the princes model uses a Spear and shield instead of swords.&lt;br /&gt;
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*&#039;&#039;&#039;[http://steamcommunity.com/sharedfiles/filedetails/?id=1160335705 Enchanting Beauty Morathi]&#039;&#039;&#039; A minor cosmetic mod that just fixes up Morathi&#039;s model a bit. Notably, removing the odd dirtiness on her feet and her skin, as well as some minor touchups on her face. Overall it makes her look more bewitching and fits in more with the rest of the army than her current &amp;quot;I&#039;m totally not corrupted by Chaos&amp;quot; appearance.&lt;br /&gt;
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*&#039;&#039;&#039;[http://steamcommunity.com/sharedfiles/filedetails/?id=1235259836 Faction Unit cards II]&#039;&#039;&#039; Each different faction for all the old world races gets recoloured unit cards. A nice touch to make your campaign look a lot more pleasant and varied.&lt;br /&gt;
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*&#039;&#039;&#039;[http://steamcommunity.com/sharedfiles/filedetails/?id=1222742570 Improved battle weather: Grim and Dark]&#039;&#039;&#039; Upset at CA&#039;s bright and sunny vistas, this mod brings [[Grimdark]] to the &amp;lt;str&amp;gt;World of Warc&amp;lt;/str&amp;gt; Battle Map of warhammer 2. It reduceses the brightness and makes the battlefields a lot more cloudy thus giving a much more moody lighting to the battlefields you fight in.&lt;br /&gt;
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*&#039;&#039;&#039;[http://steamcommunity.com/workshop/filedetails/?id=1192038134 The Imperial Collection]&#039;&#039;&#039; Lt Apollo&#039;s mod now updated for warhammer 2. It also has an optional module included for substantial recruitment changes. If you don&#039;t want to use them, the retextures themselves are very well made.&lt;br /&gt;
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*&#039;&#039;&#039;[http://steamcommunity.com/sharedfiles/filedetails/?id=1185105117 Free the Morathi]&#039;&#039;&#039; This mod adds the older look that morathi had, along with partial nudity for harpies.&lt;br /&gt;
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*&#039;&#039;&#039;[http://steamcommunity.com/sharedfiles/filedetails/?id=1214384719 Heavy State Troopers Reskin]&#039;&#039;&#039; An empire reskin that brings back the looks that the empire had from Mark of Chaos. [[Heresy|Great if you don&#039;t like floppy hats]]&lt;br /&gt;
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*&#039;&#039;&#039;[http://steamcommunity.com/sharedfiles/filedetails/?id=1285032358 Make Tomb Skeletons Talk Again]&#039;&#039;&#039; In the preview build for the tomb kings that CA sent to select content creators and modders, Tomb Skeletons spoke spooky egyptian instead of necromantic hisses. This mod re-enables that feature.&lt;br /&gt;
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*&#039;&#039;&#039;[http://steamcommunity.com/sharedfiles/filedetails/?id=1241563067 Standard Bearers]&#039;&#039;&#039; Adds actual standards and banners to the game. reuses staff animation and looks awesome.&lt;br /&gt;
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*&#039;&#039;&#039;[http://steamcommunity.com/sharedfiles/filedetails/?id=1284631260 Unliving Dismemberment Fix]&#039;&#039;&#039; Makes the Undead units lose limbs when taking damage.&lt;br /&gt;
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*&#039;&#039;&#039;[http://steamcommunity.com/sharedfiles/filedetails/?id=1197419268 Uniforms and Heraldry of the Skaven]&#039;&#039;&#039; Changes the appearance of each skaven clan present in the game mostly by applying different uniforms textures (where needed), changing some faction colours and adding new shields with proper clans decal for the Skaven factions actually present in the game. Nearly every unit is changed to have a more clannish and varied look.&lt;br /&gt;
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*&#039;&#039;&#039;[https://steamcommunity.com/sharedfiles/filedetails/?id=1613822572 Red-Eyed Skaven]&#039;&#039;&#039; Gives vibrant red eyes to all Skaven units except for those whitout visible eyes. Makes even a pathethic Skaven-Slave look quite intimidating. Not compatible with the mod above, unfortunately.&lt;br /&gt;
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*&#039;&#039;&#039;[http://steamcommunity.com/sharedfiles/filedetails/?id=1220118747 GCCM: Unique Faction Capitals]&#039;&#039;&#039; A breakthrough in total war modding, this mod, made by the Grand Campaign custom Maps team brings unique faction capitals to life. Gone are the generic buildings representing places like altdorf, Kislev and Couronne. They are now massive placess on the campaign map with all their landmarks like the Colleges of Magic, Ice wing of the palace and the Couronne tourney field visible on the campaign map. This mod is still a WIP and plans to represent the remaining unique settlements on the campaign map before moving on to more grander ideas....&lt;br /&gt;
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*&#039;&#039;&#039;[https://steamcommunity.com/sharedfiles/filedetails/?id=1160430667 Better Campaign Camera]&#039;&#039;&#039; This simple mod allows a bigger zoom and and max height to the campaing camara, as well as more dynamic camera angles. This allows you to zoom in and admire the details of the map better and to zoom out to admire the hole map. You can also turn off the UI, allowing you to get a more cinematic view of the campaing map.&lt;br /&gt;
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*&#039;&#039;&#039;[https://steamcommunity.com/sharedfiles/filedetails/?id=1590182767&amp;amp;searchtext= Greener Greenskins]&#039;&#039;&#039; This reskin mod changes the Greenskin&#039;s coloration from the kind of pale, mottled &amp;quot;realistic&amp;quot; green they have in the game, to a more vivid green, making them look closer to lore. It also makes their red eyes brighter, deshumanazing what is supposed to be a horde of murdering beasts with the personality of football holigangs.&lt;br /&gt;
&lt;br /&gt;
===WH2 Gameplay Changing mods===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[http://steamcommunity.com/sharedfiles/filedetails/?id=1169853500 AI Climate Improvements]&#039;&#039;&#039; In the vanilla game, the AI expands without thinking in regions that it should not. [[Fail|This is because CA omitted to put in AI profiles for colonising in worse climates]]. This mod fixes that, with factions preferring to raze and sack less suitable land instead of expanding terribly and making a mess of things.&lt;br /&gt;
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*&#039;&#039;&#039;[http://steamcommunity.com/sharedfiles/filedetails/?id=1168578106 Better AI 2]&#039;&#039;&#039; The most comprehensive AI overhaul out there. Solves a huge amount of problems with the game and makes the AI build fun armies to fight against.&lt;br /&gt;
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*&#039;&#039;&#039;[http://steamcommunity.com/sharedfiles/filedetails/?id=1158737832 Cataph&#039;s Southern Realms 2.0]&#039;&#039;&#039; Alongside all the fleshed out factions in the previous game, Southern Realms 2.0 adds 2 new LLs, a new faction (New World Colonies) and an completely-built-from-scratch helmet - the Morion.&lt;br /&gt;
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*&#039;&#039;&#039;[http://steamcommunity.com/sharedfiles/filedetails/?id=1182708293 Chaos Ruins Spread Corruption]&#039;&#039;&#039; You&#039;d think all those gaping holes in reality the Chaos Warriors leave behind would affect Corruption levels, wouldn&#039;t you? Well, now they do, just like they did back in TW:WH1. Obviously this gives the Warriors of Chaos a boost by letting them more effectively spread Corruption the way Beastmen do, and can really twist the knife if you&#039;re unprepared for the Chaos Invasion when playing any other faction.&lt;br /&gt;
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*&#039;&#039;&#039;[http://steamcommunity.com/sharedfiles/filedetails/?id=1191799986 Eevi&#039;s Legendary Lord Spell overhaul]&#039;&#039;&#039; A sore sticking point for the warhammer games in the old world and the new is the fact that legendary mages like Balthasar Gelt, Morathi, Teclis and Morgiana are kinda mediocre. Their spells are not better than a dedicated hero, and they lack the staying power of actual combat or hybrid lords like Malekith, Vlad or Mannfred. This mod makes these mages a force on the battlefield in their own right. Their spells are far more powerful than a regular mage or mage lord&#039;s. They also gain the ability to buff armies on the campaign and in battle by their very presence. A must have if you want to play as these powerful figures from lore to their fullest extent.&lt;br /&gt;
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*&#039;&#039;&#039;[http://steamcommunity.com/sharedfiles/filedetails/?id=1205690022 Expanded Roster -Kislev]&#039;&#039;&#039; A unit pack for Kislev, this mod adds a nearly fully fleshed out roster for kislev. Every unit looks good, and then there&#039;s the bear cavalry which looks terrifying for all the wrong reasons (they are reskinned gryphons).&lt;br /&gt;
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*&#039;&#039;&#039;[http://steamcommunity.com/sharedfiles/filedetails/?id=1250988907 Genevieve Dieudonné - Empire Heroine - by Why]&#039;&#039;&#039; This mod adds a legendary hero to reikland starting from turn 1. Genevieve is a good aligned vampire from the depths of old warhammer lore. She even has the Dietlef Sierck as a unique follower and can cast from the lore of shadows and her own custom lore. A nice fluffy mod that is allows you to play with a minor lore character.&lt;br /&gt;
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*&#039;&#039;&#039;[http://steamcommunity.com/sharedfiles/filedetails/?id=1225968244 Karak 8 Peaks at campaign start]&#039;&#039;&#039; This simple script mod allows you to start with karak 8 peaks if you play as belegar ironhammer, skarsnik or Queek. No need to drudge through the early game.&lt;br /&gt;
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*&#039;&#039;&#039;[https://steamcommunity.com/sharedfiles/filedetails/?id=1356896605 Landmarks of the Old World]&#039;&#039;&#039; This mod adds a variety of landmarks to the old world, primarily in the Empire and Bretonnia. As a result each province and region can now be built differently and the combined bonuses for a united empire are stronger than ever. &lt;br /&gt;
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*&#039;&#039;&#039;[http://steamcommunity.com/sharedfiles/filedetails/?id=1246143901 Leylos&#039; Regional Occupation]&#039;&#039;&#039; A big selling point of total war warhammer 2 was the climate system, which allowed different races to hold territory that is very hard to hold for them. Of course, the AI gets so many regular buffs that they can occupy entire swathes of uninhabitable territory without any problems. This mod fixes that by bringing back the old system from warhammer 1 with a twist: Uninhabitable regions can&#039;t be colonized.&lt;br /&gt;
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*&#039;&#039;&#039;Mixu&#039;s Heroes of the Old World&#039;&#039;&#039; Giving heroes a bunch of mounts and options, this mod allows the more mediocre heroes more options in combat. Use your Guild engineer to deploy extra dwarf artillery, empire captains and generals now get a demigryph as a mount, Priests now have a war altar of sigmar, and the goblin great shaman gets a FUCKING ARACHNAROK. All in all, it revamps the poor mount options for warrior priest and arachnaroks while dwarf engineers now increase the firepower of their parent army.  Mixu&#039;s abandoned it and removed it from Steam ([http://steamcommunity.com/sharedfiles/filedetails/?id=1183018625 old link]), but others are looking to pick it up and update it.&lt;br /&gt;
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*&#039;&#039;&#039;Mixu&#039;s Gods of the Empire&#039;&#039;&#039; This mod added a variety of unique skills to empire lords, just like the elves have the ability to dedicate themselves to a single god of their pantheon. It allowed you to specialize your lords to fulfill a wide variety of roles, ranging from turning into a close combat monster (Ulric) to a trade focused naval warrior (Mannan). Kislevites got Ursun instead of Sigmar. Mixu abandoned it, but it&#039;s been integrated into &#039;&#039;&#039;[https://steamcommunity.com/sharedfiles/filedetails/?id=1181665600 JR&#039;s Old World Skill Overhaul]&#039;&#039;&#039;.&lt;br /&gt;
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*&#039;&#039;&#039;Mixu&#039;s Unique Agents (New World Edition)&#039;&#039;&#039; Adds a variety of minor and semi-minor lore characters from Warhammer Fantasy to the game. Mixu&#039;s abandoned it and removed it from Steam ([http://steamcommunity.com/sharedfiles/filedetails/?id=1158791019 old link]), but others are looking to pick it up and update it. Added Lords and Heroes are:&lt;br /&gt;
**Belannaer the Wise: Archmage of Saphery- Ever wanted a lord that does high magic? Then Belannaer is your guy. He starts with phoenix strike unlocked, can level up his book to have huge survivability and make loremasters/swordmasters extremely effective in combat.&lt;br /&gt;
**Caradryan: Captain of the Phoenix Guard - This mum fellow explodes when he dies in combat, has improved phoenixes and phoenix guards in his roster and can ride Ashtari, the oldest and smartest phoenix. He is a lord.&lt;br /&gt;
**Chakax: The eternity warden - A souped up bodyguard for Mazdamundi, Chakax is a duellist who reduces enemy action chances in his local region.&lt;br /&gt;
**Kouran Darkhand: Captain of the Black Guard - Yay, a minion for Malekith. Kouran Darkhand can switch between his halberd and dual blades changing his role every time. At the same time, he gets happy when Malekith senpai notices him having higher morale when in Malekith&#039;s Army.&lt;br /&gt;
**Tullaris Dreadbringer: While we wait for the inevitable Hellebron DLC, Tullaris will serve as a good replacement for faction leader. He buffs witch elves and executioners of Har Ganeth while being a good melee lord to boot.&lt;br /&gt;
*&#039;&#039;&#039;[http://steamcommunity.com/sharedfiles/filedetails/?id=1243153086 Mixu&#039;s Lord Pack]&#039;&#039;&#039; Adds a bunch of heroes and lords to the game. The biggest beneficiaries are the Wood elves who gain a hero and lord each. &lt;br /&gt;
:Spellweaver       - Basically a Lord-level Spellsinger. Can come in 3 flavours reflecting the three lores their lesser can wield in the base game. Great for creating elf-themed armies.&lt;br /&gt;
:Shadowdancer      - A CQB hero that can cast shadow spells and has different stances that allow her to tank or alternately dish out damage.&lt;br /&gt;
:Amber Wizard Lord - Amber wizard lord who leads armies but is otherwise identical to the hero&lt;br /&gt;
:Light Wizard Lord - Light wizard lord that can lead armies and have a Luminark.&lt;br /&gt;
:Bright Wizard lord- BURN EVERYTHING while you lead an army.&lt;br /&gt;
:Empire Wizards    - Adds the missing generic Battle Wizards who never made it into the base game - Gold Wizards (Lore of Metal) and Amethyst Wizards (Lore of Death). The latter is the bigger boon because Balthasar Gelt was already in this game, while Death was hitherto the only basic Lore of Magic the Empire couldn&#039;t use under any circumstances.&lt;br /&gt;
:Supreme sorceress - Dark Elf Sorceress that can lead armies.&lt;br /&gt;
*&#039;&#039;&#039;[http://steamcommunity.com/sharedfiles/filedetails/?id=1180702987 New Lore Friendly Climates]&#039;&#039;&#039; A substantial overhaul of the Climate system of both the campaign maps for warhammer 2. It adds a grand total of &#039;&#039;&#039;23&#039;&#039;&#039; new climates, substantially changing the gameplay of the campaign. Every major geographic region on the map now has it&#039;s own climate biome. The mod aims to change the vanilla system of climate suitablity to a more flexible system. The Unpleasant Climate designation now represents a range of values between the Suitable and Uninhabitable climates.&lt;br /&gt;
