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==Archetypes== The analogue to WFRPG's Careers, Archetypes are the class structures, though they also serve as a way to establish membership in specific subraces - if you want to specifically play a Fyreslayer Duradin or an Idoneth Deepkin Aelf, you pick the appropriate Archetype. That said, there are rules for custom archetypes if you wanna build more generic or unseen concepts (Such as certain unstatted heroes or maybe just more Freeguild equivalents), like you could in W&G. ===Free Peoples=== The '''Battlemage''' is the basic [[Wizard]] archetype, specifically intended for [[human]]s and aelves. That's basically all there is to it: you've devoted yourself to learning how to use one of the Eight Lores of Magic. Battlemages typically regard becoming a Soulbound as either an extension of their basic identity, or as a key to power; an extended lifespan with which to master the magical arts and the direct blessing of the gods to seek out lost lore or learn obscure disciplines from their fellow Soulbound is appealing to many Battlemages, for reasons that should be pretty damn obvious. The '''Black Ark Corsair''' represents one of the Dark Aelf seafaring warriors (and [[pirate]]s) who ply the seas of the Mortal Realms. Tough and versatile, blessed with ruthless tenacity, a capacity for swift violence and an intricate knowledge of the seas, Corsairs make excellent members of Bindings that operate around the water, and often have stuff to offer away from the water too. As for the Corsairs themselves, they typically view becoming Soulbound as giving them an edge like no other. The '''Darkling Sorceress''' is an Aelfin mistress of the shadowy magics of Ulgu, an [[illusionist]] nonpareil, and usually has a ruthlessly pragmatic view of the Binding; whilst a rare few become Soulbound out of a genuine belief that the Mortal Realms need safeguarding (if only to protect their own webs of influence), most make the decision from a calculated and selfish viewpoint. The '''Excelsior Warpriest''' is the [[Cleric]] of the Archetypes, representing the roving militant priest who believes in fighting the enemies of their gods with courage, faith, and a big fucking hammer. Most are devotees of [[Sigmar]], but there are fledgeling orders arising in the names of other Gods of Order, such as Alarielle and Tyrion. Weirdly, despite this, the archetype is officially Humans Only. Ironically, despite being Soulbound requiring the direct approval of a deity, a Warpriest usually views it as being as much burden as honor - after all, whilst it is a direct blessing from their patron, it also condemns their soul to never join the faithful in the afterlife. They are typically selected from the strongest personalities and those with unbreakable faith. '''Trade Pioneers''' are roving adventurer-merchants, willing to risk it all and plumb the dangerous depths of the Mortal Realms in the name of adventure, knowledge, profit, or any combination thereof. The only CRB Archetype available to any race, they typically leap at the chance to become Soulbound, for the Binding only offers them a plethora of new powers and tricks with which to pursue their passions. '''Witch Hunters''' are servants of the Order of Azyr, Sigmar's special organization to flush out all sorts of corruption as his own plainclothes inquisition. Because of the many forms corruption and deceit take, this archetype is open to humans, aelves and duardin, and all seek the chance to become Soulbound, letting them become something more than mortal so they can face off even the worst of the God-Kings enemies. ===Daughters of Khaine=== The most iconic Daughter of Khaine to join the ranks of the Soulbound is, of course, the '''Witch Aelf'''. Many revel in the freedom of being a Soulbound, which removes them from the strict hierarchy they have lived under their whole lives, but a crisis of faith is inevitable if they weren't already undergoing one when bound. Not even the '''Hag Priestesses''' are immune to being subjected to the cruel mercy of Soulbinding. In fact, given the necessarily stagnant and rigidly hierarchical society from which they come, Morathi is often more inclined to expel a Hag Priestess into the ranks of a Binding than she is a lowly Witch Aelf. This is especially the case if the priestess has come across the bad side of their goddess' mood, whether by opposing someone she favors more openly or by straying from her plan. It might seem unthinkable that a '''Khainite Shadowstalker''' would ever need to be Soulbound, since they are the most fanatically devout of their kind, but it has happened that they have displeased their cruel mistress enough that she has exiled them from the Sisterhood in this fashion. And even rarer still, some have actually sought to be Soulbound, perhaps having come to realize that their dark mistress is not worthy of their devotion. Typically speaking, the concept that a '''Melusai''' or '''Khinerai''' could even be considered for a Binding would be considered insane - after all, both of these are the results of Morathi ripping their souls out of Slaanesh's gut and their corruption is clear to see. Without extensive illusionary magic, they likely wouldn't even be accepted outside of temples of Khaine. However, such Soulbound do exist, their true nature typically hidden before Morathi's ascension. With the increasingly tense alliance between Morathi and the forces of Order, several more loyal Scathborn have been sent to become Soulbound in order to ensure her loyalty. This has served a double-sided boon for her, as while they cannot be exclusively hers, Morathi can still use them as a secret police, hunting down her enemies. ===Fyreslayers=== Given their status as the highly