How Long Does A Faction Change Take 2019



Creative Assembly makes promotional skill posters for each Legendary Lord.
  1. Terise-blades-edge (Terise) 29 July 2019 03:26 #2 The estimate is only an estimate if nothing goes wrong. It can take up to 72 hours, depending on bank processing times. Make sure you check your order history to ensure it went through successfully and it says complete.
  2. Totally Accurate Battle Simulator - Totally Accurate Battle Simulator is a wacky physics-based tactics game. Experience accurate warfare through the ages, TABS uses state of the art physics-based simulation to provide you with never-before-seen insight to our greatest battles of history.- 'This doesn't look like real history at all';- "At least the helmets look correct"- "What.
  3. ©2020 Blizzard Entertainment, Inc. All rights reserved. All trademarks referenced herein are the properties of their respective owners. Do not sell my personal.

Secure.gov websites use HTTPS. A lock ( ) or means you’ve safely connected to the.gov website. Share sensitive information only on official, secure websites. Not sure if this is because I'd done the Blood Oath of the Netherwing quest that follows (I had not done the next quest, that instructs you to go to Netherwing Ledge or started the dailies, I was still 0/3000 into Neutral after the faction change), because I was attempting to do it so long after my original faction change, or if it's simply.

Looking for something else? See our Lord disambiguation page.

Legendary Lords or LLs are powerful individuals from Warhammer Fantasy lore. In Total War: Warhammer and its sequels, they are Lords (a type of character unit) who are playable in the campaign, multiplayer and custom battles. Each campaign must be started with the player choosing a legendary lord + faction.

Most legendary lords lead their own faction that is unique to them. However in a few cases, multiple legendary lords may share the same faction. This is explained in detail below.

During a campaign, players can also recruit other legendary lords for their race through diplomacy, completing certain objectives or other means.

Note there is also unique lords, which are different to legendary lords.

  • 6Total War: Warhammer II Legendary Lords

How Legendary Lords work[edit | edit source]

Recruiting legendary lords:

  • In campaign, only one of each Legendary Lord can be recruited at a time - they are unique. For instance, there can't be two of Karl Franz on the campaign map.
  • When starting a campaign, players pick a faction and then a Legendary Lord to begin with.
  • Some factions have multiple legendary lords available.
    • In this case, the player must pick one to start the campaign with and then must complete certain objectives to 'unlock' his/her faction's other legendary lords for recruitment.
  • If a legendary lord belongs to a different faction (of the same race), the player may instead confederate that faction to gain access to the legendary lord.

Skills, abilities and effects:[edit | edit source]

  • Beyond being powerful units in battle, they have access to unique Legendary items, which are especially powerful and cannot be lost in campaign battles.
    • See Total War: Warhammer items#Legendary items and Total War: Warhammer II items#Legendary items.
  • Each one has a unique skill tree with personalised skills and abilities.
  • Each LL will start the campaign with additional units in their army which are higher tier. For instance Tyrion begins with a Silver Helms (Shields), Ithilmar Chariot and White Lions of Chrace.
  • Each LL has their own special effects which apply if they are chosen to start the campaign. These effects may be specific to themselves, their army, or their entire faction.

Character traits:[edit | edit source]

  • Legendary lords may have special unique character traits given to them.
  • Defeating a Legendary Lord in Total War: Warhammer II will grant a special trait to the lord that does it. Each LL grants a different trait.
  • See Legendary Lord character traits for more info.

Other info:[edit | edit source]

  • During a campaign, when engaging in diplomacy with a playable faction, that faction will have a Legendary Lord representing them as the faction leader.
  • Some legendary lords require paid DLC to play as, others may be free but require the player to download them from Steam manually.
  • Legendary Lords will have special quest missions, which often culminate in a set piece battle and the lord gaining a legendary item.
  • Legendary Lords cannot permanently die (only be temporarily wounded) unless their entire faction is wiped out.

