Bjornling is a minor Norscan Tribes faction in Total War: Warhammer and Total War: Warhammer II.
They only appear during a Chaos Invasion, and are unique among Norscan factions as they are a Horde army. However, despite functioning as a Horde army, they can still take over settlements, similar to Rogue Armies or Savage Orcs factions.
Bjornling appears in the sea west of the Badlands and attacks the Greenskins and Dwarfs to involve them in the Chaos Invasion sooner.
Barbarian Bjornlings braved the hail of cannonfire and crossbow bolts as their locked their massive kite-shields and slowly took the pathways of the labyrinthine city . The tribes of Norsca fought on, with the grim fatalistic determination of their race they hacked and slew for the glory of their hateful gods. Yet despite the onslaught, the men of Middenheim took heart for they recalled the ancient legends of their forefathers that told that the city of Ulric would remain unconquered so long as the flame of the god burned.
Despite popular belief, at this time it does not appear that they are a faction that can be awakened when playing as the Warriors of Chaos.
Not to be confused with Cult of Pleasure.
Cult of Excess is a Dark Elves faction introduced in Total War: Warhammer II. They provide an early challenge for Lothern in the campaign.
Starting provinces, Eye of the Vortex:
The rest of Eataine and the rest of Straits of Lothern, aside from Lothern settlement itself.
The rest of Eataine aside from the Lothern settlement.
Type: Minor faction
Category: Dark Elves
Campaigns: Eye of the Vortex, Mortal Empires
The Cults of Excess, as the many deviant groups associated with the worship of forbidden Elven deities are collectively known, have remained a constant thorn in the side of the High Elves, even after the Sundering. Most commonly known of these proscribed sects are the Cult of Luxury and the Cult of Pleasure. The Cult of Pleasure in particular is renowned for its wanton violence and cruelty, something that has earned it the enmity of all right-minded High Elves.
Unlike their cousins on Ulthuan, the Dark Elves now openly pay homage to these forbidding powers, the worship of whom rose through the Cults of Excess that preceded the civil war.
Due to conflicts with canon, it is inconclusive whether or not the Cult of Luxury represents those elves who worship Atharti, while the Cult of Pleasure represent those who worship Slaanesh, vice-versa, or whether they're one and the same.
Bastonne is a minor Bretonnia faction in Total War: Warhammer. It is the combination of two dukedoms from the tabletop, Bastonne and Montfort.
Bastonne and Montfort appear separately in the Season of Revelation campaign.
Prior to the Lady appearing before the Uniter and his fellow Grail Knights, the young Gilles rode out to cleanse his homeland Bastonne of the foul beasts wreaking havoc there. After slaying one such beast – the ancient Dragon Smearghus – he not only adopted its image on his Heraldry, but also wore its skin as part of his armor during all his Great Battles. To this day, the beast’s image and its pelt are revered in Bastonne, with the armor still kept and worn by the Duke ceremoniously as well as in warfare.
Kraka Drak is one of ´the most important Dwarf Factions of Total war, Because of its Position. It is in Norsca, and Close to the Chaos. And could destroy Chaos if they would want to. Kraka Drak and Kislev can easily get some Agreements and help each other. No Norsca Tribes like Kraka Drak and Kraka Drak likes no Norsca Tribes, but do most often not declare war against them.
"What are we? Your scholars claim we exist only to tempt you, yet in a very real way we are you. We are your own desires, your own fears, your own ambitions and rages, given form (if not flesh). How can you fight us? Only by fighting your own Humanity, and why would you want to do that? You would be fighting against life itself. For what is Chaos but life?"
—Tzaal, Momentarily lucid Horror
Pink Horrors, known also as Whirling Destroyers, Squealers or Spinning Sourguts are the footsoldiers of Tzeentch, identified by their luminescent pink skin and their squeals of high-pitched laughter. Spellcasting fills Pink Horrors with joy, and they emit especial merriment as eldritch energy screeches from their upraised hands. When wounded, a Pink Horror exhales a final lunatic cackle before rapidly decomposing into an ectoplasmic blob of gyrating magic, which swiftly alters colour and divides into two Blue Horrors — diminutive replicas of their parent Daemon. Blue Horrors are sullen and malicious, like evil-tempered children, and sneer and grumble their way through a battle. Once spawned, they add a deeper whining note to the incessant chortling of the group as they attempt to grapple with enemies and squeeze the life from them, before inevitably wandering off in search of fresh entertainment.