:The following biomes have been changed in the mod.&lt;br /&gt;
:Deserts&lt;br /&gt;
::Desert Coast    - Deserts have been split into Desert Coasts and Deserts. Port Cities now have more suitability. Deserts coasts are easier to settle.&lt;br /&gt;
:Jungle&lt;br /&gt;
::Jungle Coast    - Jungle coasts are easier to settle while Jungles are harder to settle.&lt;br /&gt;
:Temperate&lt;br /&gt;
::Borderlands     - Tilea and the Borderlands are now their own climate zone.&lt;br /&gt;
::Boreal          - Southern Kislev and the coasts south Naggaroth have a unique climate zone.&lt;br /&gt;
::Frozen Tundra   - North Kislev and Northern Naggaroth &lt;br /&gt;
:Temperate Island&lt;br /&gt;
::Ulthuan         - Ulthuan has it&#039;s own biome. Holding it as a non elf faction reduces relations with both high and dark elves. Occupying it as a dark elf still reduces relations with high elves.&lt;br /&gt;
::Tropical island - Southern Temperate islands are now Tropical islands which are easy to settle.&lt;br /&gt;
::Wasteland&lt;br /&gt;
::Badlands        - Badlands are now a unique climate zone.&lt;br /&gt;
::Shadowlands     - Nagarythe now has it&#039;s unique climate. Holding it as a non elf faction reduces relations with both high and dark elves.&lt;br /&gt;
::Vermin Wastes   - Skavenblight and Hellpit are only suitable for skaven.&lt;br /&gt;
::Mountains       - Now have their their climates suitable to the environment surrounding it.&lt;br /&gt;
::Snowy Mountains - These are the snow covered mountain passes of the northern world edge mountains&lt;br /&gt;
::Desert Mountains - There are the mountains in the desert of the west side of the Southlands.&lt;br /&gt;
::Jungle Mountains - These are the mountains of Lustria&lt;br /&gt;
::Nagg. Mountains  - The mountains of Naggaroth are unique to the rest of the world.&lt;br /&gt;
::Dwarf Hold      - Most provincial capitals in the old world mountains are huge dwarf holds. Occupying these holds will put your name in the Great Book of Grudges.&lt;br /&gt;
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*&#039;&#039;&#039;[http://steamcommunity.com/sharedfiles/filedetails/?id=1226919876 Norsca Expanded]&#039;&#039;&#039; Tired of fighting Surtha Ek and his chariots of doom? Think that the Norsca update is too far away? This mod is the right mod for you. Norsca expanded adds some of the units from the complete norscan roster back into the main game. The units included have their assets already present in the game. So unfortunately no mammoths fimir or mammoths yet. However you get to play around with frost wyrms, ice wolves and norse berserkers, which is remotely the same thing.&lt;br /&gt;
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*&#039;&#039;&#039;[http://steamcommunity.com/sharedfiles/filedetails/?id=1234128845 O6OPMOT&#039;s Heroes of the Empire]&#039;&#039;&#039; Another substantial empire focused mod, Heroes of the Empire adds legendary characters like Ludwig Schwartzhelm, Valten, Kurt Helborg and a recruitable Imperial Engineer to the empire roster. Want your artillery to be taken to the next level with a technologicial hero? Want a ranged hero for the empire that is actually useful unlike the witch hunter? Love the fluff? Then this mod is perfect for you. The mod adds a Master Engineer to the empire, complete with a mechanical steed. It acts like a hero sniper on the battlefield with high accuracy and looking fancy. Oh, and making your artillery, gunpowder and ranged units perform better. And it looks incredible.&lt;br /&gt;
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*&#039;&#039;&#039;[http://steamcommunity.com/sharedfiles/filedetails/?id=1193959747 Orcs and Goblins 8th Edition]&#039;&#039;&#039; A port of the orc roster expansion mod from the first game. Refer to it to see a list of units.&lt;br /&gt;
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*&#039;&#039;&#039;[http://steamcommunity.com/sharedfiles/filedetails/?id=1269568588 Orcy Subjugate: Confederate defeated Greenskin Leaders]&#039;&#039;&#039; Adds the Norscan mechanic of subjugating factions of the same type into your own faction once you defeat their enemy leaders on the field of battle. Very Orcy indeed, and it will help stem the inevitable dwarf tide.&lt;br /&gt;
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*&#039;&#039;&#039;[http://steamcommunity.com/sharedfiles/filedetails/?id=1183976694 Supply and Demand]&#039;&#039;&#039; A tiny mod that adds a good strategic layer to the main campaign, this mod now changes the upkeep of armies based on their stances in the game. Suddenly raiding and garrisoning armies is now far more important than ever before. Don&#039;t underestimate the power of reserve armies. This mod allows you to deploy bigger armies and more of them at cheaper cost, bringing a system of reserves into play.&lt;br /&gt;
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*&#039;&#039;&#039;[http://steamcommunity.com/sharedfiles/filedetails/?id=1288489406 The Wood Elves]&#039;&#039;&#039; An event driven mod for the wood elves that better explains their unique nature in the world of Warhammer with the help of event chains and seasonal effect. A single effect remains for every 6 turns representing a season for athel loren. As the seasons turn from spring to winter, the tree spirit units of the wood elves keep gaining buffs only to go dormant during the winter. Orion goes to become a fine pile of ash for the winter, represented by being wounded in the game during winter. Several new techs are added for the wood elves along with an Amber trading and Amber generation system. Great for a more involved playthrough for the wood elves now that their most unique feature - occupy anywhere - has been removed from the game.&lt;br /&gt;
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*&#039;&#039;&#039;[http://steamcommunity.com/sharedfiles/filedetails/?id=1228549356 Unit Formations]&#039;&#039;&#039; That&#039;s right. Unit formations from the older games are back. You can now command your troops to put their pointy spears towards the enemy at your own command instead of letting them figure it out for themselves.&lt;br /&gt;
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*&#039;&#039;&#039;[http://steamcommunity.com/sharedfiles/filedetails/?id=1156084987 Vermintide: Skaven Overhaul]&#039;&#039;&#039; A more fluffy redesign of the skaven roster making the rats more fun to play as and play against. Changes nearly ever aspect of the base skaven roster while adding mostly positive changes to unit functions and abilities, while consolidating some superfluous ones in the base roster. The focus on the mods is on making clanrats and skaven slaves the massive center of your army that is supported by elite troops.&lt;br /&gt;
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::In general lower tier ratfolk have larger unit sizes and their function is unsurprisingly as large support units for the more organized skaven elite units.&lt;br /&gt;
::Stormvermin now use halberds only, with a halberd and shield variant replacing the stock sword and shield one.&lt;br /&gt;
::Death Globe Bombardiers and Death Runners have been merged into Globadiers and Gutter runners. Globadiers now have a targetable projectile with limited charges for Anti large roles while Gutter runners without poison now have concealing bombs to be sneaky. Globadiers now drain the health of enemy units nearby.&lt;br /&gt;
::Skaven Packmasters have been added. They are a small morale boosting unit, and are essential to keep your clanrats and skavenslaves in line.&lt;br /&gt;
::Skavenslaves now increase the morale of units nearby. This effectively makes them battlefield cheerleaders who are best used in combat as support, while serving the role of meatshield.&lt;br /&gt;
::Warpfire throwers now have reduced unit number, low mobility and massive damage increase. Charging them head on will cause massive casualties. Bring ranged units or magic to deal with them.&lt;br /&gt;
::Warp lightning cannons now have massively increased projectile speed and miss more often, hitting your troops on the front line. Not like that matters.&lt;br /&gt;
::Skaven summons do not degrade&lt;br /&gt;
::The 13th spell works like Morghur&#039;s chaos spawn ability.&lt;br /&gt;
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*&#039;&#039;&#039;[http://steamcommunity.com/sharedfiles/filedetails/?id=1194004707 Williamsen&#039;s: Knights of the Counts]&#039;&#039;&#039; A great mod that adds a variety of knightly orders to the &amp;lt;strike&amp;gt;empire&amp;lt;/strike&amp;gt; Vampire counts. Great for roleplaying or using fancier cavalry than regular blood knights&lt;br /&gt;
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*&#039;&#039;&#039;[https://steamcommunity.com/sharedfiles/filedetails/?id=1376337924 Region Trading]&#039;&#039;&#039; A small, yet &#039;&#039;essential&#039;&#039; mod that restores the sorely missed ability to purchase, and trade territories with allied nations (done with some modding wizardry and scripts). Essential for the sandbox of Mortal Empires, and a very welcome feature to have returned to the series.&lt;br /&gt;
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*&#039;&#039;&#039;[https://steamcommunity.com/sharedfiles/filedetails/?id=1386003588 Tiered Taxes]&#039;&#039;&#039; Another seemingly small, yet very useful feature that was cut from the series and now restored, the ability to manually choose tax levels in your provinces (lower taxes give you less money but more boosts to public order and vice versa for the opposite).&lt;br /&gt;
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*&#039;&#039;&#039;[https://steamcommunity.com/sharedfiles/filedetails/?id=1326805764&amp;amp;searchtext= Advanced AI II]&#039;&#039;&#039; A continuation from Game I Mod. &#039;&#039;Greatly&#039;&#039; expands the Campaign&#039;s AI behaviours, with much improved army compositions and build orders as the tip of the iceberg.&lt;br /&gt;
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*&#039;&#039;&#039;[https://steamcommunity.com/sharedfiles/filedetails/?id=1512076436 Abandon Region]&#039;&#039;&#039; This mod brings the ability to abandon a region back from Attila. In case there is a region you don&#039;t want to occupy or simply can&#039;t defend, you have the option to abandon it and retreat to a more defensible position. There is a public order penalty for doing so, thought, since most citizens don&#039;t like the idea of abandoning a city to it&#039;s luck.&lt;br /&gt;
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*&#039;&#039;&#039;[https://steamcommunity.com/sharedfiles/filedetails/?id=1183251332 Beastmen Rebels]&#039;&#039;&#039; same as the mod from Warhammer I.&lt;br /&gt;
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*&#039;&#039;&#039;[https://steamcommunity.com/sharedfiles/filedetails/?id=1438446448 Totally Random Total War Generator: Warhammer II]&#039;&#039;&#039; Tired of playing the same Legendary Lords on the same starting positions again and again? This mods randomizes every faction&#039;s starting positions, leading to random hilariousness such as Throgg starting in Averlorn of Karl Franz in Nehekara.&lt;br /&gt;
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===WH2 Overhaul Mods===&lt;br /&gt;
This section is for mods that change large aspects of the base game itself rather than adding in unit packs or singular mechanics. Generally overhaul mods change the pace of the gameplay significantly and are otherwise largely incompatible with unit packs and smaller mechanical changes introduced by gameplay changing mods. This incompatibility can range from basic balance issues to CTDs. For the best usage of this mod, it would be better to use the mods noted here as baselines to base your mod collections on. Please note that the Community Scripting Framework and Crynsos&#039; Faction unlockers are core additions to the base game and are required by several gameplay mods to function properly. As far as you should be concerned, these mods should be enabled at all times.&lt;br /&gt;
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*&#039;&#039;&#039;[http://steamcommunity.com/sharedfiles/filedetails/?id=1175369579 Community Scripting Framework]&#039;&#039;&#039; A community framework that allows different scripts to work together. In the vanilla game, you can only have one script running at a time. This mod fixes that. Do note that this mod will require the actual script mod to be loaded in as well. Once more the community fixes CA&#039;s oversights.&lt;br /&gt;
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*&#039;&#039;&#039;[http://steamcommunity.com/sharedfiles/filedetails/?id=1158985864 Crynsos&#039; Faction unlocker+]&#039;&#039;&#039; Allows you to play as any faction on the campaign and in battles. &lt;br /&gt;
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*&#039;&#039;&#039;[http://steamcommunity.com/sharedfiles/filedetails/?id=1228673734 War of the Beard Overhaul]&#039;&#039;&#039;A massive overhaul that shifts the campaign to the war of the beard, over four and a half thousand years ago. The mod is still in beta. Sadly, much like many dwarf holds after the war, this mod is now abandoned. &lt;br /&gt;
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*&#039;&#039;&#039;[http://steamcommunity.com/sharedfiles/filedetails/?id=1158758430 Luckyspade&#039;s Battle Overhaul II]&#039;&#039;&#039; A large overhaul mod, this mod rebalances the vanilla game so that battles aren&#039;t over in 2 minutes of melee combat. Pretty much every combat related stat and mechanic is changed. Expect battles to run for 10-15 minutes during the early game, and run out of time in the late game. The mod accomplishes this by increasing the hit points of units across the board and generalising several minor stats. Attack animations are standardised, and damage, proc chances and healing is mentioned on the tooltip. Magic itself has been overhauled, with spells themselves having multiple phases.&lt;br /&gt;
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*&#039;&#039;&#039;[http://steamcommunity.com/sharedfiles/filedetails/?id=1214959308 Boyz will be Boyz - Closer to Tabletop Overhaul]&#039;&#039;&#039; Ever wondered what would happen if concepts and unit stats from the Tabletop were transliterated into the game en masse? Just looking to spice up your campaign a bit with an alternative take on balance that harkens back to the root of Warhammer Fantasy Battles? Then this mod might interest you. The stats from the mod are directly tabulated from the tabletop with a minimal amount of tweaking. This is in comparison to the vanilla balance system that is based on much more heavy handed balancing based on manual input. According to the mod maker, the only stats that have been manually tweaked were the abilities added to units manually. Here&#039;s how the units and factions work in the mod.&lt;br /&gt;
&lt;br /&gt;
::*spear infantry is powerful as long as they have numbers, hand weapon&amp;amp;shield units are versatile tanks, dual and great weapon units reliably bring the hurt. You also don’t have to worry anymore about hidden attack speed values, as melee attacks are all standardized at 4 sec. &lt;br /&gt;
::*Missile units don’t instagib targets anymore and basic archers are mostly a serious DoT. Some of them will be able to switch ammo.&lt;br /&gt;
::*Characters are more varied in scope and will likely be torn to shreds by heavy duty units. Each mount brings its pros and cons, with dragon mounts being the best in terms of hp pool and damage, but still potentially prey to melee scrappers or heavy ranged.&lt;br /&gt;