Total War: Warhammer Legendary Lords[edit | edit source]

These are all the lords that were added in Total War: Warhammer.

Total War: Warhammer is no longer updated, so this is the final list for that game.

Click 'expand' to expand the table.

Legendary lords introduced in Total War: Warhammer
RaceFactionLord nameCampaign unlock requirementsRequired DLC
DwarfsDwarfsThorgrim GrudgebearerClear 8 GrudgesBase game
Ungrim IronfistOccupy Karak Kadrin in Peak PassBase game
GrombrindalConstruct a Monument of GrimnirFree download on Steam
Clan AngrundBelegar IronhammerN/AThe King and the Warlord
The EmpireThe EmpireEmperor Karl FranzConfederate with another factionBase game
Balthasar GeltConstruct the Altdorf Conclave of Battle WizardsBase game
Volkmar the GrimConstruct a Temple of SigmarThe Grim and the Grave
Vampire CountsVampire CountsMannfred von CarsteinOccupy all of Eastern and Western SylvaniaBase game
Heinrich KemmlerConstruct a Forbidden LibraryBase game
Helman GhorstChoose the Assimilate post-battle option 10 timesThe Grim and the Grave
Von CarsteinVlad von CarsteinAvailable on Turn 1Free, no download required
Isabella von CarsteinAvailable on Turn 1Free download on Steam
GreenskinsGreenskinsGrimgor IronhideChoose the Slaughter post-battle option 10 timesBase game
Azhag the SlaughtererConstruct a Shaman's HutBase game
The Bloody HandzWurrzagN/AFree download on Steam
Crooked MoonSkarsnikN/AThe King and the Warlord
BeastmenBeastmenKhazrak the One-EyeChoose the Sacrifice post-battle option 10 timesCall of the Beastmen
Malagor the Dark OmenConstruct a Ritual MoundCall of the Beastmen
Morghur the ShadowgaveConstruct a Pits of HorrorCall of the Beastmen
Warriors of ChaosWarriors of ChaosArchaon the EverchosenChoose the Sacrifice post-battle option 10 timesChaos Warriors Race Pack
Sigvald the MagnificentAwaken 4 Norscan TribesChaos Warriors Race Pack
Kholek SuneaterConstruct a Dragon Ogre GatheringChaos Warriors Race Pack
BretonniaBretonniaKing Louen LeoncoeurN/AFree download on Steam
BordeleauxAlberic de BordeleauxN/AFree download on Steam
CarcassonneThe Fay EnchantressN/AFree download on Steam
Wood ElvesWood ElvesOrionN/ARealm of the Wood Elves
ArgwylonDurthuN/ARealm of the Wood Elves
NorscaNorscaWulfrik the WandererN/ANorsca (DLC)
WintertoothThroggN/ANorsca (DLC)

Total War: Warhammer II Legendary Lords[edit | edit source]

These are all the legendary lords added so far for Total War: Warhammer II.

All the first game's lords are playable in Mortal Empires. Some of them have been changed for the second game. Scroll down further for another table showing that.