revered battle-priests and living representations of Grimnir, '''Auric Runesmiters''' aren't naturally inclined to leave their forge-temples and lodges to bind their souls with a bunch of outsiders and go traipsing across the Realms. But these are odd times, and if it means perhaps finding an answer as to what the future portends for the Fyreslayers as a whole, some Runesmiters are willing to make that sacrifice. Though they demand the occasional ur-gold hunting mission, they are notable for their loyalty, and many find it fascinating that they can use Soulfire to extend a semblance of their traditional ur-golden runecraft into their allies, regardless of race. '''Battlesmiths''', like Auric Runesmiters, are little inclined to join Bindings. Whilst it ''is'' an honor, and acknowledged as such, they are generally convinced that their place is with their lodge, and you all know how stubborn dwarfs - sorry, ''duardin'' can be! Those rarities who ''do'' agree to join a Binding typically do so in hopes of expanding their missions to encompass the Realms: recording great events, recovering lost duardin treasures, and mediating disputes between the far-flung branches of their fellow lodges. Such is their skill that Battlesmith demands are usually happily accepted by gods and fellow Soulbound alike. '''Doomseekers''', in contrast to the other fyreslayer archetypes, readily swear to become Soulbound; the energies of Soulfire strengthen their resistance against the dreaded glimmerlust, the bane of all Fyreslayers, and the great missions on which the Soulbound are invariably sent naturally offer many opportunities for a Doomseeker to fatefully fulfill the ''barazakdum''. '''Grimwrath Berzerkers''' usually reject offers of Soulbinding, since they are already divine avatars of Grimnir and to serve another deity would dishonor their patron. But it does happen, usually when a berzerker decides that the Binding is yet another trial to undertake in the name of the Shattered God, or proof of their worthiness, or simply a means to bring ur-gold and glory to their lodge. Many take a morbid comfort in the fact that their death after becoming Soulbound shall see their spirit shattered into pieces, just as happened to Grimnir. ===Idoneth Deepkin=== '''Akhelian Emissaries''' don't normally have a lot of use for diplomacy, but that has changed since the Necroquake. The warrior-kings of the Idoneth, going to the surface is already a risky business, so the Soulbinding and the protection it grants against [[Slaanesh]] is worth considering. Better a guaranteed oblivion than to fall back into the Dark Prince's gullet... '''Isharann Soulscryers''' are highly adept at the tracking and manipulation of souls, and these abilities make them highly valuable to the Gods of Order or other beings powerful enough to forge a Binding. Since the Idoneth already regard Soulscryers as worthy "ambassadors" to the surface, they can find mutual cause with patrons and thus agree to be Soulbound in turn. '''Isharann Tidecasters''' are the Idoneth most frequently seen on the surface anyway. Given their abilities allow them successfully demand all manner of rewards that are of great interest to their people - aid for their enclave, access to lost lore, permission to track down Idoneth artefacts and the chance to harvest souls in plenty - it should be no surprise they are also quite common as Soulbound. Anomalies in the rigid divisions of Idoneth society, '''Isharann Soulrenders''' tend to adjust better to being Soulbound, and eagerly apply the lessons they learned in reaping souls to empower their allies to augment the Soulfire that links their Binding. Sadly, their fellow Soulbound often regard them with distaste, and so they find themselves still alienated even from those they should be bonded. ===Kharadron Overlords=== Driven by a hunger for both aether-gold and knowledge, it should be no surprise that many '''Aether-Khemists''' are not only willing to undergo the Rite of Binding, but eager to do so, that immunity to aether-gold paranoia is seriously fucking useful in their line of work. '''Endrinmasters''', in contrast, are more likely to be shaped by their home Sky-Port's philosophy when it comes to agreeing to be Soulbound. One from Barak-Nar might be motivated by a combination of profit and pragmatism, whiolst one from Barak-Zon may be tempted by the promise of increased strength to slay their enemies. Of course, any Endrinmaster can appreciate the chances to increase their wealth and knowledge that an increased lifespan and free reign to adventure across the Realms grants. '''Skyriggers''' become Soulbound for purely practical reasons, as a general rule of thumb. After all, what's not to like about immunity to aether-gold's maddening touch, a limitless lifespan, and divine permission to fatten your pockets as you traipse all over creation? ''Endrinriggers'' who tire of being mere mechanics, already being used to dangers, are just as likely to find themselves turning to the path of the Soulbound - perhaps even more so. With a hunger for knowledge, wealth and adventure, '''Atheric Navigators''' are often eager to leap into the prospect of being Soulbound. How fortunate for them that their skills are so useful to Bindings. '''Brewmasters''' are usually inspired to join with the hopes of acquiring various rare ingredients for their ales, if not for the ability to spend forever perfecting their craft. As with any other Kharadron, they remain steadfast warriors and cut-throat businessmen, but that doesn't mean that they won't share a pint of ale from that keg on their aether-rig. ===Stormcast Eternals=== Typically deployed as envoys, heralds, diplomats and inquisitors, a '''Knight-Azyros''' is often assigned to a Binding to