::*Flavourful bits like complete ward saves, Eye of the Gods, four stances for Wardancers, three for Black Orcs, staged passives for Flagellants and Minotaurs, an actual Killing Blow thing for the right people, bumpy chariots and  steam tanks that go boom.&lt;br /&gt;
:The mod also has handy submods that add things like horde units and actual regiments of the empire with more ambitious reworks to mechanics coming down the line but right now the mod is surprisingly fresh and well utilized by the Ai, and capable of stopping the dwarf armageddon.&lt;br /&gt;
:The mod itself has submods that [http://steamcommunity.com/sharedfiles/filedetails/?id=1215626121 slow down] the combat even farther by adding 50% more HP to every unit without messing with the balance itself and :[http://steamcommunity.com/sharedfiles/filedetails/?id=1233427148 another] one that makes the horde units recruitable on the campaign map for more varied options.&lt;br /&gt;
:All in all, a nice [[Crunch]] mod that changes several aspects of the base game to introduce a more tabletop based balance to the game with it&#039;s cons being the relatively low amount of support for unit packs and the like.&lt;br /&gt;
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*&#039;&#039;&#039;[https://steamcommunity.com/sharedfiles/filedetails/?id=1149625355 SFO: Grimhammer II]&#039;&#039;&#039; A continuation of the legendary Steel Faith Overhaul, it brings everything from new units, regiments of renown and mechanics, to balance changes and many submods improving your Total Warhammer experience.&lt;br /&gt;
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===WH2 Map Mods===&lt;br /&gt;
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*&#039;&#039;&#039;[http://steamcommunity.com/sharedfiles/filedetails/?id=1169896513 Gate of the Old Ones]&#039;&#039;&#039; With the Advent of Free For All maps, the door opened for player made FFA maps. This is the first and foremost of them. Based on the pretty popular quest site, The Fallen Gates, this map adds a very unique custom battlefield for multiplayer matchups with your friends. &lt;br /&gt;
:The map is dominated by a massive Solar Engine that is fully functional and powered up, and serves as centrepiece of the battle. Seriously, it really looks like something like Halo or 40K covered up with aztec technology, [[Heresy|which is pretty much what the old ones were]]. The approach to the center is made up of 4 perpendicular bridges that form a natural chokepoint and the outer rim is capable of supporting full armies fighting with each other. The central pyramid also functions as a blocker for artillery and archer fire meaning the army occupying the center has a distinct advantage - but means that the other three players will focus on the offending enemy. Since the entire point of a free for all battle in Total War Warhammer 2 is to score maximum point, the game does NOT become a camping fest. All in all, gather some mates, and check this map out and pretend that you are fighting on the set of a MMO zone.&lt;br /&gt;
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*&#039;&#039;&#039;[http://steamcommunity.com/sharedfiles/filedetails/?id=1173467125&amp;amp;searchtext=great+arena The Great Arena]&#039;&#039;&#039; Set in the Great Arena of Khaine, this multiplayer free-for-all map is designed to give all four players an even playing field.&lt;br /&gt;
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*&#039;&#039;&#039;[http://steamcommunity.com/sharedfiles/filedetails/?id=1182188528 GCCM: Mortal Empires]&#039;&#039;&#039; The continuation of the previous GCCM series, with a stricter focus on quality control. The modding team also figured out how to make completely unique siege maps. The bloody madmen plan to eventually have unique a map for every one of the over 300 settlements currently in Mortal Empires. This may seem crazy but, to their credit, they are about 20% done in with 61. They also plan to add encampment battles for when you attack an enemy in encampment stance, and Island Battles (which they started working on before CA put them in the game, but thankfully CA made sure the ones they created would be implemented so their hardwork didn&#039;t work to waste). Needless to say, these folks are gonna be pretty busy.&lt;br /&gt;
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*&#039;&#039;&#039;[http://steamcommunity.com/sharedfiles/filedetails/?id=1238750769 Rise of Nehekhara]&#039;&#039;&#039; Recently the map modding team found out ways to port buildings and units from Total War: Attila to Total war Warhammer 2. This map is a proof of concept of that feature using egypt assets from Rome2 and Attila to make a Nehekhara map.&lt;br /&gt;
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*&#039;&#039;&#039;[https://steamcommunity.com/sharedfiles/filedetails/?id=1460460001 Military Encampment II]&#039;&#039;&#039; Continuation from the Total Warhammer I mod.&lt;br /&gt;
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*&#039;&#039;&#039;[https://steamcommunity.com/sharedfiles/filedetails/?id=1363820660 The Great Pyramid of the Forgotten King]&#039;&#039;&#039; This unique free for all map allows you to play inside a Nehekaran Pyramid, allowing you to fight a defensive battle in the middle of the map while your enemy has to rush you among the Pyramid&#039;s chokepoits, with elevated platforms and side tunnels to help you spice things up.&lt;br /&gt;
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*&#039;&#039;&#039;[https://steamcommunity.com/sharedfiles/filedetails/?id=1398661206&amp;amp;searchtext=xlanhuapec Xlanhuapec, City of Mist]&#039;&#039;&#039; One of the most elaborate costume maps on the Steam Workshop, the City of Mists is an enormous siege battle map that requires the attacker to take three victory points to win the battle. This means they will have to overwhelm three layers of defense. The first layer, Temple of Chotec, the god of sunlight, has solar engines as part of it&#039;s defenses, so you can shoot sunbeams at the enemy before they reach your outer walls. The second layer is the Temple of Infinite Coils, where the Slaan Huah-Huah casts the spell that generates the mists that give the city. The dinos figured out that concentrated vapor fired from hundreds of miles per hour hurts like hell, so they transformed the temple into an artillery piece that can damage your enemies once they pierce the walls. While it&#039;s not precisely on your way to victory, you are gonna want to take it if you don&#039;t want that thing to constantly fire into your troops. Finally there is the Temple of Eternal Serenity, where the city&#039;s great Slaan slumbers. It&#039;s the fartest it can pissobly be from the walls, meaning taking it will involve a grinding advance through the whole fortress, which will be a bitch to take as you will have to fight for every inch, often pushing through punishing chokepoints where a well-placed spell could cost you everything. The Temple of Eternal Serenity is itself behind a very narrow chokepoint, so you can leave a couple of elite infantry and missiles to guard it when deploying and force your battered and tired foe into a possible hammer and anvil situation.&lt;/div&gt;</summary>
		<author><name>2A01:598:8183:351C:D1D4:DFB:3B50:1F8C</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Sylvaneth&amp;diff=462559</id>
		<title>Sylvaneth</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Sylvaneth&amp;diff=462559"/>
		<updated>2020-04-04T22:28:31Z</updated>

		<summary type="html">&lt;p&gt;2A01:598:8183:351C:D1D4:DFB:3B50:1F8C: /* Noble Spirits */&lt;/p&gt;
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&lt;div&gt;{{Age of Sigmar Faction|Faction=Sylvaneth|Logo=Most Friendly Being In Sylvaneth.jpg|Alliance=Order|Motto=WALKING TREES I TELL YOU! WALKING TREES!}}&lt;br /&gt;
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{{Topquote|Tom&#039;s words laid bare the hearts of trees and their thoughts, which were often dark and strange, and filled with a hatred of things that go free upon the earth, gnawing, biting, breaking, hacking, burning: destroyers and usurpers. It was not called the Old Forest without reason, for it was indeed ancient, a survivor of vast forgotten woods; and in it there lived yet, ageing no quicker than the hills, the fathers of the fathers of trees, remembering times when they were lords. The countless years had filled them with pride and rooted wisdom, and with malice.|J. R. R. Tolkien, The Fellowship of the Ring}}&lt;br /&gt;
{{Topquote|Going up that river was like travelling back to the earliest beginnings of the world, when vegetation rioted on the earth and the big trees were kings. An empty stream, a great silence, an impenetrable forest. The air was warm, thick, heavy, sluggish. There was no joy in the brilliance of sunshine. The long stretches of the waterway ran on, deserted, into the gloom of overshadowed distances. [...] And this stillness of life did not in the least resemble a peace. It was the stillness of an implacable force brooding over an inscrutable intention. It looked at you with a vengeful aspect.|Joseph Conrad, Heart of Darkness}}&lt;br /&gt;
{{Topquote|Tarik backed away from the Bloodbound assault, stumbling and falling to the forest floor. Throughout the wood his brother Freeguilders were likewise breaking before the Chaos assault, men falling back between the trees as armoured shapes chased them down. Suddenly, a Chaos Warrior loomed over him, a crimson shape blotting out the sky. He raised his shield but his foe smashed it aside before raising an impossibly large axe to cut Tarik down. Then the trees moved. Roots and vines shot out of the shadows like thorny serpents, enveloping his attacker. Elsewhere in the gloom Tarik heard the screams and curses of the Chaos horde as new adversaries joined the fray. The Bloodbound lashed out at the branches as they struck, but it was as if the whole world had turned against them. Tarik watched, transfixed, as the vines tightened around the killer that moments ago had been poised to end his life. Appearing as if out of norwhere, the Dryad embraced her victim, his bones snapping at her touch. As the broken Chaos Warrior fell to the ground, Tarik looked into the Dryad&#039;s Eyes and felt a cold chill run down his spine.|Age of Sigmar}}&lt;br /&gt;
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The &#039;&#039;&#039;Sylvaneth&#039;&#039;&#039;, children of the goddess [[Alarielle]], have suffered greatly under the yoke of the Dark Gods. Their emerald kingdoms and woodland refuges in the Realm of Life have been infected and ravaged by the vile servants of Nurgle, until little but rot and decay remains. As Sigmar&#039;s tempest rolls out across the realms, a new age of hope is dawning, and the treefolk stir within their devastated forests and glades, taking up arms once more against those who have invaded their lands. However, this is not an ironbound contract. It is not unheard of for a slight misunderstanding to cause the Sylvaneth to depart from their erstwhile allies, or even attack them should they appear to threaten lands the Sylvaneth hold Sacred.&lt;br /&gt;
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They were well-received upon their release, due to being one of the first factions unique to Age of Sigmar and being seen as a refreshing break from the near-constant focus on Sigmarines vs Chaos.  It helps that one of their mainstay units (Kurnoth Hunters) are one of the best value units in AoS. &lt;br /&gt;
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==History==&lt;br /&gt;
===Age of Myth===&lt;br /&gt;
The sylvaneth are the offspring of the goddess Alarielle, Queen of the Radiant Wood and ruler of [[Ghyran]]. Early in the Age of Myth Alarielle went around sowing soulpods, spirits she had saved from the World-That-Was. These formed into the first Sylvaneth. During this time, Alarielle sang a spirit-song, and this resounds in the souls of all Sylvaneth to this day, and through it Alarielle can communicate directly with them in Ghyran.  The song of Sylvaneth helps bind them together as a united people, stopping them from struggling against one another not based on oppression but genuine feelings of unity.  There was danger, of course, from rampaging beasts and hostile barbarian tribes. However, there were various spirits, most notably the Kurnoth Hunters, who formed the warrior caste and dealt with these threats while the others, most of all the Dryads, could nurture the lands and live in peace.&lt;br /&gt;
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Alarielle looked upon her creations and knew peace at last. During this time, [[Sigmar]] found her and invited her to be part of his Pantheon, which she accepted. Time passed, and the children of the Radiant Wood spread beyond the bounds of Ghyran. Whether by soulpod seeds carried through Realmgates, or by the staging of deliberate expeditions, Sylvaneth enclaves sprung up across all the Mortal Realms, even realms less conducive to life, such as metallic Chamon and deathly Shyish. &lt;br /&gt;
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These lands proved more dangerous than Ghyran. Entire sylvaneth clans were lost to war and catastrophe. Still, the sylvaneth prevailed and spread. There was one hazard they could not have planned for though; once beyond the Realmgates,the sylvaneth found themselves cut off from the spirit-song of their mother. The sylvaneth who travelled to new realms could still perceive the spirit-song that echoed from within, but they found themselves islands of harmony amidst a terrible silence. Some went mad, while others fled back to the comfort of their heartglades. Tales are still told of the terrible season in which Silverthorn Glade was lost altogether. Those sylvaneth who endured sought out those places in the new lands where life magic flowed the strongest. In these places of power, they planted soulpod groves and sank their realmroots deep; the realmroots being magical paths to travel accessible only to them.&lt;br /&gt;
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These were places of ethereal pulchritude. The vast Hunter’s Moon, the Singing Mountains, the Citycaverns of Briardell and countless others echoed the beautiful wonder of the sylvaneth homeland.&lt;br /&gt;
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===Age of Chaos===&lt;br /&gt;
They suffered grievously at the hands of the forces of Chaos. Nurgle, with his fixation on life and Alarielle&#039;s similarity to Shallya from the World-That-Was, focused his efforts on Ghyran and directed nearly all of his forces there, also seeking to claim Alarielle for himself. &lt;br /&gt;
So swiftly did Nurgle’s spawn multiply that tides of squirming terrors were soon sweeping across the lands at an unstoppable pace. The Queen of the Radiant Wood rose to repel this foul invasion, and a war began unlike any other. Renewal battled entropy, healing magic fought infection.&lt;br /&gt;
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During the Age of Chaos the first appearances of the Outcasts among the Sylvaneth - the Spite-Revenants - occurred, in a period referred to as the &amp;quot;Shrouded Season&amp;quot;. = No one but Alarielle knows the details, because she purposefully deleted this from the Sylvaneth&#039;s memory on a racial level, including the Outcasts themselves, and refused to talk about it ever since. No one knows why Alarielle did this but her, and it makes them uncomfortable to think about across the board. &lt;br /&gt;
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All this time Alarielle had held onto Drycha&#039;s soulpod. She was conflicted about planting Drycha, fearing Drycha&#039;s madness and the harm she might wreak if freed but also concerned Drycha was a necessary darkness and that she was weakening the Sylvaneth by not including her. When she reached her lowest point during this Age, Alarielle headed to a hateful chasm and planted Drycha&#039;s soulpod there. Drycha emerged with a body of vines and thorn-root, torn between rage and depression, though she took the fight to the forces of Chaos, they were only slowed down, not stopped.&lt;br /&gt;