Legendary lords introduced in Total War: Warhammer II
RaceFactionLord nameRequired DLC
BretonniaChevaliers de LyonesseRepanse de LyonesseFree download on Steam
The EmpireThe Huntsmarshal's ExpeditionMarkus WulfhartThe Hunter and the Beast
GreenskinsBroken AxeGrom the PaunchThe Warden and the Paunch
High ElvesEataineTyrionBase game
Order of LoremastersTeclisBase game
NagarytheAlith AnarFree download on Steam
AvelornAlarielle the RadiantThe Queen and the Crone
YvresseEltharionThe Warden and the Paunch
Knights of CaledorImrikFree download on Steam
Dark ElvesNaggarondMalekithBase game
Cult of PleasureMorathiBase game
The Blessed DreadLokhir FellheartFree download on Steam
Hag GraefMalus DarkbladeThe Shadow & The Blade
Har GanethCrone HellebronThe Queen and the Crone
Wood ElvesHeralds of ArielSisters of TwilightThe Twisted and the Twilight
Wargrove of WoeDrychaFree in Mortal Empires, if you own Realm of the Wood Elves
LizardmenHexoatlLord MazdamundiBase game
Last DefendersKroq-GarBase game
TlaquaTiktaq'toFree download on Steam
Cult of SotekTehenhauinThe Prophet and the Warlock
ItzaGor-RokFree download on Steam
Spirit of the JungleNakai the WandererThe Hunter and the Beast
SkavenClan MorsQueek HeadtakerBase game
Clan PestilensLord SkrolkBase game
Clan RictusTretch CraventailFree download on Steam
Clan EshinDeathmaster SnikchThe Shadow & The Blade
Clan SkryreIkit ClawThe Prophet and the Warlock
Clan MoulderThrot the UncleanThe Twisted and the Twilight
Tomb KingsKhemriSettra the ImperishableRise of the Tomb Kings
Court of LybarasHigh Queen KhalidaRise of the Tomb Kings
Exiles of NehekGrand Hierophant KhatepRise of the Tomb Kings
Followers of NagashArkhan the BlackRise of the Tomb Kings
Vampire CoastVampire CoastLuthor HarkonCurse of the Vampire Coast
DreadfleetCount NoctilusCurse of the Vampire Coast
Pirates of SartosaAranessa SaltspiteCurse of the Vampire Coast
The DrownedCylostra DirefinCurse of the Vampire Coast

First game lords[edit | edit source]

In Total War: Warhammer II, first game lords are all playable in the Mortal Empires campaign. However, there has been many changes and updates to them. Click 'expand' to expand the table.

In this table, 'base game' means the first game, which is required to play Mortal Empires.

TWW1 Lords playable in the second game --
RaceFactionLord nameCampaign unlock requirementsRequired DLC
DwarfsKaraz-a-KarakThorgrim GrudgebearerClear 8 GrudgesBase game
GrombrindalConstruct a Monument of GrimnirFree download on Steam
Karak KadrinUngrim IronfistN/ABase game
Clan AngrundBelegar IronhammerN/AThe King and the Warlord
The EmpireReiklandEmperor Karl FranzConfederate with another factionBase game
Volkmar the GrimConstruct a Temple of SigmarThe Grim and the Grave
The Golden OrderBalthasar GeltN/ABase game
Vampire CountsSylvaniaMannfred von CarsteinOccupy all of Eastern and Western SylvaniaBase game
Helman GhorstChoose the Assimilate post-battle option 10 timesThe Grim and the Grave
The Barrow LegionHeinrich KemmlerN/ABase game
Von CarsteinVlad von CarsteinAvailable on Turn 1Free, no download required
Isabella von CarsteinAvailable on Turn 1Free download on Steam
GreenskinsGrimgor's 'ArdboyzGrimgor IronhideN/ABase game
BonerattlazAzhag the SlaughtererN/ABase game
The Bloody HandzWurrzagN/AFree download on Steam
Crooked MoonSkarsnikN/AThe King and the Warlord
BeastmenBeastmenKhazrak the One-EyeChoose the Sacrifice post-battle option 10 timesCall of the Beastmen
Malagor the Dark OmenConstruct a Ritual MoundCall of the Beastmen
Morghur the ShadowgaveConstruct a Pits of HorrorCall of the Beastmen
Warriors of ChaosWarriors of ChaosArchaon the EverchosenChoose the Sacrifice post-battle option 10 timesChaos Warriors Race Pack
Sigvald the MagnificentAwaken 4 Norscan TribesChaos Warriors Race Pack
Kholek SuneaterConstruct a Dragon Ogre GatheringChaos Warriors Race Pack
BretonniaCouronneKing Louen LeoncoeurN/AFree download on Steam
BordeleauxAlberic de BordeleauxN/AFree download on Steam
CarcassonneThe Fay EnchantressN/AFree download on Steam
Wood ElvesTalsynOrionN/ARealm of the Wood Elves
ArgwylonDurthuN/ARealm of the Wood Elves
NorscaWorld WalkersWulfrik the WandererBeat Wulfrik in battle to confederateNorsca (DLC)
WintertoothThroggBeat Throgg in battle to confederateNorsca (DLC)