Unique in their form’s utter unpredictability, Pink Horrors are shapeless masses of solid magic that undulate and transform, cycling through a myriad of different shapes and colours, ever changing, always in a state of becoming. New faces push out against their rubbery hides only to retreat as the section is replaced by a new flap of skin or a nest of writhing tentacles. They amble along, warping everything they touch, spraying showers of multicoloured sparks with incredible bursts.
Their behaviour is no less random. One Pink Horror might caper and gambol about, tearing at its strange flesh, while another shrieks and giggles like the maddest of men. Some grumble and lash out, letting loose terrifying shrieks or streams of nonsense, and others are utterly silent, nearly immobile, trembling with barely contained energy. Pink Horrors congregate in packs, the magic in their forms harmonising to reach new levels of potency. A single Pink Horror is capable of losing gouts of eldritch fire, but when gathered in herds, they can change the very fabric of realities, launching waves of changing energy that wreaks havoc with their opponents’ forms. Don’t believe for a minute that simply slaying these things is the answer. Many warriors have done just this only to find themselves facing twice as many of these horrid things, as they turn into angry Blue Horrors.
Peasant Mob is a Bretonnia melee infantry unit. "Rejoice! For a Knight of Bretonnia provides your shield…"
The life of a Bretonnian peasant is thankless, impoverished and - if the gods are merciful - short. Yet it is their duty to labour for, pay tribute to, and die in service of their Liege. Yet although a life spent toiling the land for pitiful gain is a damnable existence, it pales next to a day upon the battlefield. And indeed, should a Duke ride to war, he will surely drag his droves of human chattel along with him. These hapless wanderers are then assuredly butchered in their multitudes as fodder to their Lord's worthy cause. To make their numbers count, peasants are ordered into huddled units on the battlefield, which makes up for their lack of training and skill. Like Men-At-Arms, Peasant Mobs are not very reliable if left to their own devices, but under the stern gaze of a Knight can aspire to adequate, though not exceptional, deeds.
Expendable: This unit is comparably cheap to recruit, maintain and replenish.
Poor Leadership: This unit suffers from poor leadership and will easily rout. Keep its flanks secure and your Lord or other encouraging units nearby.
The Varg are a minor Norscan Tribes faction in Total War: Warhammer and Total War: Warhammer II. They and the Skaeling were originally the only two Norscan factions on the map without needing to be Awaken the Tribes by the Warriors of Chaos, until the Foundation Update made Norsca a playable race and added more minor factions.
Unlike most minor Norscan Tribes that are on the map at the start of the game, Varg can be ressurected by the Warriors of Chaos awakening them if they get wiped out. The Skaeling is the only other faction that can make that claim. In order to be awakened, the Warriors of Chaos must when a battle against a settlement in the Mountains of Naglfari after the Varg have been wiped out.
Surtha Ek is a minor lord, the leader of the Varg. He often recruits many chariots and cavalry units into his army. In Total War: Warhammer II, the leader of the Tiranoc faction was renamed "Surthara Bel Kec" in Mortal Empires as a nod to Surtha Ek.
Surtha Ek can also gain the special character trait "True Chariot Master" by defeating Settra the Imperishable in battle, which will increase the damage of his Chaos Chariots by 100%. Likewise, Settra can receive the special trait "Surtha Wrecked" for defeating Surtha Ek, which increases his capacity for Skeleton Chariots by 10 and the armor of all chariots in his army by 10.
If the Varg are wiped out and then brought back by the Warriors of Chaos awakening them, they will not get Surtha Ek back but instead be led by a random generic lord.
Surtha Ek's mastery of cavalry has made him a living meme among the game's community, due to the fact that the AI actually knows how to use them to maximum effect.
In the year 1542 (2520 IC), as mortals reckon time, was when Tzeentch sent Kairos Fateweaver to steal the twelve enchanted artifacts once possessed by the Companions of Gilles le Breton. So important was this goal to Tzeentch that he dispatched the greater part of his armies to the mortal plane. So began Bretonnia's Year of Woe, where the tombs of the companions were ransacked, nearby towns razed and countless thousands of Bretonnians — high and low born alike — met their deaths at the tentacles of Tzeentchian Daemons. Castles were of no defence, for their crude stones were easily tumbled by the sorceries of Pink Horrors or transmuted by the warpfires of Flamers. Only at Grail shrines, where the power of the Lady still waxed strong, could any shelter be found. Worse, with each artefact recovered, Fateweaver's Daemons grew ever more powerful. In the initial battles about Montfort and Quenelles, the lances and valour of the Bretonnian Knights cost the daemonic hosts greatly. By the time eight artefacts had been seized, only the boldest dukes would even consider taking the field. In the twelfth month, with only a single artifact outside of Fateweaver's clutches, only King Louen chanced his arm — and he lost far more battles than he won.