act as the "face" of the group, providing a more diplomatic option in contrast to the face-breaking skills provided by the rest of the group. Others seek out Bindings of their own volition in hopes of steering them towards some particularly difficult or involved assignment of the Eternal's own. A '''Knight-Incantor''' is already compelled to wander the Realms in search of finding arcane lore that might help correct the notorious flaws in the process of Reforging. Whilst this mission may be occluded behind other, more public goals, it remains their true desire... and often gives them cause to travel with Bindings. A '''Knight-Questor''' is quite literally born to be an [[adventurer]], with a divine geas and literal god-backed authority to go wherever and do whatever it takes to fulfill their task. Knights-Questor are equally likely to be assigned the protection/assistance/monitoring of a Binding as they share a common goal with a Binding, either by chance or because the Binding was created specifically to be their backup. A '''Knight-Venator''' is an advance scout of the Stormcast Eternals, traveling far and wide under their own initiative to seek out evil to smite. As with the Knights-Questor, they frequently work alongside Bindings, and are as likely to have Bindings created to back them up as they are to be assigned to back up the Binding. A '''Knight-Zephyros''', given their role as the assassins of the Stormcast Eternals, is rarely given Bindings as direct backup and more frequently make common cause with a Binding who happens to share a common target with them. A '''Knight-Judicator''' is an expert marksman, capable of sensing the taint of the enemy and striking them down from afar with their greatbow, protected by a pair of gryph-hounds. As such they are perfectly suited for joining a binding that is also seeking out such foes, they also act as scouts for their chambers and for any Free Cities and Dawnbringer Crusades they come across. A '''Knight-Relictor''' takes to the field wielding relics holding the remains of venerated heroes. Though many view this as a macabre practice, their rituals, which include collecting the remains of the deceased heroes, serves a vital role in warding the souls of their allies from any form of corruption. This also leads to the Stormcast to holding an interest in various aspects of history, especially the faiths and cultures of the realms. A ''' Knight-Vexillor''' holds a position of renown, only being able to reach this role after triumphing as the last survivor of the Gladitorium, a coliseum hom to a grueling marathon of challenges against terrifying monsters, perilous environments, and even their own fellow Stormcast. For this skill and determination, they are gifted one of the magical standards of the Stormcast. Beyond mere icons to rally the morale of any Stormcast and attached Soulbound alike, these standards also channel magical power to support and destroy. The '''Errant Draconith''' are part of a recently awakened species that are only allied to the Stormcast as they are the children of [[Dracothion]], the great star-drake who led Sigmar to the realms. Due to their age and the fact that many of them were hidden away by the Seraphon in ages before even the Age of Myth, the Draconith are similarly unable to be soulbound. However, this new generation of Draconith are also very new to the ways of the realms and thus take to adventuring as soon as they can fly - some in hopes to prepare themselves for their futures as mounts to the Stormcast, others in search of allies and experiences to remember in the coming ages. ===Sylvaneth=== Given their status as the custodians of entire Sylvaneth enclaves, only Alarielle knows why a '''Branchwych''' may be selected to become a Soulbound. But regardless of what mission they are sent on, Branchwyches are told that their responsibility hasn't truly changed, merely grown. Soulbound Branchwyches are noted as reluctant to form deep bonds with others, aware of their inevitable passage, but those they come to care for, they love unreservedly. Already used to ranging far and wide from their enclaves as the scouts and advance warriors of their people, '''Kurnoth Hunters''' are Alarielle's first choice for Sylvaneth Soulbound, and in truth they take to it with surprising aplomb. Oh, they have interesting new hunting partners, but the biggest change is merely how much more territory they have to hunt in, and the scale of their new challenges. Kurnoth Hunters, however, may be unprepared for the strange new thoughts and feelings that they develop as a result of their intertwined souls, and the changes this can breed in their outlooks aren't always for the positive... '''Tree-Revenants''' of all kinds are selected almost as rarely as Branchwyches, for the sacrifice of their line of martial spirits is not undertaken lightly. Yet, despite knowing that to become Soulbound is to embrace an inevitable final death, many Tree-Revenants do so willingly, whether out of a sense of duty, deep loyalty to their god-queen, or even a secret temptation in the idea of being able to think and act of their own, or escape from past lives or memories of darkness. Nobody is quite sure ''why'' Alarielle sometimes adds a '''Spite-Revenant''' to a Binding - and even less sure why they accept! Usually, they are only added to Bindings united by hatred of a greater enemy, because Spite-Revenants tend to be highly unpleasant traveling companions, even compared to Daughters of Khaine, Idoneth Deepkin, or Lumineth Realm-Lords. In fact, some Bindings might actually ''prefer'' to be travel with a Soulbound undead, orruk or grot. Mischievous, cruel and deliberately creepy, Spite-Revenants are outcasts to their very souls. '''Warsong Revenants''' are