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By the end of the Age of Chaos, all Sylvaneth had become warriors. Every Sylvaneth who wasn&#039;t a fighter had either taken up arms and learned to fight or been killed off.&lt;br /&gt;
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===Age of Sigmar===&lt;br /&gt;
The Necroquake had less of an effect on the Sylvaneth than most of the other races, but they were still effected. The Gnarlroot Sylvaneth, who specialized in studying magic, devoted their efforts to studying the Necroquake and alleviating its effects where they could.&lt;br /&gt;
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Recently, the events of the Stormvaults have revealed a new threat to Ghyran.  There are objects called Black Seeds that sprout trees called Black Oaks that have a deterimental effect on the Realm of Life.  Worse, the followers of Nurgle have found them and are starting to cultivate them all over Ghyran.  It&#039;s mentioned Sigmar hid them in vaults in Ghyran for some reason and that Alarielle will be mad at him when/if she finds out what Sigmar did.  It&#039;s hinted this could strain the Grand Alliance of Order, especially since Teclis is already mad at Sigmar for taking and repurposing some of his old tools from Hysh while Malerion and Morathi are plotting against Sigmar for their own gain.&lt;br /&gt;
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==The Glades==&lt;br /&gt;
* &#039;&#039;&#039;Oakenbrow&#039;&#039;&#039;: Said to be the First Glade, whose ancestors sprang from the very first soulpods planted by Alarielle. Have a strong sense of justice. Considered arrogant by some Sylvaneth - particularly Sylaneth from the Gnarlroot and Dreadwood wargroves, most see them as noble-minded.&lt;br /&gt;
* &#039;&#039;&#039;Gnarlroot&#039;&#039;&#039;: Old beyond mortal thought, strange and grim in thought and deed – they care only for lore and the hidden secrets of ancient things. The magic-heavy Sylvaneth. They&#039;re one of the more traditionalist wargroves, though they&#039;re more open to allying with non-Sylvaneth if they&#039;re wizards or scholars. Their leader, the Old King of Gnarlroot Glade AKA Grum King Ithil-spond, claims to have been podborn during Alarielle’s first sowing alongside the first Oakenbrow Sylvaneth.&lt;br /&gt;
* &#039;&#039;&#039;Heartwood&#039;&#039;&#039;: The clans of Heartwood Glade are said to be the most courageous and determined of all the Sylvaneth. They worship Kurnoth alongside Alarielle, and so have lots of Kurnoth Hunters.  They&#039;re constantly at war with the enemies of the Sylvaneth as they see it as a disservice to Kurnoth to ever abandon the hunt.  Despite this, they&#039;re very honorable and loyal and aren&#039;t cruel, just resolute.&lt;br /&gt;
* &#039;&#039;&#039;Ironbark&#039;&#039;&#039;: The Dorfiest Sylvaneth. Originating from Chamon, the Ironbark clans are known for their tenacity and resilience, and are famous for weathering the most extreme of circumstances without complaint. They are skilled at drawing up precious metals and ores from the soil. These traits and a familiar attitude have led to strong alliances between them and the Dwarfs, being the only trees that Dwarfs like. During the Age of Chaos, they helped many Dwarves to escape the onslaught of Chaos by either leading them through realmgates to Azyr or to the tops of the highest mountains in Chamon, the latter of which would go on to become the Kharadron Overlords. &lt;br /&gt;
* &#039;&#039;&#039;Winterleaf&#039;&#039;&#039;: The melancholy Sylvaneth. The spirits of Winterleaf Glade are fey and melancholy, given to fatalism and introspection. They had the most beautiful of places, but after Nurgles forces destroyed those places they got a major sad that&#039;s lasted ever since.  But rather than making them lose hope, they fight for revenge against the forces of Chaos and will ally with anyone who can help them get revenge.  They&#039;ve also developed a strong affinity for and tolerance of cold temperatures, making their new homes in icy regions and glaciers.  &lt;br /&gt;
* &#039;&#039;&#039;Dreadwood&#039;&#039;&#039;: The most sadistic Sylvaneth. More vengeful than the Winterleaf, more xenophobic than the Gnarlroot and fear is their primary weapon. Utterly merciless, they&#039;re suspected of being the source of the Outcasts and have more in their number than any other Wargrove.  They get along well with Drycha.&lt;br /&gt;
* &#039;&#039;&#039;Harvestboon&#039;&#039;&#039;: The only ones born during the Age of Chaos, but surprisingly not unhappy about it. They&#039;re vibrant and optimistic, seeking to heal the damage done to Ghyran. The Branchwraiths of Harvestboon clans are known for the flowing beauty and power of their songs and spellcraft, and the Willowqueen sings strongest of all. Leading her kin to one deadly conflict after another, the warrior regent seeks a future free from Chaos, and she will lead Harvestboon through any danger to win that prize. Their numbers are growing rapidly, especially with Alarielle&#039;s rebirth. In fact, they grwo at such a blistering speed, they muster &#039;&#039;several&#039;&#039; new wargroves, complete armies with Forest Folk and Noble spirits every single &#039;&#039;day.&#039;&#039; They likely have the largest amount of Arch-Revenants.&lt;br /&gt;
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==The Spirits of the Forest==&lt;br /&gt;
There are more Sylvaneth than just the treespirits, sprites (spites in AOS) are Sylvaneth, the spirits that possess deadwood to forge bodies out of it (treekin) are Sylvaneth, the ghosts and fae creatures of the glades are Sylvaneth. They ARE good people overall, with most of them having noble desires and despise chaos.  Even the sadistic and racist ones will side with the good guys to fight the bad guys.  It&#039;s just that they&#039;re so alien to others that the alliance is always quite strained.  They&#039;re difficult to interact with, not just because of the language barrier. They do not like you, they don&#039;t think like you and they don&#039;t live and die like you. Your concerns are extremely alien to them just like they are to you; Sylvaneth in general don&#039;t care for glory, expanding borders or making money but instead are mainly concerned with ensuring the safety and cycles of the natural world are upheld.  Some things Sylvaneth do share with others is that they build cities, work metal and stone and create artworks, tapestries and furniture.  They are also unfathomably long lived.  It is likely they only die due to violence or specific diseases, and even then some of them even have their souls in a part of them called a &amp;quot;soulpod&amp;quot; that can undergo a sort of reincarnation. &lt;br /&gt;
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Despite these alliances, most Sylvaneth do not like mortals/non-Sylvaneth, usually calling them &amp;quot;Quickbloods&amp;quot; (a category that includes daemons, despite them not being mortal).  They consider the Quickbloods to be short sighted, flippant, brief and unable to comprehend the importance of their extremely long term plans and the real meaning of everything.  Some of said mortals that they will treat with include the aelves of the Idoneth Deepkin, duardin and humans. One of the reasons is because some of them worship Alarielle even if some of the humans also worship Sigmar.  They used to be close allies with the Wanderers, who were formerly known as the Wood Elves.  During the Age of Chaos the Wanderers chickened out and fled the battle, abandoning Alarielle and the Sylvaneth of Ghyran to the forces of Chaos.  For that, Alarielle banished them from Ghyran and they earned the hatred of the Sylvaneth.  For centuries they lived out a mission of repentance, planting waystones so that the forests of Ghyran can sprout in other mortal realms.  During the Age of Sigmar when Alarielle built The Living City, she forgave the Wanderers for fleeing, and they were allowed to return to Ghyran and live there.  They Sylvaneth themselves are divided, since though the military alliance has been restored some are still salty over the past desertion.  &lt;br /&gt;
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Also, the disparity in sentience can be pretty huge between different castes.  For simplicity&#039;s sake, this will cover the ones who are playable in the game and any spites that hang out with them.  &lt;br /&gt;
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===Forest Folk===&lt;br /&gt;
*&#039;&#039;&#039;Dryads&#039;&#039;&#039; are lead by the wraiths, who act as druidic spiritual leaders and chieftains. Back in the day, they were the civilians, peaceful caretakers, gardeners and surrogate mothers to orphaned animals. In the Age of Myth it was extremely rare for them to be called to war. The Forest Folk who were not capable of war were driven extinct more or less by the forces of Nurgle, however. For many, life is very nomadic. Constant bouts of fleeing and hiding from the forces of Chaos. They&#039;re VERY mercurial as positive qualities among the survivors, such as joy and cheer, faded as they fought to stay alive. Sing a lot. Dryads as part of the living body that is the forest are best described akin to an immunity system and wound healing enzymes. They care for the flora and fauna with loving care, to heal the wounds time and Chaos have dealt to their home. Yet if an intruder is detected (and you will) they switch and act like white blood cells. You are the virus, the forest is the body, and the Dryad is your doom. This is an instinctual behaviour and they dont personally hate you, just as little as the leukocytes when they embrace the virus in order to protect the body.&lt;br /&gt;
*&#039;&#039;&#039;Branchwraiths&#039;&#039;&#039; are matriarchal and maternal figures. They&#039;re the primary &amp;quot;nodes&amp;quot; of the sylvaneth&#039;s song. a sort of mass communication method of the race. Among these teeming armies stand the branchwraiths, sorcerers who can rouse the woods themselves to fight alongside the Sylvaneth. Enchanted oaks burst from the ground and vines move among the enemy like venomous snakes. When not at war, they are absoloutely crucial for the Sylvaneths survival, as they are the primary care takers of the soulpd groves, the nursery and birthplace of all Sylvaneth. Like mothers they guide their wandering daughters in case a Dryad gets lost. In terms of the social order, Branchwraiths are on par with the Treelords, heads of their respective branch.&lt;br /&gt;
Forest Folk never carry a Lamentiri in their bodies, but particularly old and battle-experienced Wraiths take a leaf out of the Noble Spirits way of life, echoing their greatness.&lt;br /&gt;
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===Noble Spirits===&lt;br /&gt;
Noble Spirits are set apart form the Forest Folk in their posession of a Lamentiri, basically a blackbox in the form of a seed that may be replanted in the Glades and lans Soulpod Grove to share its knowledge with the future generations and Treelords add another bit of wisdom to thei successors - CCTV footage from every battle ever fought. Every single impression, every twist in the spiritsong that informs new troop movements, every blow dealt, every loss of life, every decision made is recorded and stored so it can be reviewd later to not make the same mistake twice. The Lamentiri are harvested by Branchwyches after the Battle from the fallen Nobles.&lt;br /&gt;
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*&#039;&#039;&#039;Tree Revenants&#039;&#039;&#039; are sombre. They make up the primary warrior caste of the Sylvaneth and are peace keepers, law enforcement and guardians. They&#039;re generally lead in groups with a Treeman and a Branchwych, a so called Household.&lt;br /&gt;
*&#039;&#039;&#039;Branchwyches&#039;&#039;&#039; are powerful druidic figures whose sorcery and combat skill is highly respected. They are short-tempered, but keep it in check towards higher ranking Sylvaneth and Alarielle (though most subordinates give them due respect so rarely experience this temper). They have a special relationship with spites; in the eyes of the wyches, the little creatures can do no wrong and the Sprites are very fond of the wyches, coming to their aid en mass.&lt;br /&gt;
*&#039;&#039;&#039;Treelords&#039;&#039;&#039; make up the nobility of the clans. Treelords are the most well known of the Noble Spirits and serve purposes like Royal Guards, Librarians, lords and military captains. All sylvaneth love them as fathers/mothers and would only disobey one in extreme cases. Huge swarms of Sprites make their home among the branches of the Treelords, nestled in their bark hides. They&#039;re inherently compassionate. They have an extremely deep connection to the spirit song. They communicate with one another in songs made up of streams of color and sensation, made into language. [[Awesome|The forest itself recognizes them and literally bows down to them whenever they pass.]] Any human would see them as incredibly old, but their elders consider them reckless like teenager and too easily roused to wrath.&lt;br /&gt;
*&#039;&#039;&#039;Treelord Ancients&#039;&#039;&#039; are the Kings and Queens of the Sylvaneth. They&#039;re the most powerful mages, the masters of life magic, they have an inner serenity that persists no matter what it is they&#039;re doing, including while on the battlefield that they sing to other sylvaneth. They&#039;re extremely meticulous, every detail of their extremely long lives is committed to memory. They know the name of every sylvaneth they rule over and spend their lives amassing knowlege into their lamentiri to ensure that future generations can benefit from their experience.&lt;br /&gt;
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Both of these noble spirits are extremely prone to deeply exemplifying the eccentricities of their glade. EG harvestboon treelords and ancients are very slight and lithe, but extremely passionate quick to rage and mirth. Ironbark treelords tend to have veins of ore in their wood that makes them glitter while being unreasonably stubborn. Dreadwood treelords are vicious and untrustworthy even in the eyes of other sylvaneth.&lt;br /&gt;
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===Free Spirits===&lt;br /&gt;
The Free Spirits are much more directly administrated by Alarielle:&lt;br /&gt;
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*&#039;&#039;&#039;Spirits of Durthu&#039;&#039;&#039; are carry their Everqueens word throughout her realm as law and speak with her authority. Unlike other spirits the Free Spirits arent confined to a glade and instead roam around to lend their wisdom and consderable brawn to all in need, as well as dispatching new orders from the royal court. Wielding massive Guardian Swords only few can hope to be on the opposing side of the battlefield and live to tell the tale of a giant tree felling foes by the dozens and using said sword as a magic missile weapon. The Sons of Durthu are Alarielles chosen generals, advicsors and bodyguard, giving sage council and even disagreeing with their goddess to make the best plans for the entire race. These individuals live every day trying to meet his stalwart example, with fierce loyalty and martial might. They have an innate understanding with every other Son of Durthu, akin to a shared consciousness.&lt;br /&gt;