The final battle of the Year of Woe was the Siege of Mousillon, for it was in this city that the last artifact lay. At the height of the siege, the Bretonnian armies made one last sortie against their abusers. As they did so, help arrived from a most unusual source. Nurgle had long been fond of Mousillon, for it had been the breeding ground for many of his favourite plagues. He could not bear the thought of the city being eradicated by the minions of hated Tzeentch, and so loosed his own armies. Unaware of the wider battle being fought, the Bretonnians gave no quarter that day. They saw only an army of Daemons given over to fighting amongst itself, and slaughtered everything that came before their lances. Ku'gath Plaguefather bludgeoned Kairos Fateweaver to feathered ruin, only to find himself pierced on the points of a dozen blessed lances. With the destruction of their leaders, both Daemon armies vanished — doubtless to pursue the battle on more familiar territory — leaving only their battle-ravaged fallen and the very items Fateweaver had come to steal.
There were few slann mage-priests left upon the world, but fewer still were those that came from the Second Spawning. Lord Huinitenuchli was one such revered being. It was he who had first taught the other slann of his city the secrets of making the protective mists. Although Huinitenuchli was turning a mottled yellowish colour, the eldest slann of Xlanhuapec had lost none of his mental acuity. When awake, Lord Huinitenuchli could still move mountains with his mind. Alas, the strain of halting the Chaos moon’s meteorites had left the great slann groggy and struggling to awaken.
The ghostly pirate ship projects an eerie Undead feel, with its tattered sails and exposed hull suggesting the image of a rotting animal carcass. Its hull features roes of antique cannons throughout its rotten hull, but what identifies the Shadewraith as an unnatural entity more than any other aspect is that it floats above the waves, held aloft by the tortured souls of the crew, the sea beneath it recoiling from its touch.
Finubar the Seafarer is the current Phoenix King of Ulthuan. He was already famous for his voyages to the Old World before being elected by the princes of the High Elves.
Age of the Seafarer
With the invaluable experience gained during his sojourn to the Old World, Finubar of Lothern was the prince best suited to understanding this new age. By temperament and experience he was ready to deal with the race of Men, and as a native of Lothern, he had grown up with an understanding of the worth of trade and a tolerant, cosmopolitan outlook on the world. In accordance with Bel-Hathor's wishes, the ruling council elected Finubar. Thus, Finubar is the first Phoenix King to be chosen by his predecessor.
A few amongst the ruling council were displeased with this appointment: perhaps they thought such a succession a break with all tradition. More likely, their sentiments were born of jealously. Finubar's actions did little to end such concerns. From the start, he was often content to leave the day to day affairs of his realm to the trusted members of his court. Indeed, in the early years of his reign, it seemed he was but an infrequent visitor to his own realm, for he spent much time travelling the world. Finubar's rivals spread rumour in his absence, their eyes ever on claiming the Phoenix Throne they once were denied. In the end, rebellious tongues were only stilled when the Everqueen, Alarielle, arrived unannounced at a meeting of the ruling council. Standing before the Phoenix Throne, she fixed her piercing gaze on each of the council in turn, and in icy tones reminded the princes where their loyalties truly lay. Thereafter, criticisms of Finubar's rule were decidedly muted.
As the years passed, Finubar's voyages became more sporadic, though none could say whether his wanderlust was finally leaving him, or he had simply found whatever it was he searched for. Increasingly, Finubar split his time between the business of rule and taking counsel with Belannaer, one of the oldest and wisest Loremasters of Hoeth.
In the one hundred and thirty eight year of Finubar's reign, the Great Chaos Incursion began, and it looked as if the Dark Powers had returned once more to claim the world. The Witch King himself returned at the head of a mighty host, and swept the defenders of Ulthuan before him. War raged across all Ulthuan's kingdoms. Avelorn burned, and for a time, it seemed as if the Everqueen was lost amongst the carnage, and the realm with her. Then, two mighty heroes, the twin brothers Tyrion and Teclis, arose to secure the realm and repel the invasion.
By the efforts of the extraordinary twins, the Dark Elves were driven off and Ulthuan was rescued from the brink of destruction. Finubar was greatly pleased by the twins' deeds, and brought them ever close into his councils -- the Phoenix King deemed that the last war had been merely the opening skirmish in a new age of destruction, and was determined to command the loyalty of Ulthuan's mightiest heroes. In the years that followed, other heroes would join Tyrion and Teclis at Finubar's side, some of whom would go on to become as famous as any of the Phoenix Kings.