dedicated to filling the realms with all sorts of magical song, and this leads to the revenants to become Soulbound more often than not. Due to only recently forming after Alarielle's Rite of Life, they lack the lengthy collections of memories other Sylvaneth tend to hold. However, their value is just as significant and thus she will only assign one to a binding when she knows that others will bolster their musical skill far more than their native groves. ===Lumineth Realm-Lords=== '''Alarith Stoneguards''' face a unique challenge in becoming Soulbound, as their spirits are already fused with an earth aelementor patron. In some Bindings, aelf and aelementor function as a single unit, whilst in others, the aelf must act as a bridge between their patron and their Binding. Regardless of the result, Stoneguard are usually sent to join a Binding by their patron, ranging far from home to prevent threats from ever coming to the mountains. '''Alarith Stonemages''' often act as ambassadors - not just to the other races and factions of the world, or even to their own Binding, but between the geomantic spirits of the Eight Realms. Like their Stoneguard counterparts, their aelementor patron is as much a part of their Binding as the aelf is, but a Stonemage's patron is often much more personal in its relationship. '''Scinari Cathallars''' tend to place themselves in charge of a Binding's emotional well-being out of sheer habit - after all, it's the role they fill amongst the Lumineth, and they must periodically return to their people to aid them. But what many come to realize is that the intertwining of souls means that their Binding can ''ease'' their burdens, not just add to them. The idea of having fellow souls to act as a source of stability is a strange one, but one that the Scinari can become quite appreciative of. '''Vanari Warriors''' who become Soulbound are typically misfits or outcasts - the ones who disobeyed their commander at a pivotal moment, or aetherquartz addicts. That's not to say that there aren't Bindings whose Vanari are exemplary veterans assigned to help hold their disparate and unruly group together through their spiritual embrace of unity, it's just that most Lumineth who are sane and well-fitted into their society would rather not subject themselves to the eccentricities of traveling with a mixed-race group, never mind merging their souls. Similar to their Alarith brethren, the '''Hurakan Windchargers''' also act as a link between their binding and their air aelementor patron, but this bond is threefold considering they also have their pet treerunner as well. Surprisingly, the Windcharger and aelementor are both usually open to such bindings, usually looking for new experiences, rather it is the treerunner who tends to have the most difficulty adjusting. It often takes extensive training to temper the normally skittish nature of the creature before it can comfortably go on scouting the mortal realms and interact with the many inhabitants. Of any force of the Lumineth, the '''Scinari Loreseekers''' are the most suited to become Soulbound. Their role typically sees them away from typical command structures as they seek any sort of lost or forbidden knowledge, whether it is to seal it away or weaponize it. However, many prefer to keep to their isolation, with those that accept the ritual of binding being the ones in pursuit of some lore or artefact that would otherwise be impossible to retrieve alone. ===Seraphon=== The '''Saurus Oldblood''' is the only Archetype available to Saurus players, at least thus far. As its name suggests, this is a veteran Saurus, a killing machine which has honed its natural talents and biological abilities over countless battles. More one-dimensional than their skink counterparts, Saurus Oldbloods rarely join Bindings for missions relating to solving mysteries or playing politics - after all, they're not good at that stuff. Where an Oldblood shines is any mission that revolves around hewing limbs, breaking skulls, and cutting down wave after wave of foe. An Oldblood typically chooses (or, more commonly, is assigned) to follow a Binding that will somehow affect the footing of Chaos in the eternal war that the Seraphon battle against the Dark Gods. '''Skink Starpriests''' are intuitive masters of [[Azyr]] magic, and also far more intelligent, mentally flexible and just plain sociable than Sauruses. As a result, they are the Seraphon most likely to be join forces with a Binding, often as a result of foreseeing that the Binding will play a significant role in the Eternal Struggle and needing to get up close and personal to better grasp of the situation and how their visions will play part. ===Flesh-Eater Courts=== Fueled by the delusion that they are noble, chivalrous, virtuous kings and queens, '''Abhorrent Ghouls''' make surprisingly natural fits for a Binding; after all, what's more chivalrous than a group of heroes devoting their lives the pursuit of goodness and valor? The key here is remembering that an Abhorrent Ghoul's delusions can always adapt, so no matter what cause they actually pursue or why they were ousted from their court and have taken up with the Binding, they can find an internal narrative that lets them accept it without actually accepting that they are flesh-eating monsters. '''Crypt Ghast Courtiers''' are driven by the delusion that they are professional soldiers and leaders of men, and so usually view themselves as contributing martial force to their Binding, which itself is created from a mixture of races for greater versatility. '''Crypt Haunter Courtiers''' show just how deep the delusions of the ghouls can go; they may be so far in their own warped internal narrative that they don't even ''recognize'' that they