*&#039;&#039;&#039;Kurnoth Hunters&#039;&#039;&#039; are the &amp;quot;Hunter cult&amp;quot; of the Sylvaneth. While they&#039;re their own caste of treecreature (hulking warriors much taller than a man) they worship [[Kurnous|Kurnoth]] as Alarielle&#039;s &amp;quot;Soul-Consort&amp;quot; and equal seeing themselves as embodiment of his wrath as the Sons are to Alarielle. They&#039;re the second-newest caste, they didn&#039;t arise until Alarielle picked up the spear of Kurnous well into the Age of Sigmar. Hunters are purposeful, driven and almost single minded unlike the bipolar personalities or capricious whimsy of other Sylvaneth. They act as Spies, scouts and frontline murdermachines. They&#039;re considered very strange creatures by other Sylvaneth who have a hard time understanding their single minded and taciturn natures. Like Treelords and Branchwraiths the spiritsong is especially powerful in them and they reverberate with it. While most Sylvaneth worship seasonal demigods in addition to Alarielle, but Kurnoth Hunters are the only ones to do openly another god, Kurnoth.  Alarielle says this is fine and that&#039;s enough for most Sylvaneth. The Heartwood galde does everything they can to accomodate the Hunters.&lt;br /&gt;
The Hunt Master of Kurnoth is a recent addition to the Royal Moot. It&#039;s baffling for non-Sylvaneth to try and understand his purpose. Some sort of hybrid position of Spy Master, Martial Advisor, High Priest of Kurnoth and Captain of the Royal Guard. Often times a completely random Hunter will take his place with only Alarielle knowing if it&#039;s really the Huntmaster. It&#039;s unclear if the Huntmaster is a spirit that temporarily possesses a Hunter, or Kurnoth himself making individual hunters his avatar temporarily. The regents of the sylvaneth are very distrustful of the Hunt Master, especially Dreadwood who consider him a clingy upstart. The Forest Folk and many Noble Spirits consider the Kurnoth Hunters to be outsiders to the Glades, unlike them, almost alien, but their might in battle earns them respect, instead of trust. &lt;br /&gt;
*&#039;&#039;&#039;Arch-Revenants&#039;&#039;&#039; are a new type of Sylvaneth.  During the events that led to the Nercoquake, Alarielle looked at Nagash&#039;s designs and the undead ravaging Ghyran and got reminded of the ravages Nurgle and the followers of Chaos.  However, [[Awesome|this time she resolved not to dwindle or hide like last time and decided to go on the offensive against the threat]].  To this end she planted the soulpods that became Arch-Revenants, and enlisting the help of Zephyspites, bugs with giant wings, to carry her new captains into the fray.  They fuel the warlike parts of the Sylvaneth spirit song, but without the sadism or insanity that can be found among the Outcasts. &lt;br /&gt;
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===Outcasts===&lt;br /&gt;
The Outcasts are unsettling. Deeply so for mortals, but almost as much for the Sylvaneth. The Sylvaneth don&#039;t know where they come from, don&#039;t know how they&#039;re made, don&#039;t even know if they&#039;re not a reflection of the Sylvaneth made dark by Alarielle&#039;s vengeful desires.  Many believe them to be Sylvaneth who caved into despair during the war in Ghyran against [[Nurgle,]] others see in them the attempt of spites trying to become Sylvaneth. Alarielle decided to give her entire race amnesia in this regard and keeps this secret to herself. Spite-Revenants are insane, literally. They&#039;re deaf to all but the darkest and most malevolent parts of the sylvaneth&#039;s song, dwell in gloomy and unsettling glades. Some Sylvaneth fear the outcasts madness is infectious. Where Dryads and other Sylvaneth sing, Spite Revenants &amp;quot;Scream a sawing, nerve-shredding cacophony of horror and hate fit to drive mortal minds beyond the brink of sanity.&amp;quot; Murderous butchers all, they commonly soak themselves and their roots in blood and torture their enemies. For fun, if they can experience such an emotion.&lt;br /&gt;
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*&#039;&#039;&#039;[[Drycha]]&#039;&#039;&#039; considers herself to be their regent, like the Willowqueen is the regent of Harvestboon or the Old King of Gnarlroot. Drycha and the Outcasts are far more than just racist. [[Nazi|They want to purge all non-Sylvaneth]], but they will ally with non-Sylvaneth in the short-term [[Just As Planned|if it helps genocide them in the long term]]. The malevolent and cruel sprites love her. She and the Spite-Revenants are warriors and distrusted if not hated by all other Treefolk.&lt;br /&gt;
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==Notable Places==&lt;br /&gt;
===The Living City===&lt;br /&gt;
Raised by Lady Alarielle the Everqueen from the stone and Ironoak of the Jade Kingdom, the Living City is a natural bulwark against the savage powers of the realms, a mighty woodland city ringed by thorn-studded towers and walls of choking vines. It was the first of three fortified cities that would find themselves under siege by the forces of brutality and disorder during the bloody season of war. After a vicious campaign, the battle was won, as the city itself stirred to life to crush and tear its foes apart. In the wake of this victory the boughs of the living city have continued to reach ever outwards, forming new perimeter walls of venom tipped thorns and canopy-districts of winding, oaken pathways. Artisans and craftsmen flock to the Living City, fashioning wondrous artifacts and weapons from its sturdy ironoak branches. The city&#039;s hunters are renowned as some of the finest woodsmen and trackers in the realms, and their ironoak longbows loose arrows with unerring accuracy. &lt;br /&gt;
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The Living City stands as a symbol of the great alliance between the people of the God-King Sigmar and the Lady Alarielle, and its citizens are attuned like few others to the wonders - and dangers - of nature. From an early age, the wardens of the city learn the arts of woodcraft and tracking, mastering the ability to move at pace while leaving barely a sign of their passing. In the depths of the forest and upon the battlefield, the shadows are a powerful ally. Warriors of the Living City pass unseen until the moment they strike, cutting down their prey in a pinpoint storm of arrows. Graceful, inhuman forms lead the city&#039;s armies to battle: Sylvaneth, separate but always close to their mortal allies, honoring the alliance between Sigmar and the Lady Alarielle. Though the guardians of the Living City are fine trackers in their own right, they know little of the ancient places of the realms, the primordial paths through nature that the everqueen&#039;s children still recall. Should battle be joined, the Sylvaneth will willingly lay down their lives alongside humans, Duardin and Aelves, sacrificing themselves for the cause of order. &lt;br /&gt;
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===The Scoured Forest===&lt;br /&gt;
A region of the Realm of Fire, once inhabited by Sylvaneth. A sprawling land of carboniferous forests, this place was the site of a cataclysmic battle against the Skaven of Clan Skyre. The conflict left the land its self scarred and seared for ages to come, as the ratmen&#039;s engines of destruction washed the forests in flames and ignited the volatile gasses that permeated the swampland. CLouds of ash billow across this land, so thick that one can barely see more than a few hundred yards ahead. &lt;br /&gt;
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[[Category:Wood Elves]]&lt;/div&gt;</summary>
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		<id>http://2d4chan.org/mediawiki/index.php?title=Sylvaneth&amp;diff=462558</id>
		<title>Sylvaneth</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Sylvaneth&amp;diff=462558"/>
		<updated>2020-04-04T22:28:07Z</updated>

		<summary type="html">&lt;p&gt;2A01:598:8183:351C:D1D4:DFB:3B50:1F8C: /* Noble Spirits */&lt;/p&gt;
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&lt;div&gt;{{Age of Sigmar Faction|Faction=Sylvaneth|Logo=Most Friendly Being In Sylvaneth.jpg|Alliance=Order|Motto=WALKING TREES I TELL YOU! WALKING TREES!}}&lt;br /&gt;
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{{Topquote|Tom&#039;s words laid bare the hearts of trees and their thoughts, which were often dark and strange, and filled with a hatred of things that go free upon the earth, gnawing, biting, breaking, hacking, burning: destroyers and usurpers. It was not called the Old Forest without reason, for it was indeed ancient, a survivor of vast forgotten woods; and in it there lived yet, ageing no quicker than the hills, the fathers of the fathers of trees, remembering times when they were lords. The countless years had filled them with pride and rooted wisdom, and with malice.|J. R. R. Tolkien, The Fellowship of the Ring}}&lt;br /&gt;
{{Topquote|Going up that river was like travelling back to the earliest beginnings of the world, when vegetation rioted on the earth and the big trees were kings. An empty stream, a great silence, an impenetrable forest. The air was warm, thick, heavy, sluggish. There was no joy in the brilliance of sunshine. The long stretches of the waterway ran on, deserted, into the gloom of overshadowed distances. [...] And this stillness of life did not in the least resemble a peace. It was the stillness of an implacable force brooding over an inscrutable intention. It looked at you with a vengeful aspect.|Joseph Conrad, Heart of Darkness}}&lt;br /&gt;
{{Topquote|Tarik backed away from the Bloodbound assault, stumbling and falling to the forest floor. Throughout the wood his brother Freeguilders were likewise breaking before the Chaos assault, men falling back between the trees as armoured shapes chased them down. Suddenly, a Chaos Warrior loomed over him, a crimson shape blotting out the sky. He raised his shield but his foe smashed it aside before raising an impossibly large axe to cut Tarik down. Then the trees moved. Roots and vines shot out of the shadows like thorny serpents, enveloping his attacker. Elsewhere in the gloom Tarik heard the screams and curses of the Chaos horde as new adversaries joined the fray. The Bloodbound lashed out at the branches as they struck, but it was as if the whole world had turned against them. Tarik watched, transfixed, as the vines tightened around the killer that moments ago had been poised to end his life. Appearing as if out of norwhere, the Dryad embraced her victim, his bones snapping at her touch. As the broken Chaos Warrior fell to the ground, Tarik looked into the Dryad&#039;s Eyes and felt a cold chill run down his spine.|Age of Sigmar}}&lt;br /&gt;
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The &#039;&#039;&#039;Sylvaneth&#039;&#039;&#039;, children of the goddess [[Alarielle]], have suffered greatly under the yoke of the Dark Gods. Their emerald kingdoms and woodland refuges in the Realm of Life have been infected and ravaged by the vile servants of Nurgle, until little but rot and decay remains. As Sigmar&#039;s tempest rolls out across the realms, a new age of hope is dawning, and the treefolk stir within their devastated forests and glades, taking up arms once more against those who have invaded their lands. However, this is not an ironbound contract. It is not unheard of for a slight misunderstanding to cause the Sylvaneth to depart from their erstwhile allies, or even attack them should they appear to threaten lands the Sylvaneth hold Sacred.&lt;br /&gt;
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They were well-received upon their release, due to being one of the first factions unique to Age of Sigmar and being seen as a refreshing break from the near-constant focus on Sigmarines vs Chaos.  It helps that one of their mainstay units (Kurnoth Hunters) are one of the best value units in AoS. &lt;br /&gt;
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==History==&lt;br /&gt;
===Age of Myth===&lt;br /&gt;
The sylvaneth are the offspring of the goddess Alarielle, Queen of the Radiant Wood and ruler of [[Ghyran]]. Early in the Age of Myth Alarielle went around sowing soulpods, spirits she had saved from the World-That-Was. These formed into the first Sylvaneth. During this time, Alarielle sang a spirit-song, and this resounds in the souls of all Sylvaneth to this day, and through it Alarielle can communicate directly with them in Ghyran.  The song of Sylvaneth helps bind them together as a united people, stopping them from struggling against one another not based on oppression but genuine feelings of unity.  There was danger, of course, from rampaging beasts and hostile barbarian tribes. However, there were various spirits, most notably the Kurnoth Hunters, who formed the warrior caste and dealt with these threats while the others, most of all the Dryads, could nurture the lands and live in peace.&lt;br /&gt;
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Alarielle looked upon her creations and knew peace at last. During this time, [[Sigmar]] found her and invited her to be part of his Pantheon, which she accepted. Time passed, and the children of the Radiant Wood spread beyond the bounds of Ghyran. Whether by soulpod seeds carried through Realmgates, or by the staging of deliberate expeditions, Sylvaneth enclaves sprung up across all the Mortal Realms, even realms less conducive to life, such as metallic Chamon and deathly Shyish. &lt;br /&gt;
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These lands proved more dangerous than Ghyran. Entire sylvaneth clans were lost to war and catastrophe. Still, the sylvaneth prevailed and spread. There was one hazard they could not have planned for though; once beyond the Realmgates,the sylvaneth found themselves cut off from the spirit-song of their mother. The sylvaneth who travelled to new realms could still perceive the spirit-song that echoed from within, but they found themselves islands of harmony amidst a terrible silence. Some went mad, while others fled back to the comfort of their heartglades. Tales are still told of the terrible season in which Silverthorn Glade was lost altogether. Those sylvaneth who endured sought out those places in the new lands where life magic flowed the strongest. In these places of power, they planted soulpod groves and sank their realmroots deep; the realmroots being magical paths to travel accessible only to them.&lt;br /&gt;
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These were places of ethereal pulchritude. The vast Hunter’s Moon, the Singing Mountains, the Citycaverns of Briardell and countless others echoed the beautiful wonder of the sylvaneth homeland.&lt;br /&gt;
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===Age of Chaos===&lt;br /&gt;
They suffered grievously at the hands of the forces of Chaos. Nurgle, with his fixation on life and Alarielle&#039;s similarity to Shallya from the World-That-Was, focused his efforts on Ghyran and directed nearly all of his forces there, also seeking to claim Alarielle for himself. &lt;br /&gt;
So swiftly did Nurgle’s spawn multiply that tides of squirming terrors were soon sweeping across the lands at an unstoppable pace. The Queen of the Radiant Wood rose to repel this foul invasion, and a war began unlike any other. Renewal battled entropy, healing magic fought infection.&lt;br /&gt;
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During the Age of Chaos the first appearances of the Outcasts among the Sylvaneth - the Spite-Revenants - occurred, in a period referred to as the &amp;quot;Shrouded Season&amp;quot;. = No one but Alarielle knows the details, because she purposefully deleted this from the Sylvaneth&#039;s memory on a racial level, including the Outcasts themselves, and refused to talk about it ever since. No one knows why Alarielle did this but her, and it makes them uncomfortable to think about across the board. &lt;br /&gt;
