
No one converted the beastherds. While the other servants of the Dark Gods were still mortal men making terrible bargains, the beastfolk were already horned, hoofed, and howling, born of Chaos the way storms are born of weather. They call themselves the truest children of the Ruinous Powers, and it is difficult to argue: no temptation was needed, no pact signed, no soul sold. Chaos runs in them like sap through a tree, and they wear their corruption not as a curse or a gift but as a birthright older than any empire in the Mortal Realms.
Every realm has places the plow never tamed (black forests, howling steppes, hills where the light falls wrong), and it is from these that the brayherds come. A beastherd is nature's rage given horns: the forest's memory of every felled tree, the wild's grudge against every fence and furrow, gathered into muscle and spite. They erupt from the treeline without warning or mercy, a stampede of goring horns and rusted axes, and by the time the militia bells ring it is usually far too late.
The Beasts of Chaos do not conquer, for conquest means wanting what the enemy has built. They despoil. A settlement that falls to the beastherds is not occupied but unmade: its walls toppled stone from stone, its fields fouled, its roads swallowed by root and briar until the wild closes over the scar. Where warlords of other Chaos hordes dream of thrones, the beastfolk dream of a world with nothing left to sit on: every temple a mound of rubble, every proud city a clearing where the herds graze among the bones.
At the heart of each desecration the herds raise a herdstone, a jagged monolith heaped with skulls and offerings, and around it the bray-shamans work rites that make the land itself sicken and warp. There the greatfrays feast, sacrifice, and nurse the oldest grudge of all: that the gods they serve most faithfully favor them least. The beastherds were promised nothing by anyone. They fight on regardless, patient as rot, certain in their braying hearts that when the last wall falls, the truest children of Chaos will be all that remains.
Units
BestigorsElite · InfantryThe proudest and most powerful of the true-horns: armoured herd-champions whose great axes shear through shield-walls like rotten fences.
BullgorsElite · Monstrous InfantryBull-headed man-mountains of the warherds, driven by a hunger for blood that grows sharper with every kill.
CentigorsCavalry · BeastsDrunken, half-horse beastmen who thunder across the battlefield in a reeling charge, Centigors are swift, savage, and belligerently unpredictable.
Chaos WarhoundsScout · BeastsFeral, Chaos-touched hunting dogs that range ahead of the warherd in snarling packs, running down stragglers and screening the beastmen's savage advance.
CygorBehemoth · MonsterA colossal, one-eyed beast blinded to the material world but able to see and devour magic itself, the Cygor hurls boulders and hunts wizards across the battlefield.
Dragon OgorsElite · Monstrous InfantryAncient storm-scaled giants, older than the beastherds themselves, who wake from their mountain-sleeps whenever thunder rolls to war.
GhorgonBehemoth · MonsterA four-armed avalanche of muscle, bone-blades, and appetite: the hunger of the warherds swollen into a living siege engine.
GorsBattleline · InfantryThe horned heart of the brayherds: braying, axe-wielding beastmen who fight in rampaging mobs and settle every question with the gore of a horn.
JabberslytheBehemoth · MonsterA nightmarish amalgam of toad, insect, and serpent whose very appearance drives men to madness and whose boiling blood scalds all who dare to strike it down.
RazorgorsBeast · Monstrous BeastEnormous, foul-tempered wild boars twisted by Chaos, Razorgors are near-unstoppable once they charge, goring and trampling all before them in a mindless rampage.
Tuskgor ChariotCavalry · ChariotA crude war-chariot drawn by vicious tuskgors, this beastherd machine smashes into the enemy line in a splintering charge of blades, tusks, and trampling hooves.
UngorsBattleline · InfantryThe stunted lesser kin of the herds: spiteful, spear-clutching wretches driven into battle first and fed last.
Characters
Beastlord RhakarrThe Gore-CrownedA scarred and cunning beastlord who rules his warherd through sheer ferocity, leading from the front with a pair of notched blades and a crown of enemy skulls.
Grashrak FellhoofThe DespoilerA venom-tongued great bray-shaman who preaches the gospel of ruin, and led his handpicked despoilers into the living mountain of Beastgrave.
Great Bray-Shaman AshrukThe Dark ProphetA towering prophet-shaman who hears the whispers of the wild gods in wind and root, leading his warherd on pilgrimages of ruin against the works of civilisation.
Kravok SkullhornThe Brass-HornedA monstrous Doombull whose hunger for slaughter borders on madness, Kravok leads the bullgor herds in an endless, bellowing quest to gorge on ever-mightier prey.
MorghurShepherd of ChaosThe deathless corruptor of the beastherds: a spirit of pure mutation that wears bodies like masks and turns the living world to spawnflesh wherever it walks.
Subfactions
AllherdThe largest and most domineering of the greatfrays, the Allherd hold that every beastherd in the Mortal Realms is merely a strayed fragment of their own vast horde. Their beastlords rule through brute charisma and their bray-shamans through dread, calling herds from across the realms until the ground itself shakes with a single enormous stampede.
DarkwalkersNomads even by the standards of the beastherds, the Darkwalkers travel the hidden paths of the realms: game trails, shadowed ways, and forgotten crossings no map admits exist. They venerate the untamed wild itself, and their ambushes fall so suddenly that survivors swear the forest opened its own gates to let the beasts through.
GavespawnThe Gavespawn revere Morghur the Shadowgave, the deathless corruptor whose spirit they believe lives on in every mutation. Where other herds cull the malformed, the Gavespawn exalt them, and their mightiest champions are said to carry a shard of Morghur's formless essence, passed on in blood whenever a bearer falls.
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