are Soulbound, or believe their fellow Soulbound are fellow courtiers. Compared to that, the ones who follow a Binding because they believe another Soulbound is a life-debted ally or the love of their life are almost ''normal''. '''Crypt Infernal Courtiers''' have perhaps the hardest time fitting their status as Soulbound to their delusions, given their massive arrogance, but they can manage it. Many believe the Binding exists to aid ''them'', at least at first, but some regard their Binding as an exercise in humility. ===Nighthaunts=== '''Cairn Wraiths''' are unlikely Soulbound, even for all-Death Bindings. Usually, they are less members of the team and more unliving weapons, carefully shepherded along and then pointed at the enemy. If a Cairn Wraith is part of a Binding, then obviously whatever they're facing calls for extreme violence. Still, not all Cairn Wraiths are mindlessly indiscriminate; some individuals have predilictions for who they kill which can make them more tolerable as Binding companions. A Wraith that loves to watch [[Nurgle]] cultists go "pop" can be useful... '''Guardians of Souls''' are the shades of dead [[necromancer]]s and usually serve Bindings of Death as glorified tools, or sometimes even as mobile batteries for their own necromantic experiments. Needless to say, these ghosts tend to resent that. Binding to living Soulbound is much more tolerable for these specters; whilst obviously they can't hope to become immortal now, at least the Binding offers them a chance to undo their curse, since they now have some increased ability to grow and change, as well as allies who can help them. If nothing else, it's nice to be on equal footing with the rest of the Binding! More than any other ghost, '''Knights of Shrouds''' yearn to become Soulbound with living allies. Whilst readily exploited by Bindings of Death, almost every Knight of Shrouds secretly (or not so secretly) yearns for atonement, and whilst they have a justified reputation as traitors to overcome, fighting alongside the living gives them a chance to at least try to make amends for the act that defines their deaths. '''Lord-Executioners''' are commonly found in a leadership role amongst Bindings of Death, since they have the authority to judge, try and sentence the dead by Nagash's law, and this breeds a fearful, wary, spite-laced respect amongst the other breeds. And in such a role, they may be assigned to a Binding with living souls as representatives of Nagash or a Mortach. But, incredibly, sometimes they seek to become Soulbound to the living of their own volition. Whether motivated by a desire to seek true justice, or even to improve the fate of their curse-bound victims, they are an unlikely addition, but a powerful one. At the very least, the fact that destruction whilst Soulbound means they will be permanently dissolved into nothing, freeing them of the lesser shades that torment them, is its own kind of reward. '''Myrmourn Banshees''', the tormented shades of mages transformeds into mana-devouring wraiths, are typically recruited by Bindings of Death either for their familiarity with lores of magic outside of those fueled by [[Shyish]] or simply to be used as anti-mage weapons. But living Bindings offer them something far more: a dulling of their curse-spawned hunger, and the ability to think coherently once more. Whilst the trauma of their undeath may never heal, at the very least, becoming Soulbound lets a Myrmourn Banshee be a person again, rather than the monster that a jealous god made them. And ''that'' is a prize worth fighting for. '''Spirit Torments''' are mostly found as part of all-Nighthaunt Bindings, but their skill at capturing and questioning enemies makes them useful to any Binding of Death, no matter how much ''all'' of the undead fear and loathe them. For their own part, Spirit Torments cling to the few allies or friends they make on such excursions. Those who realize that they are still prisoners in their own right often dream of joining Bindings to the living, which they known offers the greatest chance of attaining permanent freedom from Nagash. ===Ossiarch Bonereapers=== '''Immortis Guards''' are typically assigned to Bindings, whether living, undead or a mixture thereof, as either bodyguards or to lend their expertise in protecting to a Binding that seeks to protect something or some one. Ironically, in a Binding, an Immortis Guard's protective and stubborn nature might develop into greater autonomy. '''Kavalos Deathriders''' typically join Bindings of any sort for one of three reasons. The first is simple: mercenary work. As the most mobile of the Ossiarch, the Kavalos Deathriders are the first call for the forces of Death when someone or something needs to be chased down, and even the gods of Order and Destruction can sometimes see the use in recruiting them. Bindings made up of Kavalos Deathriders, Knights of Shrouds, Black Knights and Blood Knights are the stuff of fearful legend throughout the realms. The second reason why a Deathrider may join a Binding, usually a living one, is for the rights to collect the Binding's souls after they die in exchange for its help. The third reason, rarest of all, is to benefit their steed; Kavalos Steeds are made from the essence of disgraced Osssiarchs, and some Deathriders wish to win their faithful companions release from this torment by restoring their glory and earning promotion back into a higher form of Bonereaper. '''Morghasts''' are typically believed to be assigned to Bindings to ensure their loyalty to Nagash. This is... largely true, but not the ''whole'' truth. You see, as loyal as they are, the Morghasts are also very simple minded creatures. Sometimes, they misinterpret Nagash's commands, and even end up going so