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All this time Alarielle had held onto Drycha&#039;s soulpod. She was conflicted about planting Drycha, fearing Drycha&#039;s madness and the harm she might wreak if freed but also concerned Drycha was a necessary darkness and that she was weakening the Sylvaneth by not including her. When she reached her lowest point during this Age, Alarielle headed to a hateful chasm and planted Drycha&#039;s soulpod there. Drycha emerged with a body of vines and thorn-root, torn between rage and depression, though she took the fight to the forces of Chaos, they were only slowed down, not stopped.&lt;br /&gt;
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By the end of the Age of Chaos, all Sylvaneth had become warriors. Every Sylvaneth who wasn&#039;t a fighter had either taken up arms and learned to fight or been killed off.&lt;br /&gt;
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===Age of Sigmar===&lt;br /&gt;
The Necroquake had less of an effect on the Sylvaneth than most of the other races, but they were still effected. The Gnarlroot Sylvaneth, who specialized in studying magic, devoted their efforts to studying the Necroquake and alleviating its effects where they could.&lt;br /&gt;
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Recently, the events of the Stormvaults have revealed a new threat to Ghyran.  There are objects called Black Seeds that sprout trees called Black Oaks that have a deterimental effect on the Realm of Life.  Worse, the followers of Nurgle have found them and are starting to cultivate them all over Ghyran.  It&#039;s mentioned Sigmar hid them in vaults in Ghyran for some reason and that Alarielle will be mad at him when/if she finds out what Sigmar did.  It&#039;s hinted this could strain the Grand Alliance of Order, especially since Teclis is already mad at Sigmar for taking and repurposing some of his old tools from Hysh while Malerion and Morathi are plotting against Sigmar for their own gain.&lt;br /&gt;
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==The Glades==&lt;br /&gt;
* &#039;&#039;&#039;Oakenbrow&#039;&#039;&#039;: Said to be the First Glade, whose ancestors sprang from the very first soulpods planted by Alarielle. Have a strong sense of justice. Considered arrogant by some Sylvaneth - particularly Sylaneth from the Gnarlroot and Dreadwood wargroves, most see them as noble-minded.&lt;br /&gt;
* &#039;&#039;&#039;Gnarlroot&#039;&#039;&#039;: Old beyond mortal thought, strange and grim in thought and deed – they care only for lore and the hidden secrets of ancient things. The magic-heavy Sylvaneth. They&#039;re one of the more traditionalist wargroves, though they&#039;re more open to allying with non-Sylvaneth if they&#039;re wizards or scholars. Their leader, the Old King of Gnarlroot Glade AKA Grum King Ithil-spond, claims to have been podborn during Alarielle’s first sowing alongside the first Oakenbrow Sylvaneth.&lt;br /&gt;
* &#039;&#039;&#039;Heartwood&#039;&#039;&#039;: The clans of Heartwood Glade are said to be the most courageous and determined of all the Sylvaneth. They worship Kurnoth alongside Alarielle, and so have lots of Kurnoth Hunters.  They&#039;re constantly at war with the enemies of the Sylvaneth as they see it as a disservice to Kurnoth to ever abandon the hunt.  Despite this, they&#039;re very honorable and loyal and aren&#039;t cruel, just resolute.&lt;br /&gt;
* &#039;&#039;&#039;Ironbark&#039;&#039;&#039;: The Dorfiest Sylvaneth. Originating from Chamon, the Ironbark clans are known for their tenacity and resilience, and are famous for weathering the most extreme of circumstances without complaint. They are skilled at drawing up precious metals and ores from the soil. These traits and a familiar attitude have led to strong alliances between them and the Dwarfs, being the only trees that Dwarfs like. During the Age of Chaos, they helped many Dwarves to escape the onslaught of Chaos by either leading them through realmgates to Azyr or to the tops of the highest mountains in Chamon, the latter of which would go on to become the Kharadron Overlords. &lt;br /&gt;
* &#039;&#039;&#039;Winterleaf&#039;&#039;&#039;: The melancholy Sylvaneth. The spirits of Winterleaf Glade are fey and melancholy, given to fatalism and introspection. They had the most beautiful of places, but after Nurgles forces destroyed those places they got a major sad that&#039;s lasted ever since.  But rather than making them lose hope, they fight for revenge against the forces of Chaos and will ally with anyone who can help them get revenge.  They&#039;ve also developed a strong affinity for and tolerance of cold temperatures, making their new homes in icy regions and glaciers.  &lt;br /&gt;
* &#039;&#039;&#039;Dreadwood&#039;&#039;&#039;: The most sadistic Sylvaneth. More vengeful than the Winterleaf, more xenophobic than the Gnarlroot and fear is their primary weapon. Utterly merciless, they&#039;re suspected of being the source of the Outcasts and have more in their number than any other Wargrove.  They get along well with Drycha.&lt;br /&gt;
* &#039;&#039;&#039;Harvestboon&#039;&#039;&#039;: The only ones born during the Age of Chaos, but surprisingly not unhappy about it. They&#039;re vibrant and optimistic, seeking to heal the damage done to Ghyran. The Branchwraiths of Harvestboon clans are known for the flowing beauty and power of their songs and spellcraft, and the Willowqueen sings strongest of all. Leading her kin to one deadly conflict after another, the warrior regent seeks a future free from Chaos, and she will lead Harvestboon through any danger to win that prize. Their numbers are growing rapidly, especially with Alarielle&#039;s rebirth. In fact, they grwo at such a blistering speed, they muster &#039;&#039;several&#039;&#039; new wargroves, complete armies with Forest Folk and Noble spirits every single &#039;&#039;day.&#039;&#039; They likely have the largest amount of Arch-Revenants.&lt;br /&gt;
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==The Spirits of the Forest==&lt;br /&gt;
There are more Sylvaneth than just the treespirits, sprites (spites in AOS) are Sylvaneth, the spirits that possess deadwood to forge bodies out of it (treekin) are Sylvaneth, the ghosts and fae creatures of the glades are Sylvaneth. They ARE good people overall, with most of them having noble desires and despise chaos.  Even the sadistic and racist ones will side with the good guys to fight the bad guys.  It&#039;s just that they&#039;re so alien to others that the alliance is always quite strained.  They&#039;re difficult to interact with, not just because of the language barrier. They do not like you, they don&#039;t think like you and they don&#039;t live and die like you. Your concerns are extremely alien to them just like they are to you; Sylvaneth in general don&#039;t care for glory, expanding borders or making money but instead are mainly concerned with ensuring the safety and cycles of the natural world are upheld.  Some things Sylvaneth do share with others is that they build cities, work metal and stone and create artworks, tapestries and furniture.  They are also unfathomably long lived.  It is likely they only die due to violence or specific diseases, and even then some of them even have their souls in a part of them called a &amp;quot;soulpod&amp;quot; that can undergo a sort of reincarnation. &lt;br /&gt;
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Despite these alliances, most Sylvaneth do not like mortals/non-Sylvaneth, usually calling them &amp;quot;Quickbloods&amp;quot; (a category that includes daemons, despite them not being mortal).  They consider the Quickbloods to be short sighted, flippant, brief and unable to comprehend the importance of their extremely long term plans and the real meaning of everything.  Some of said mortals that they will treat with include the aelves of the Idoneth Deepkin, duardin and humans. One of the reasons is because some of them worship Alarielle even if some of the humans also worship Sigmar.  They used to be close allies with the Wanderers, who were formerly known as the Wood Elves.  During the Age of Chaos the Wanderers chickened out and fled the battle, abandoning Alarielle and the Sylvaneth of Ghyran to the forces of Chaos.  For that, Alarielle banished them from Ghyran and they earned the hatred of the Sylvaneth.  For centuries they lived out a mission of repentance, planting waystones so that the forests of Ghyran can sprout in other mortal realms.  During the Age of Sigmar when Alarielle built The Living City, she forgave the Wanderers for fleeing, and they were allowed to return to Ghyran and live there.  They Sylvaneth themselves are divided, since though the military alliance has been restored some are still salty over the past desertion.  &lt;br /&gt;
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Also, the disparity in sentience can be pretty huge between different castes.  For simplicity&#039;s sake, this will cover the ones who are playable in the game and any spites that hang out with them.  &lt;br /&gt;
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===Forest Folk===&lt;br /&gt;
*&#039;&#039;&#039;Dryads&#039;&#039;&#039; are lead by the wraiths, who act as druidic spiritual leaders and chieftains. Back in the day, they were the civilians, peaceful caretakers, gardeners and surrogate mothers to orphaned animals. In the Age of Myth it was extremely rare for them to be called to war. The Forest Folk who were not capable of war were driven extinct more or less by the forces of Nurgle, however. For many, life is very nomadic. Constant bouts of fleeing and hiding from the forces of Chaos. They&#039;re VERY mercurial as positive qualities among the survivors, such as joy and cheer, faded as they fought to stay alive. Sing a lot. Dryads as part of the living body that is the forest are best described akin to an immunity system and wound healing enzymes. They care for the flora and fauna with loving care, to heal the wounds time and Chaos have dealt to their home. Yet if an intruder is detected (and you will) they switch and act like white blood cells. You are the virus, the forest is the body, and the Dryad is your doom. This is an instinctual behaviour and they dont personally hate you, just as little as the leukocytes when they embrace the virus in order to protect the body.&lt;br /&gt;
*&#039;&#039;&#039;Branchwraiths&#039;&#039;&#039; are matriarchal and maternal figures. They&#039;re the primary &amp;quot;nodes&amp;quot; of the sylvaneth&#039;s song. a sort of mass communication method of the race. Among these teeming armies stand the branchwraiths, sorcerers who can rouse the woods themselves to fight alongside the Sylvaneth. Enchanted oaks burst from the ground and vines move among the enemy like venomous snakes. When not at war, they are absoloutely crucial for the Sylvaneths survival, as they are the primary care takers of the soulpd groves, the nursery and birthplace of all Sylvaneth. Like mothers they guide their wandering daughters in case a Dryad gets lost. In terms of the social order, Branchwraiths are on par with the Treelords, heads of their respective branch.&lt;br /&gt;
Forest Folk never carry a Lamentiri in their bodies, but particularly old and battle-experienced Wraiths take a leaf out of the Noble Spirits way of life, echoing their greatness.&lt;br /&gt;
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===Noble Spirits===&lt;br /&gt;
Noble Spirits are set apart form the Forest Folk in their posession of a Lamentiri, basically a blackbox in the form of a seed that may be replanted in the Glades and lans Soulpod Grove to share its knowledge with the future generations and Treelords add another bit of wisdom to thei successors - CCTV footage from every battle ever fought. Every single impression, every twist in the spiritsong that informs new troop movements, every blow dealt, every loss of life, every decision made is recorded and stored so it can be reviewd later to not make the same mistake twice. The Lamentiri are harvested by Branchwyches after the Battle from the fallen Nobles.&lt;br /&gt;
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*&#039;&#039;&#039;Tree Revenants&#039;&#039;&#039; are sombre. They make up the primary warrior caste of the Sylvaneth and are peace keepers, law enforcement and guardians. They&#039;re generally lead in groups with a Treeman and a Branchwych, a so called Household.&lt;br /&gt;
*&#039;&#039;&#039;Branchwyches&#039;&#039;&#039; are powerful druidic figures whose sorcery and combat skill is highly respected. They are short-tempered, but keep it in check towards higher ranking Sylvaneth and Alarielle (though most subordinates give them due respect so rarely experience this temper). They have a special relationship with spites; in the eyes of the wyches, the little creatures can do no wrong and the Sprites are very fond of the wyches, coming to their aid en mass.&lt;br /&gt;
*&#039;&#039;&#039;Treelords&#039;&#039;&#039; make up the nobility of the clans. Treelords are the most well known of the Noble Spirits and serve purposes like Royal Guards, Librarians, lords and military captains. All sylvaneth love them as fathers/mothers and would only disobey one in extreme cases. Huge swarms of Sprites make their home among the branches of the Treelords, nestled in their bark hides. They&#039;re inherently compassionate. They have an extremely deep connection to the spirit song. They communicate with one another in songs made up of streams of color and sensation, made into language. [[Awesome|The forst itself recognizes them and literally bows down to them whenever they pass.]] Any human would see them as incredibly old, but their elders consider them reckless like teenager and too easily roused to wrath.&lt;br /&gt;
*&#039;&#039;&#039;Treelord Ancients&#039;&#039;&#039; are the Kings and Queens of the Sylvaneth. They&#039;re the most powerful mages, the masters of life magic, they have an inner serenity that persists no matter what it is they&#039;re doing, including while on the battlefield that they sing to other sylvaneth. They&#039;re extremely meticulous, every detail of their extremely long lives is committed to memory. They know the name of every sylvaneth they rule over and spend their lives amassing knowlege into their lamentiri to ensure that future generations can benefit from their experience.&lt;br /&gt;
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Both of these noble spirits are extremely prone to deeply exemplifying the eccentricities of their glade. EG harvestboon treelords and ancients are very slight and lithe, but extremely passionate quick to rage and mirth. Ironbark treelords tend to have veins of ore in their wood that makes them glitter while being unreasonably stubborn. Dreadwood treelords are vicious and untrustworthy even in the eyes of other sylvaneth.&lt;br /&gt;
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===Free Spirits===&lt;br /&gt;
The Free Spirits are much more directly administrated by Alarielle:&lt;br /&gt;
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*&#039;&#039;&#039;Spirits of Durthu&#039;&#039;&#039; are carry their Everqueens word throughout her realm as law and speak with her authority. Unlike other spirits the Free Spirits arent confined to a glade and instead roam around to lend their wisdom and consderable brawn to all in need, as well as dispatching new orders from the royal court. Wielding massive Guardian Swords only few can hope to be on the opposing side of the battlefield and live to tell the tale of a giant tree felling foes by the dozens and using said sword as a magic missile weapon. The Sons of Durthu are Alarielles chosen generals, advicsors and bodyguard, giving sage council and even disagreeing with their goddess to make the best plans for the entire race. These individuals live every day trying to meet his stalwart example, with fierce loyalty and martial might. They have an innate understanding with every other Son of Durthu, akin to a shared consciousness.&lt;br /&gt;