Since then, the world as grown darker. Despite the series of magical wards raised around the island in the reign of Bel-Korhadris, Norse raids on Ulthuan have become ever more numerous. A horde of Goblins led by Grom the Paunch of Misty Mountain even managed to pillage eastern Ulthuan. Dark Elf raiders have continued to commit innumerable acts of piracy. The promise of a new golden age of peace has faded, and the Elves and their new allies have looked once more to their weapons.
For the Elves, the present holds both the promise of renewal and the threat of destruction. Their old enemies have grown stronger, while they in turn have become weaker. Ulthuan can still muster the mightiest fleets in the known world and its armies are rightly feared by its foes, and yet the High Elves are a shadow of their former glory. Indeed, many on Ulthuan feel the greatest days of the Elves have passed.
Yet every year brings new opportunities to win glory and fight against evil. There are still mighty Elf heroes, courageous warriors and mages willing to stand against the Dark Powers, and the mighty Dragons, though few in number, are turning restless in their long sleep. In the north, the Witch King stirs once more and the Widowmaker haunts the dreams of warriors, singing songs of forbidden glory to their desperate souls. Though they have dwindled and are weary, the High Elves still have a great part to play in the world before the final act of their long drama is played out.
The End Times
Between 2520 and 2523 IC massive daemonic incursions ravaged Ulthuan. The Phoenix King secluded himself in his tower and refused to lead the defense. There he came to the revelation that he and all the Phoenix Kings were cursed by Asuryan for being impostors who cheated their way through the flames via magical protection. Malekith projects his spirit form into Finubar's observatory and taunts him about everything that has come to pass. He then summoned a Bloodletter and locked Finubar in the room, and Finubar let the Bloodletter kill him as he saw suicide as the only option. Until 2524 the corpse of Finubar is not discovered. After that Tyrion was appointed Regent of Ulthuan. He was due to enter the flames and become the Phoenix King in a year's time. However, and unexpectedly, Malekith and the rest of the Druchii abandoned Naggaroth, and returned to Ulthuan. Tyrion drew the Widowmaker, and became Khaine's avatar. However, that was not enough, and the Witch King defeated Tyrion, and reclaimed his rightful place as the new Phoenix King.
When King Belegar sent messages to Karaz-a-Karak requesting aid, he got more than he bargained for. The relief force was ten thousand strong, all mail-clad Dwarfs led by none other than High King Thorgrim Grudgebearer himself. Thus was the siege once again lifted from the citadel fortress of Karak Eight Peaks, and a new offensive launched to re-enter the main halls below.
The High King commenced the attack by forcing passage through the Karag Nar gates, while King Belegar drove out of the fortified citadel. The fighting was fierce, with axe and hammer pitted against stabbing spears and Squig teeth. The fire of the Dwarfs' anger was hotter, however, and the presence of the High King turned the tide. The Dwarfs cleared the first two levels, their forces advancing towards the Great Hall. But Skarsnik, the leader of the Crooked Moon tribe, emptied his reserves, sending forth wave after wave of attackers. Amidst the forest of shattered pillars, the fighting raged for three blood-soaked days. Through sheer determination, the Dwarfs won the Great Hall, captured the Crooked Moon Standard and cast down the idol the Greenskins summoned to aid them, yet the Dwarfs did not have the numbers to hold their gains. Although it grieved them, the Dwarfs burnt their dead behind them and force marched back to their starting positions before the greenskins could recover, or the Skaven join the fray.
In the year 1350 IC (IV, 234) a Dwarf expedition led by Grungni Goldfinder descended from the Grey Mountains into Athel Loren. The Elves regard the Dwarfs as destructive, greed-filled, ugly creatures oblivious to the beauty of the natural world, who burn the forests to feed their machines and spend their lives devouted to grubbing in the earth searching for precious metals and stones. As such, when Goldfinder and his warriors advanced along the Pine Crags ravine, the Elven Lord Findul, hatred burning within his heart, quickly gathered his forces to attack.