far as to subvert him. Some wild rumors go further than this, claiming that less loyal Mortarches, like Mannfred and Neferata, manipulate Morghasts into aiding Bindings made up of treasonous undead and/or living Soulbound as part of a grand experiment to see if the loyalties of a Morghast can change. After all, if constructs like ''these'' can betray the God of Death, then that means '''all''' undead can hope to win freedom from Nagash's tyranny. '''Mortisans''' are highly unusual in that they are the most idealistic of the Ossiarchs. More than any other Bonereaper, Mortisans ''genuinely believe'' in the idea of the "Principia Necrotopia", a true pan-Death civilization, and for this reason they often voluntarily seek to join Bindings of Death in order to refine and promote this vision. After all, a Binding containing ghouls, vampires, nighthaunts, wights and Ossiarchs is essentially the Necrotopia in miniature! But alongside idealism, Mortisans have two traits that make them very interested in living Soulbound too: curiosity, and professional pride. After all, the techniques that Mortisans use are "refined" from the Rite of Soulbinding, and many Mortisans are very eager to see the prototype in action. Nagash doesn't share that knowledge readily, and the gods are very rare to let a Mortisan watch a Binding be forged from scratch, but even adventuring alongside an existent Binding and watching how they draw upon soulfire can teach a Mortisan ''so much''... '''Necropolis Stalkers''' showcase one of the downsides of being an intelligent undead: the capacity to feel boredom. Stalkers were made for war, and unlike a living creature, they can't really exist outside of that context. But even Nagash isn't at war 24/7. Many try to alleviate this boredom by becoming guardians for any of the undead races, but some seek out Bindings, whose unending duty can keep a Stalker occupied for an appreciable fraction of eternity. Ironically, their ability to switch personas, so integral to their fighting expertise, actually makes them some of the Ossiarchs most vulnerable to the "pollution" of spiritual growth that accompanying a living Binding can bring - they can hide their bending of Nagash's principles even from themselves. ===Soulblight Gravelords=== '''Black Knights''', like most wights, join a Binding for one of two reasons: either it will help fulfill their duty... or they already fulfilled whatever duty compelled them into undeath and now they're looking for a purpose in existence. Black Knights often hope (in so far as they can hope) that the fusion of souls, especially with the living, will let them inherit passions and ambitions from their allies - and even if that doesn't work, at the very least they can pursue a guaranteed oblivion at their Binding's side. '''Blood Knights''' are most commonly assigned to Bindings as an alternative punishment to being forced to undergo blood starvation... but there are exceptions. Those of unusual discipline may attract divine (or at least Mortarch) attention, and some who still desperately cling to virtue may seek to become Soulbound in hopes of restraining the beast within. '''Grave Guard''' exist to serve and protect. That is their reason for being, it is ''why'' they exist beyond Death. When found in a Binding of Death, typically, it is because one of the other undead was their charge and they followed them without hesitation. Those Grave Guard found in living Binding may similarly be protecting a charge, perhaps a living descendant, but more often have failed their duties and are now in desperate need of another to take its place. Such Grave Guard rarely seek to become Soulbound, instead tending to slip into a traumatized catatonia, but are instead coaxed into accepting the role by a Mortarch of deity. They often come to relish their new duty of protecting their allies, but they never stop mourning their failure. '''Necromancers''' occupy a position of contradictions amongst Nagash's undead society; incredibly vital, but also utterly reviled, at once the most powerful and the weakest of the undead. Bitterly aware of Nagash's intolerance of rivals, many Necromancers are eager to see the protections of becoming Soulbound, which provides the immortality they seek (if in a roundabout way) and ensures their soul can escape Nagash's cruel clutch. Some even go so far as to try and create their own Rites of Binding, though these often go disastrously wrong. '''Vampire Lords''' who become Soulbound are either being punished by Nagash, or desperately seeking to escape Nagash's clutch - being spiritually bound at the behest of a different deity may not be the total freedom they yearn for, but at least it's a lesser prison than the one they escaped from. ===Bonesplitterz=== '''Morboys''' are spirit-possessed berserkers, admired by their peers as some of the Gorkiest Bonesplitterz around. Playing one of these guys is kind of like playing a [[Slayer]] in [[Warhammer Fantasy Roleplay]]: you excel at killing shit, but you ''are'' shit at just about everything else. '''Wardokks''' are the magical medics of the Bonesplitterz, channeling the Great Green through the power of rhythmic chants and dances, and inspiring the ladz to get stuck in with just the right bit o' headology. They're admired and respected by pretty much most of Gorkamorka's followers - after all, having someone cheer them on as they fight is a novel, pleasant experience. Even when not Soulbound, wardokks often roam the realms, gathering teams of like-minded teams of champions for the sake of getting them into fun scraps. They're noted as the Bonesplitterz most likely to be Soulbound, partly because of that diplomatic streak (they're already ''used'' to working alongside oddballs and outcasts), partly