*&#039;&#039;&#039;Kurnoth Hunters&#039;&#039;&#039; are the &amp;quot;Hunter cult&amp;quot; of the Sylvaneth. While they&#039;re their own caste of treecreature (hulking warriors much taller than a man) they worship [[Kurnous|Kurnoth]] as Alarielle&#039;s &amp;quot;Soul-Consort&amp;quot; and equal seeing themselves as embodiment of his wrath as the Sons are to Alarielle. They&#039;re the second-newest caste, they didn&#039;t arise until Alarielle picked up the spear of Kurnous well into the Age of Sigmar. Hunters are purposeful, driven and almost single minded unlike the bipolar personalities or capricious whimsy of other Sylvaneth. They act as Spies, scouts and frontline murdermachines. They&#039;re considered very strange creatures by other Sylvaneth who have a hard time understanding their single minded and taciturn natures. Like Treelords and Branchwraiths the spiritsong is especially powerful in them and they reverberate with it. While most Sylvaneth worship seasonal demigods in addition to Alarielle, but Kurnoth Hunters are the only ones to do openly another god, Kurnoth.  Alarielle says this is fine and that&#039;s enough for most Sylvaneth. The Heartwood galde does everything they can to accomodate the Hunters.&lt;br /&gt;
The Hunt Master of Kurnoth is a recent addition to the Royal Moot. It&#039;s baffling for non-Sylvaneth to try and understand his purpose. Some sort of hybrid position of Spy Master, Martial Advisor, High Priest of Kurnoth and Captain of the Royal Guard. Often times a completely random Hunter will take his place with only Alarielle knowing if it&#039;s really the Huntmaster. It&#039;s unclear if the Huntmaster is a spirit that temporarily possesses a Hunter, or Kurnoth himself making individual hunters his avatar temporarily. The regents of the sylvaneth are very distrustful of the Hunt Master, especially Dreadwood who consider him a clingy upstart. The Forest Folk and many Noble Spirits consider the Kurnoth Hunters to be outsiders to the Glades, unlike them, almost alien, but their might in battle earns them respect, instead of trust. &lt;br /&gt;
*&#039;&#039;&#039;Arch-Revenants&#039;&#039;&#039; are a new type of Sylvaneth.  During the events that led to the Nercoquake, Alarielle looked at Nagash&#039;s designs and the undead ravaging Ghyran and got reminded of the ravages Nurgle and the followers of Chaos.  However, [[Awesome|this time she resolved not to dwindle or hide like last time and decided to go on the offensive against the threat]].  To this end she planted the soulpods that became Arch-Revenants, and enlisting the help of Zephyspites, bugs with giant wings, to carry her new captains into the fray.  They fuel the warlike parts of the Sylvaneth spirit song, but without the sadism or insanity that can be found among the Outcasts. &lt;br /&gt;
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===Outcasts===&lt;br /&gt;
The Outcasts are unsettling. Deeply so for mortals, but almost as much for the Sylvaneth. The Sylvaneth don&#039;t know where they come from, don&#039;t know how they&#039;re made, don&#039;t even know if they&#039;re not a reflection of the Sylvaneth made dark by Alarielle&#039;s vengeful desires.  Many believe them to be Sylvaneth who caved into despair during the war in Ghyran against [[Nurgle,]] others see in them the attempt of spites trying to become Sylvaneth. Alarielle decided to give her entire race amnesia in this regard and keeps this secret to herself. Spite-Revenants are insane, literally. They&#039;re deaf to all but the darkest and most malevolent parts of the sylvaneth&#039;s song, dwell in gloomy and unsettling glades. Some Sylvaneth fear the outcasts madness is infectious. Where Dryads and other Sylvaneth sing, Spite Revenants &amp;quot;Scream a sawing, nerve-shredding cacophony of horror and hate fit to drive mortal minds beyond the brink of sanity.&amp;quot; Murderous butchers all, they commonly soak themselves and their roots in blood and torture their enemies. For fun, if they can experience such an emotion.&lt;br /&gt;
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*&#039;&#039;&#039;[[Drycha]]&#039;&#039;&#039; considers herself to be their regent, like the Willowqueen is the regent of Harvestboon or the Old King of Gnarlroot. Drycha and the Outcasts are far more than just racist. [[Nazi|They want to purge all non-Sylvaneth]], but they will ally with non-Sylvaneth in the short-term [[Just As Planned|if it helps genocide them in the long term]]. The malevolent and cruel sprites love her. She and the Spite-Revenants are warriors and distrusted if not hated by all other Treefolk.&lt;br /&gt;
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==Notable Places==&lt;br /&gt;
===The Living City===&lt;br /&gt;
Raised by Lady Alarielle the Everqueen from the stone and Ironoak of the Jade Kingdom, the Living City is a natural bulwark against the savage powers of the realms, a mighty woodland city ringed by thorn-studded towers and walls of choking vines. It was the first of three fortified cities that would find themselves under siege by the forces of brutality and disorder during the bloody season of war. After a vicious campaign, the battle was won, as the city itself stirred to life to crush and tear its foes apart. In the wake of this victory the boughs of the living city have continued to reach ever outwards, forming new perimeter walls of venom tipped thorns and canopy-districts of winding, oaken pathways. Artisans and craftsmen flock to the Living City, fashioning wondrous artifacts and weapons from its sturdy ironoak branches. The city&#039;s hunters are renowned as some of the finest woodsmen and trackers in the realms, and their ironoak longbows loose arrows with unerring accuracy. &lt;br /&gt;
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The Living City stands as a symbol of the great alliance between the people of the God-King Sigmar and the Lady Alarielle, and its citizens are attuned like few others to the wonders - and dangers - of nature. From an early age, the wardens of the city learn the arts of woodcraft and tracking, mastering the ability to move at pace while leaving barely a sign of their passing. In the depths of the forest and upon the battlefield, the shadows are a powerful ally. Warriors of the Living City pass unseen until the moment they strike, cutting down their prey in a pinpoint storm of arrows. Graceful, inhuman forms lead the city&#039;s armies to battle: Sylvaneth, separate but always close to their mortal allies, honoring the alliance between Sigmar and the Lady Alarielle. Though the guardians of the Living City are fine trackers in their own right, they know little of the ancient places of the realms, the primordial paths through nature that the everqueen&#039;s children still recall. Should battle be joined, the Sylvaneth will willingly lay down their lives alongside humans, Duardin and Aelves, sacrificing themselves for the cause of order. &lt;br /&gt;
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===The Scoured Forest===&lt;br /&gt;
A region of the Realm of Fire, once inhabited by Sylvaneth. A sprawling land of carboniferous forests, this place was the site of a cataclysmic battle against the Skaven of Clan Skyre. The conflict left the land its self scarred and seared for ages to come, as the ratmen&#039;s engines of destruction washed the forests in flames and ignited the volatile gasses that permeated the swampland. CLouds of ash billow across this land, so thick that one can barely see more than a few hundred yards ahead. &lt;br /&gt;
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{{Template:Playable Factions in Warhammer: Age of Sigmar}}&lt;br /&gt;
[[Category:Wood Elves]]&lt;/div&gt;</summary>
		<author><name>2A01:598:8183:351C:D1D4:DFB:3B50:1F8C</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Azyr&amp;diff=76613</id>
		<title>Azyr</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Azyr&amp;diff=76613"/>
		<updated>2020-04-04T18:15:41Z</updated>

		<summary type="html">&lt;p&gt;2A01:598:8183:351C:D1D4:DFB:3B50:1F8C: /* Age of Chaos */&lt;/p&gt;
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&lt;div&gt;{{AoS-Stub}}&lt;br /&gt;
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{{Topquote|The path to paradise begins in hell.|Dante Alighieri}}&lt;br /&gt;
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{{Topquote|You are the light of the world. A city that is set on a hill cannot be hidden.|Matthew 5:14}}&lt;br /&gt;
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[[File:Sigmaron.png|850px|thumb|center|[https://www.youtube.com/watch?v=8FRExQ3JSrU|&amp;quot;You&#039;ll say the world tomorrow without fear&amp;quot;.]]]&lt;br /&gt;
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&#039;&#039;&#039;Azyr&#039;&#039;&#039; was originally the Wind of Magic related to all things celestial, such as stars, lightning, and similar phenomena. In the [[Age of Sigmar]] it has become the realm of [[Sigmar]] himself, and the main [[Cities of Sigmar|stronghold of civilization and order]] in the multiverse. Needless to say, it&#039;s the greatest source of resistance against the forces of Chaos.&lt;br /&gt;
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== Warhammer Fantasy Battle==&lt;br /&gt;
Back in the good old days of yore and the Winds of Magic, Azyr was the blue wind related with the heavens. As such, its users were skilled in Astromancy, invoking skills such as divination, casting lightning, and summoning comets. The lore surrounding Azyr was founded in its capability to bring understanding and comprehension even where none should exist. Azyr was therefore associated with dreams, theory, and scholarly desire - or, dare we say, hope [[Tzeentch|but without the chaotic implications]].&lt;br /&gt;
Back during the earlier days of [[The Empire]], the Chaos God [[Tzeentch]] managed to trap Sigmar within Azyr. However [[not as planned|this didn&#039;t go as well as expected]] as Azyr became linked to Sigmar&#039;s essence and, when the magical winds were released during [[The End Times]], Sigmar returned as one of the magical Incarnates united against Chaos, AKA The Warhammer Avengers (Obviously he was Captain America).&lt;br /&gt;
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==The Realm of Azyr==&lt;br /&gt;
[[File:God-king-sigmar.jpg|thumb|right|400px|[https://www.youtube.com/watch?v=XKW7yGsCMxQ| YES, I DO EXIST!] ]]&lt;br /&gt;
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===Genesis===&lt;br /&gt;
At the climax of the End Times Sigmar couldn&#039;t save the &amp;lt;s&amp;gt;Earth&amp;lt;/s&amp;gt;The-World-That-Was and fell, along with Archaon, into a world-ending Chaos Vortex. But being &amp;lt;s&amp;gt;everyone&#039;s&amp;lt;/s&amp;gt; Games Workshop&#039;s favourite God-&amp;lt;strike&amp;gt;Emperor&amp;lt;/strike&amp;gt;King, he came back. Sigmar and the core of Warhammer&#039;s world (baptized Mallus, which means Hammer in latin-lite, so yeah, the Warhammer&#039;s world name was &amp;quot;Hammer&amp;quot;) managed to survive, flung into the Aetheric Void until entering Azyr, now condensed into a realm. After being saved from a comatose state and making pals with the godly Star-drake [[Dracothion]] (Who may or may not be [[Sotek]] all along), Sigmar was introduced to the Mortal Realms by Dracothion, seeing the still nascent realities and the primitive tribes of mortals he set out to rebuild all he had lost.&lt;br /&gt;
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Meanwhile, the [[Lizardmen]], now &amp;lt;s&amp;gt;space dinosaurs&amp;lt;/s&amp;gt; Seraphon, after the destruction of The-World-That-Was, drifted the void in their temple-ships until they too found Dracothion, maybe he is really Sotek, right? The star-drake helped settle the Seraphon in High Azyr (read: near space), where not even the Chaos Gods could reach, allowing for our scaly friends to start their task of ridding the Cosmos of Chaos once and for all.&lt;br /&gt;
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===Age of Myth===&lt;br /&gt;
Over long centuries Sigmar built up the Realm of Azyr, taking full advantage of his immortality to ensure that there would be no End Times 2.0. From his palace-city Sigmaron, Sigmar directed his utopia: Azyr became a confluence for all races, epitomised in the massive celestial city Azyrheim where Human, Aelf, and Duardin coexisted peacefully.&lt;br /&gt;
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Beyond Azyr, Sigmar succeeded over many centuries in promoting many prosperous nations and cultures, at its zenith his alliance engulfed the other 7 realms and had the support of Nagash, Alarielle, Gorkamorka, Grungni, Teclis, Tyrion, Morathi, Malerion and many other divine beings. The Warhammer United Nations managed to disrupt and beat back the first attempts of Chaos to do its thing and destroy the alliance shiny new worlds.&lt;br /&gt;
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===Age of Chaos===&lt;br /&gt;
However, Chaos still had [[Archaon]] up their collective sleeve, who happened to have as much plot-armour as Sigmar as GW needed some sort of apocalyptic war (I mean, it is a &#039;&#039;war&#039;&#039;game). So yeah, after a series of military disasters Chaos managed to conquer 7 out of the 8 realms and ensure their corruption.&lt;br /&gt;
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Sigmar, of course, was very mad, and angry &amp;quot;I&#039;ll get you back &amp;lt;strike&amp;gt;evil boss&amp;lt;/strike&amp;gt;Archaon!&amp;quot;. So he did the intelligent thing and closed all the realmgates of Azyr and with the help of Tyrion and Teclis he activated some sort of realm-spanning camo-field so not even Tzeentch could see what he was doing.&lt;br /&gt;
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Like [[The Emperor|the Emprah]], Sigmar decided he would need Space Marines. Unlike Emprah, he decided it would be a very good idea to make them immune to Chaos right from the start and since Sigmar already had &amp;quot;warp&amp;quot; powers in the form of the wind of Azyr, well, he put hands to work.&lt;br /&gt;
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After many failed attempts to force the Gates of Azyr, Chaos decided to ignore them. This made a lot of Chaos Lords very bored, wishing for a real challenge as preying on little post-apocalyptic tribes loses all its appeal after a couple of centuries.&lt;br /&gt;
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Meanwhile, back in Azyr, Sigmar started his great work. Across the centuries he worked with Grungni to forge his new weapon against Chaos. His beard singed from the heat of the star forges and his Manly Tears cooled the metal, as he could see what Archebag and the spikey boys were doing with the other realms [[grimdark|(eg: turning Warhammer not-Erza Scarlet into a statue by dropping molten silver over her, after some session of torture, sadly he couldn&#039;t get Sigmarabulum in time to spirit her away)]].&lt;br /&gt;
Eventually the task was done (except not, but more of that later): the [[Stormcast Eternals]], the souls of heroes who stood their ground to Chaos until (almost) death re-forged as divine soldiers. The Stormcast Eternals would form the tip of a lance composing the innumerable armies Azyr could now muster against Chaos after five hundred of years of peace (we wish the old Empire and the Imperium had had this).&lt;br /&gt;
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===Age of Sigmar===&lt;br /&gt;
[[File:Space-frog.jpg|thumb|left|300px|You will need more than a moon-crash and an Apocalypse to keep the old froggy down!]]&lt;br /&gt;
Sigmar launched his forces, with the Stormcast Eternals as his superhuman shock troopers who give zero fucks about daemonically empowered vikings and chaos shenanigans.&lt;br /&gt;
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[[Indrick Boreale|Making multiple simultaneous and devastating offensive storm-strikes]] from the astral fortress of Sigmarabulum into the territories where Azyr&#039;s Realmgates still stood sealed the sigmarines fought to reach them, once there they removed the seals, allowing more and more of Sigmar&#039;s forces to pour through, freeing vast swathes of territories and their remnant tribes of mortal-kind from the grip of Chaos.&lt;br /&gt;