The Elves peppered the Dwarfs with bowfire, infuriating the proud Grungni. Wishing to face his foe toe-to-toe, if not eye-to-eye, he ordered his troops into tight shield-walls and marched towards the Elven line. Thus the Dwarfs were drawn further into the ravine. Brightly painted Dwarf Slayers recklessly raced at the Elves, and were led deep into the forest, where they were slowly picked off one by one without ever getting close to their enemy. Elven mages ensured that the retreat of the Dwarfs was closed, as the forest closed ranks and ensnared the Dwarfs in the trap. Grungni, realising he was surrounded, formed his followers into a solid square shield-wall, but his doom was already assured. The Dwarfs were slowly cut down by the withering fire from the Elves. Grungni was the last Dwarf left alive, and he stood surrounded by his slain kin, swearing and bellowing in rage. The sister-twins of the Pine Crags, the legendary Naestra and Arahan, finally slew him, simultaneously sending arrows thudding into his eyes. The bones of the Dwarf expedition now adorn the eyries and nests of the majestic eagles and vicious warhawks that dwell in the heights of the crags.
The Battle at Shadow Fell occurred in VI, 207. At high summer, Ogre mercenaries, under the command of legendary Firebelly Gragtar Flameheart, found their route home through the Grey Mountains cut by a sprawling Greenskin horde. Fortune seemed bleak for the Ogres until the trees themselves came alive and a host of Wood Elves descended from the foothills. Though they joined the battle on the Ogre's side, Gragtar was greatly disappointed when they refused to stay for a victory feast of flame-grilled Orc.
"Ever since the time of Caledor the First, the closest bodyguards of the Phoenix Kings have come from the forested wilds of Chrace. These are the bravest of the young Elves of Chrace, chosen for the honour of serving the Phoenix King by ancient rites. Not all are worthy to serve, and each must demonstrate his skill and bravery by tracking down one of the fierce white lions that roam the dark forests and barren mountains of that land. When they find one they must kill it in hand-to-hand combat and take its pelt. Those that have proved themselves wear the cloak of the white lion as a sign of their undoubted courage and may serve the Phoenix King as one of his bodyguard. "
—Recounted by Unthwe Windrider, Herald of the Phoenix King
The White Lions have served as the personal guard of the Phoenix King since the time of Caledor the First. Whilst hunting in Chrace, Caledor received news that he was to be next Phoenix King. He immediately took the road to the Shrine of Asuryan, but was intercepted by Dark Elf Assassins. He would surely have died, but for the intervention of a party of Chracian woodsmen who swept out of the forest to defend him. The Chracians slew the Dark Elves and, thereafter, saw Caledor safely to the Phoenix Shrine, employing every iota of their woodcraft to avoid further Dark Elf ambushes that lay in their path. Caledor's first act, once crowned as Phoenix King, was to form the Chracians into an official bodyguard based in Lothern.
A warrior can only join the ranks of the White Lions after displaying considerable valor and skill upon the battlefield. He must then also complete the traditional rite of a Chracian warrior -- to hunt and kill a white lion. These great cats are amongst Chrace's fiercest creatures; they stand as tall at the shoulder as a horse, and a swipe of their claws is enough to shatter a spine. There are accounts of prides of white lions ravaging convoys, and even attacking isolated villages, should they become hungry enough. To slay such a beast is therefore an exceptionally difficult task but, if the warrior succeeds, he is entitled to wear the lion's pelt as a mark of courage. The thick pelt has another use too -- worn over armor, it offers excellent protection against arrows and shot.
Although every Phoenix King since Caledor the Conqueror has offered his bodyguard their choice of replacement weaponry, the White Lions continue to proudly bear the traditional woodman's axe into battle. Many of the axes are ancient heirlooms, handed down from father to son across centuries untold, yet they never lose their keen edge, and can fell a tree or cleave a man in half with but a single blow. White Lion regiments are often dispatched to join the armies of Ulthuan during times of particular danger, tasked with protecting High Elf generals and mages, or bolstering the overall strength of the army. White Lions are renowned for their unflinching courage in the face of overwhelming odds and terrible horrors, protecting their charge whatever the foe and regardless of the danger to themselves.
Lion Pelt: The white lion's pelt protects the warrior against light missiles by entangling arrowheads and the equivalent in its thick fur.
Woodsman's Axe: The White Lions carry a heavy axe based upon the native Chracian design of the woodsman's axe. They are extremely skilled in the handling of these weapons, using them to fight bears, lions and even more monstrous creatures as well as marauding.
Warhammer Fantasy is a high fantasy fictional universe created by Games Workshop and used in many of its games, including the table top wargame Warhammer Fantasy Battle, the Warhammer Fantasy Roleplay (WFRP) pen-and-paper role-playing game, and the MMORPG Warhammer Online: Age of Reckoning.
You will learn about all the warhammer tame line and universes.