because they're less feral than a Morboy, partly because they don't have the responsibilities (or egos) of a Wurrgog Prophet. They're often the glue that holds a mixed-race Destruction Binding together, and if they get Bound to races of Order and/or Death? Well, they're happy to try and teach their new friends how much '''fun''' there is in the violent sport of the Bonesplitterz. '''Wurrgog Prophets''' are the spiritual leaders (and archmages) of the Bonesplitterz, and in many ways of the races of Destruction as a whole. With the sheer amount of power they hold, few Wurrgog Prophets become Soulbound, but those who feel the call follow without hesitation. It doesn't hurt that being part of a Binding is often just damn fun as far as the Prophet is concerned; monsters to slay, trophies to claim, and legends to build. Why, many Wurrgogs find their journeys with a Binding reaffirms their faith in Gorkamorka! ===Gloomspite Gitz=== '''Boingrot Bounders''' are the cavalry of the Moonclans; brave, bold and totally mad grots who ride [[squig]]s into battle. Naturally, any grot crazy enough to jump on the back of a squig and ride it into battle is incredibly interested in becoming Soulbound, which will only give them the opportunity to become a true legend - living or otherwise. '''Fellwater Troggoths''' are a subspecies of troggoth adapted for survival in rivers, swamps and marshes. Like any troggoth, they're not really thinking creatures so much driven by pure instinct and impulse, so whilst they certainly give a Binding plenty of raw might, good luck figuring out ''why'' they considered being part of the Binding in the first place. '''Fungoid Cave Shamans''' were literally created to be the mouthpieces of Mork, and as such have been representing the God of Cunning in Soulbindings pretty much since the beginning. It doesn't matter if the Binding is all Destruction or mixed-faction, they still show up claiming that their presence is Mork's will - and who knows, maybe it's true. '''Loonbosses''' are the biggest, baddest, meanest, sneakiest Moonclan Grots around... but the trouble is that a) there's always a sneakier grot around, and b) the other Destruction races tend to be bigger and badder. As a result, whilst Loonbosses can be found in pure Destruction Bindings when they consider it necessary, they actually prefer to be bound to mixed-faction Bindings. After all, having the assorted Gods of Order as their patrons is sure to give the Loonboss ''somebody'' up there looking after them, the mixture of races gives them lots of tricks to steal, and last but certainly not least: other races generally are weirdos who don't care about using the fact they're bigger than the grot to bully him around! '''Rockgut Troggoths''' are... well, see Fellwater Troggoths. Their innate ability to shape stone is a fascinating one, and many non-Destruction Bindings would love to be able to call on that when they need it, but they're just as mindless as their cousins. At least these ones can serve a simpler purpose of being a literal wall of meat and rock that won't register most pain. '''Spider Riders''' are... well, what is there to say? They're the Spiderclan's equivalent to the Boingrot Bounders, and they have as many reasons to become Soulbound as there are breeds of spider. Some seek to honor the Spider God by capturing exotic offerings from across the Realms. Others are hopeful that their Binding will somehow enable their faithful spider steed to ascend to gain divine power itself. '''Webspinner Shamans''' are to the Spiderclans what the Fungoid Cave Shamans are to the Moonclans. They view themselves as the chosen emissaries of the Spider God, and everything they do exists to serve its will. Bindings, whatever their makeup, often find themselves wondering if there's more to the shaman's claims than just the ravings of a mind blasted out of its skull on spider venom. '''Wise-Grots''' are grot mystics who rely on a cocktail of petty priestly magic, ritual dances, sacred masks, fungus cultivation and fungal liquors to work their wicked work. Traditionally working in troupes called Gobobapaloozas, Wise-Grots are incredibly good at teamwork compared to the regular grot; whereas your average green git prioritizes themselves above all others, a Wise-grot knows how to play a unique role whilst still complimenting their peers. And as far as they're concerned, a Binding is just another kind of Gobbapalooza. ===Ironjawz=== '''Brutes''' are the bread and butter of the Ironjawz clans, regarding themselves as the strongest of the strong. But, whilst they generally believe that only orruks can be strong, if this belief is successfully challenged, then a Brute has no qualms about fighting alongside a non-Brute, no matter what their race is. Indeed, they happily join Bindings with any race, simply because they view it as another way to have good strong fighters to fight alongside. '''Warchanters''' are probably the Ironjawz closest in mentality to [[Bonesplitterz]]; they have a natural affinity for the magical Waaaagh! energies, which they perceive as an aggressive drumbeat in their head. By echoing this drumbeat with whatever they have handy, they can stoke and manipulate the flow of Waaagh! through their friends, kind of like orruk [[bard]]s. Also similarly to Bonesplitterz, Warchanters tend to find their Bindings through the Waaaagh itself rather than through deliberate ploys; a future Soulbound Warchanter can ''hear'' the heartbeats of their future Binding in their minds, and intuitively seeks them out, one by one, until they have all come together and the symphony of their soul is complete. Which is surprisingly poetic for an orruk! To a Warchanter, it doesn't matter what shapes their future Binding buddies take; all