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The Stormcast Eternals were soon followed by Azyr&#039;s Free Guild armies(Imperial Guard/badass normals, read: the good, old Empire) supported by the Devoted of Sigmar(whose God-King actually has given them his thumbs up unlike certain [[Emperor|anatolian guy)]], the Collegiate Arcanum (Azyr&#039;s battle wizards) and the Ironweld Arsenal (because Sigmar may have realized even daemons have a hard time against tanks, weapons teams and artillery), together these armies forced the Ruinous Powers back across hundreds of battlefields.&lt;br /&gt;
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Azyr&#039;s forces were aided in this multiverse spanning conflict by Aelf and Duardin auxiliaries, Fyreslayer mercenaries, the surviving reclaimed tribes of mortal-kind, and the mysterious and ostensibly random help of the Seraphon (we like our space psychic frogs!), while the Stormcast Eternals are the poster boys of the nascent Age of Sigmar all the other armies made equally huge and heroic contributions to Sigmar&#039;s cause.&lt;br /&gt;
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At the conclussion of the Realmgate Wars the forces of Azyr had managed to establish beachheads all across the seven Chaos-tainted Realms and began the process of purifying and rebuilding civilization in the reclaimed territories, with the eventual emergence of a network of nations centered on Realmgate-based sentlements commonly referred as the Cities of Sigmar, making Azyr the first Games Workshop kingdom of order to make a true comeback since... [https://www.youtube.com/watch?v=sw-GdthJGuo| Since forever, which is something many Imperial and order-aligned fans actually feel very happy, indeed, the Sun will Rise Again.] [[Skub|Of course, many players who liked the old Empire still hate this, why Azyr had a chance but The Old World not?]] [[Total War: Warhammer|(This is the reason why playing Mortal Empires as the Empire is awesome)]].&lt;br /&gt;
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While innitially very idealistic on purpose and despite Sigmar&#039;s decree that everyone is equal, the Azyr-born citizens often have come to see with suspicion and mistrust the descendants of the reclaimed tribes, which in turn have replicated the problems of the Old-World Empire, social and economic disparity is common in many of the Cities of Sigmar, making for a breeding ground for cults of the Ruinous Powers, this in turn has call for action of the Order of Azyr, the AoS Inquisition, [[Grimdark|using many of the methods of their 40k equivalent to do the job to keep everyone in check]].&lt;br /&gt;
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Still, [[Awesome|the majority of the descendants of the reclaimed tribes, now inhabitants of these footholds of Azyr, have earned their chance, however slim it may be, for a better life, and have proved for the most part to be willing to fight for Sigmar&#039;s vision of a new age of peace, prosperity and progress for all the Mortal Realms.]]&lt;br /&gt;
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Of course, certain [[Nagash|skelepope]] decided everything was too bright and good and in the current edition the Realm of Azyr and Sigmar&#039;s armies have had to fight not just the regrouping forces of the Everchosen and the hordes of Destruction but the re-emerging powers of Nagash, his hosts of the Realm of Death and the onslaught of the realm-altering Necroquake. Old business, as usual.&lt;br /&gt;
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==Forces of Azyr==&lt;br /&gt;
These are the most representative forces of Azyr, being supplied by [[Grand Alliance: Order|auxiliaries]] whose origins are from other realms.&lt;br /&gt;
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===[[Stormcast Eternals]]===&lt;br /&gt;
Sigmar&#039;s elite, aka Sigmarines, they are like [[Grey Knights]] with far less grimdark and more humanity. Like the Space Marines they sport a wide array of variants such as the basic Liberator, the air-borne prosecutor, the heavy infantry Paladins and the Extremis Chamber heavy cavalry as well as the magic-oriented Sacrosanct brotherhoods. Similar to Space Marine Chapters they are organized in self-contained Stormhosts. Unlike the Space Marines each one of them was created from a mortal hero, be it king or beggar, knight or housewife, who willingly chose to fight Chaos in a doomed last-stand and are infused with the essence of Azyr itself. Since 2015 they have had many novels and short stories in Black Library, bringing diversity and characterization to what at first glance was a rather dull force, in the current edition it&#039;s revealed Sigmar didn&#039;t have time to perfect the reforging process which allows a killed Stormcast to be resurrected, resulting in loses of memories, emotions and personalities, this has made many Stormcasts fearful of losing their humanity, becoming lightning powered automatons, in order to correct this Sigmar has put to work the Sacrosanct chamber in finding a cure, it remains to be seen if they would be capable to save the day.&lt;br /&gt;
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On a side note, it&#039;s important to clarify that while the Hammers of Sigmar have gold and blue in their armor the guys with the most [[Ultramarines]]-like color pattern are the Tempest Lords, who actually think themselves as the superior guys something which is explained by the fact they were all formed from Nobles.&lt;br /&gt;
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===Devoted of Sigmar===&lt;br /&gt;
[[File:Priest-sigmar.jpg|thumb|right|225px|A Devoted of Sigmar in a typical work&#039;s day.]]&lt;br /&gt;
The church of Sigmar, bringing back flagellants, badass warrior priests and witch hunters, nobody expects the Azyr Inquisition! They are good at cleaning KAY-OSS via [[Slaanesh|whips]] and faith, unlike the old [[Empire]]&#039;s Church or the [[Ecclesiarchy]] they seem to be very cool guys, making an effort to conciliate the people under the banner of Order, and their priests have healing and shielding powers, they wont necessarily choose as first step to bash the head of anyone who is not aligned with Sigmar, also, they seem to get along with the Stormcast Eternals, who in turn recognize their job in the name of the God-King, by the way, the Silver Tower of Tzeentch features a black priest, which shows GeeDubs has finally started to be more serious with the matter of racial diversity. On the other hand and like many other religious organizations, they have tendency to proselytize the hard way, making Sigmar the more equal of the gods, this in turn has created frictions with other faiths, such as Alarielle&#039;s believers, and of late they haven&#039;t seen eye to eye to the followers of Nagash and while Sigmar has a policy of non-chaos religious tolerance, perhaps in hopes of bringing Old Bones back into his team, persecution, particularly in Azyr&#039;s held territories at the Realm of Shysh, is not unheard of.&lt;br /&gt;
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Point of fact, it has been the faith of their members that have allowed to create protective fields against the enemies of Order and keep evil entities sealed away, in fact, some of them have a faith so strong they have kept Penumbral Engines running for centuries, a task which obliterated a Stormcast Eternal in an instant.&lt;br /&gt;
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===Collegiate Arcanum===&lt;br /&gt;
Proprietors of spells and arcane devices to channel the power of the God-King, with the very nature of Azyr being highly effective against Chaos. Aside from lending magical support in battle the Collegiate can develop magic devices and materials for peacetime projects, using them to bolster the economy and assets of the Realm of Azyr and help in the founding of new cities in the liberated realms.&lt;br /&gt;
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===[[Free Peoples]]===&lt;br /&gt;
The forces of the Cities of Sigmar, the rank and file of Azyr forces, the grunts, the doughboys, the duckfoots, only this time they can see their god and know that he truly cares about them and fights by their side. [[Awesome|They are the old Empire if things haven&#039;t gone so bad during its 2500 years of story, brought back as the citizens of Azyrheim and other enclaves of the Realm of Heaven, and they will fight Chaos with honest-to-Sigmar human courage, steel, gunpowder and grit.]] After the Realmgate Wars the cities of Sigmar have achieved the demographic and socioeconomic development to rise their own Freeguild regiments, while others own forces who declare their descendance from the first azyrite pioneers who ventured into the Chaos-infested realms.&lt;br /&gt;
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===Ironweld Arsenal===&lt;br /&gt;
[https://www.youtube.com/watch?v=VbxgYlcNxE8| Say hello to the 19th century!] Steam-punk tanks and artillery. We hope you didn&#039;t throw away your [[Steam Tank]] when The End Times happened, but with this faction being so awesome you may want to bring a Leman Russ tank instead. As seen in the novel City of Secrets many cities of Azyr have regiments which count with some artillery teams and Steam Tanks, allowing them to fight off both enemy formations and airborne menaces, and even take down large monstrous creatures. The Ironweld Arsenal also provides with conventional engineering support, their members are seeing working after battle into erecting the foundation of new sentlements and fortresses, working in unison with the Stormcast ordinators to ensure the footholds of Azyr have the right urbanistic development.&lt;br /&gt;
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It is noted these industrialists have come into conflict with Alarielle and her children, since as classic Industrial Revolution-esque engineers they don&#039;t seem to care that much for the ecological impact of their activities. Also of note too is the reference in some novels of the use of custom weaponry, automatons, walking fortresses and other marvels, we wonder when we would get &amp;lt;strike&amp;gt;warjacks&amp;lt;/strike&amp;gt; Imperial Knights in Age of Sigmar.&lt;br /&gt;
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===Seraphon===&lt;br /&gt;
While there is no formal alliance between Sigmar&#039;s armies and the Seraphon, both forces seem to recognize they have aligned goals; both have fought Chaos side by side. No other realm can boast magical space dinosaurs, or psychic frogs with the power to crush continents. The Seraphon seem to have inherited the poor communication skills of the [[Lizardmen]], on the other hand, they have become far more effective as they are anti-Chaos beings, with the essence being that of Azyr&#039;s wind of magic.&lt;br /&gt;
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==Azyr&#039;s fauna==&lt;br /&gt;
Azyr has its own fauna, most of which follows the theme of dragons, felines and eagles (and combinations thereof). They&#039;re often described as having a keen intelligence and are associated with lightning or stars. Some major examples are as follows:&lt;br /&gt;
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===Stardrakes===&lt;br /&gt;
[[File:Dave_the_barbarian_faffy.jpg|200px|thumb|right|Pictured here is a Stardrake in all his Dracothion given glory.]]&lt;br /&gt;
Considered the Children of [[Dracothion]], they usually live in high place, once they die they reincarnate, however, like certain space elves, the coming of Chaos has made the process difficult. There is a pact between their kind and the Stormcasts to fight together against the Ruinous Powers, with the Stardrakes being capable of taking down Greater Daemons on their own. Like Stormcast, they return to Azyr after death to be reborn, barring magical nonsense preventing them from doing so.&lt;br /&gt;
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===Dracoths===&lt;br /&gt;
Theories are that they may be hatchlings of Stardrakes, while other people say they are a completely different race. Like the Stardrakes, they work together with the Stormcast Eternals to remove the taint of Chaos. Apparently Vandus Hammerhand, the guy of The Gates of Azyr, was the first one to tame one of them.&lt;br /&gt;
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===Dracolines===&lt;br /&gt;
Mountain dwelling reptilian thunder cats that sharpen and charge their claws on Celestium.&lt;br /&gt;
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===Tauralon===&lt;br /&gt;
Giant flying star goats. Normally found in the void between realms but have made roost around Sigmar&#039;s space station, [[Sigmarabulum]]. Their favorite past time is headbutting dangerous asteroids into people.&lt;br /&gt;
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===Gryph-creatures===&lt;br /&gt;
Because the Mortal Realms are too cool to settle with the common griffon, Azyr boasts an impressive variety of creatures of the griffin family. There are four varieties currently:&lt;br /&gt;
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*&#039;&#039;&#039;Griffon&#039;&#039;&#039;: The ol&#039; chicken we all know and love. Frequently employed by the high-ranking members and leaders of the Free Guilds and Collegiate Arcane as mounts. They grow rather big and sometimes can naturally develop a second head at birth.&lt;br /&gt;
*&#039;&#039;&#039;Demigryph&#039;&#039;&#039;: Another returning type from WHFB. Unable to fly, this species is used as mounts by heavy cavalry units, most commonly the Free Guilds&#039; Demigryph Knights.&lt;br /&gt;
*&#039;&#039;&#039;Gryph-hounds&#039;&#039;&#039;: The good bork-birbs. These are new. Similar in body to demigrypghs but smaller (like a big dog, give or take) they are employed as attack hounds or watchdogs as they can detect dangers at distance and are rather ferocious. Both the Stormcast Eternals and the Devoted of Sigmar can use them. Look at the one accompanying the Excelsior Warpriest. Surprisingly cute.&lt;br /&gt;
*&#039;&#039;&#039;Gryph-chargers&#039;&#039;&#039;: Another new species. The size of a big demigryph but faster and more agile, with the ability to carry considerable weight. They are perfect for rough terrain and/or scouting. Weirdly, they are the only variant with horns, and considering they have hooves instead paws like the other variants, they actually resemble hippogriffons more than griffons. Usually employed by the Stormcast Eternals&#039; Vanguard Chambers as mounts to Palladors and Lords Aquilor.&lt;br /&gt;
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===Others===&lt;br /&gt;
*&#039;&#039;&#039;[[Dragon Ogres|Dragon Ogors]]:&#039;&#039;&#039; Former residents of Azyr before Sigmar kicked them out with his no chaos policy, renaming themselves the &amp;quot;Thunderscorn&amp;quot; in memory of this.&lt;br /&gt;
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==See Also==&lt;br /&gt;
* [[Sigmar]], the ruler, incarnate and god of this realm.&lt;br /&gt;
* [[Terra]], the roughest equivalent you may find in Warhammer 40,000, minus the noble-bright.&lt;br /&gt;
* [[The Empire (Warhammer Fantasy)]], the predecessor and first attempt of Sigmar to make a better place to live for humans and their allies.&lt;br /&gt;
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{{AoS-Realms}}&lt;br /&gt;
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[[Category:Warhammer Fantasy]][[Category:Age of Sigmar]][[Category:40k and Fantasy Gods]]&lt;br /&gt;
[[Category:Stormcast Eternals]]&lt;/div&gt;</summary>
		<author><name>2A01:598:8183:351C:D1D4:DFB:3B50:1F8C</name></author>
	</entry>
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