that matters is that they're together, and now they can all really feel the WAAAGH! '''Weirdnob Shamans''' are the rough and tumble mystics of the Ironjawz, and whilst they might technically still be squishy wizards by orruk standards, they're still hearty, hale and keen to crack skulls. Weirdnob Shamans often find themselves "moved by da Waaagh!" - intuitively seeking out a gathering of champions of Destruction to ensure their warband will have magic and muscle to support. Some Weirdnobs act as the champions of all-mystic Waaaaghbands, bullying respect for the arcane into the brutish heads of rival champions. When a Weirdnob ''does'' deliberately seek out a Binding, it's usually to be Bound to a mixed-faction Binding; they find the Ritual of Binding fascinating for how similar it seems to the Waaagh!, which naturally translates into a desire to experience it first hand and see if it can teach them anything about channeling the Waaagh! ===Kruleboyz=== '''Gutrippas''' are the basic warriors of the Kruleboyz, fighting with spear (stikka) and shield (skareshield) in tandem. They typically become Soulbound because they can't hope to progress up the ranks and become a Killaboss, whether because they lack political support or they genuinely don't care about becoming a leader. '''Man-Skewer Boltboyz''' are the ranged counterparts to Gutrippas, fighting with crude crossbows that can reach the size of small ballistas. Surprisingly adept snipers (that Morky influence shining again), Boltboyz who become Soulbound are typically doing so because they want to attain the biggest, bestest shooting gear they can imagine. No ramshackle ballista or bolted-together crossbow for them, no; these orruks ream of owning a Vanaric arcbow or an aethermatic rifle, and what better way to get one then by cosying up to the races who make it and proving themselves an ally (at least for now)? '''Murknobs''' are champion warriors amongst the Kruleboys who carry enchanted totems called "Belcha-Bannas", which use harvested monster tongues to imbue these garish face-banners with the ability to unbind enemy spells. Often, a Murknob has been sent to join a Binding to represent his warclan... but some instead run away in hopes of seeking a new path to power with a different kind of horde. '''Swampcalla Shamans''' are the mystical branch of Kruleboy society, weaving a dark form of geomantic magic that can transmute the land around them into swamps and bogs, or draw upon swampy effects for protection in battle. Like most Destruction mystics, they take a particular interest in being Soulbound, in their case regarding it as acquiring the flashiest trophy they could ever hope to get. Mixed bindings generally tolerate them because, as crude as they are, their geomantic practices offer a different perspective, and even the foulest swamp is cleaner than a Chaos-tainted wasteland. '''Hobgrot Slittas''' are the basic grunts of the hobgrot military forces (such as they are), and are literally the only racial archetype they have so far. They carry slitta-knives and bangsticks, and are most notable for their surprising amount of diplomatic skills. Which makes sense; hobgrots are the most mercantile and diplomatic of any Destruction race, and these same traits make them really adept at getting on as part of a Binding. The trick is proving themselves worthy enough to become Soulbound in the first place, which they usually do in the traditional hobgrot way: ripping off bigger and meaner targets until someone takes notice. ===Ogor Mawtribes=== '''Butchers''' often find themselves to following prophecies; it's just one of those things one does as a mystic in service to Gorkamorka. But sometimes, their prohecy doesn't lead to a warglutt or a gollop, but to a Binding, whereupon the Butcher just shrugs his or her shoulders and rolls with it. Bindings are actually quite a lot of fun, as far as Butchers are concerned; oh, they're working with smaller portions than usual, but there's so many fascinating new ingredients, and new people to serve them to! Soulbound Butchers typically delight in trying to share the ogor love of food with other cultures. As wandering mystics with no ties to anyone but their own esoteric brotherhood, '''Firebellies''' adapt readily and easily to becoming Soulbound; to unite in a Waaagh! is a sacred gift, whilst becoming united through Soulfire is to become more like the Sun-Eater himself. Whilst their love of devouring users of warpflame, such as [[Clan Skryre]] [[skaven]] or [[daemon]]s of [[Tzeentch]] is something everybody can appreciate, Firebellies can have trouble getting on with [[Fyreslayers]], who don't tend to appreciate the Firebelly final initiation rite of killing and eating a magmadroth. Being loners by nature, '''Icebrow Hunters''' usually don't ''want'' to get Soulbound and regard it as a chore they must endure, accepting the Rite of Binding to achieve some goal deeply personal to them. But a rare few find kindred spirits in their Binding, even if those kin may have the shapes of [[Sylvaneth]] or Ymetrican [[Lumineth Realm-Lords]], and these ogors quickly adopt the Binding as their pack. If there's any ogor that can claim to be the "standard" Ogor Soulbound, it's a '''Maneater'''. After all, they're already veteran mercenaries and well-used to working with other races, Destruction or otherwise. What do they get out of it? Well, surprisingly, it usually ain't the loot they care about; any Maneater who impresses the gods is usually a grizzled veteran who either wants to recapture the heady days of their youth when they first set out to sate their wanderlust and urge to adventure, or else to create a legend that will live on amongst ogors forever.
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