See also[edit | edit source]

Retrieved from 'https://totalwarwarhammer.gamepedia.com/Legendary_lords?oldid=82361'

Government

Compared to other continents in Aerune, the island Haldanghast, despite its large size, has a relatively centralized government. This government, The United Ossuary, is an amalgamation of both the various Ossuaries and the Oathkeepers. Within this government, however, there are multiple factions. The following factions are included in this write-up and do not include religious organizations:

  • The United Ossuary
  • The Oathkeepers
  • The Oathsworn (not PC-playable)
  • The Ossuarians
  • The Geistwalk


The United Ossuary

The Mire had never suited Belinda Skelletskald– all the same, governmental work was governmental work, and she wasn’t one to complain about a particularly obnoxious assignment. Brushing a distressingly large mosquito out of her face, Belinda pulled her notebook from her satchel. She reviewed her papers and sighed. Previous assignments had been simple: brief check-ins to make sure the Ossuaries and Archives were in working order– which was to say not covered with the mold that seemed to overtake rapidly any wooden building in the swamp. This time, however, was a bit dicier: a Bonespeaker shrine, unclaimed by the Deathwalk Church, gave off faint traces of the Foul. Or at least that’s what the Geistwalkers had reported. Officer Skelletskald felt a shiver run up her back. Putting away her notes, she looked up to Geistwalker Hayden, fully armed as they steered the covered raft. “Any idea how long until we reach Luttengesper?” she asked.

The Geistwalker chuckled and looked back at her. “Only another hour,” they said. “Unless, of course, the Blackwater Forces find us first.”

Stories of Haldanghast

The United Ossuary, however loose their control, is the most prominent organization in Haldanghast. The United Ossuary has direct control over the two city-state nations, Vyrglas and Knochenvale, as well as Devil Maw and Ragrabbit. It has embassies and alliances within the Bloodwet Mire and theMerhausen of the Brightwater Sea. While the Bloodwet Mire is under the control of the Witchqueen, the Witchqueen maintains a formal alliance with the United Ossuary, and, accordingly, invites their presence in her territories. Only the Undead Lords of the Blackwater Holds stand in direct opposition to the United Ossuary.

The purview of the United Ossuary is simple: a secular organization, they make sure that every nation:

  • Has access to an Ossuary: The United Ossuary considers access to a working Ossuary a fundamental right. Particularly in far-flung locations, UO officers check the condition of and access to Ossuaries. Ossuarians within UO ranks tend to repair and maintain unfit Ossuaries, as well as launch building and requisition projects.
  • Has access to an Archive: Archives, which contain records of Oaths, are one of the fundamental pieces of life in Haldanghast. Oathkeepers working within the UO check Archives and ensure they are properly staffed and magically warded.
  • Has a record of every citizen’s Oath: Particularly in the event of a large immigration, Oathkeepers ascertain and assist with the documentation of individual Oaths and their appropriate filing.
  • Follows the direction of the Oathkeepers and/or their local governance: While the UO has little in the way of martial power, they assist in the public well-being of individual nations. Within the nations they directly control, they are more obviously present.
  • Maintains largely peaceable relations with other nations: While “largely peaceable” is subjective, the UO attempts to maintain cordial social, political, spiritual, and economic ties between nations.
  • Has an active Goldkey Gate: Goldkey Gates are understood to be the arcanical centers of individual nations. While the Goldkey Gate in Knochenvale is the largest and most powerful, every nation has a Goldkey Gate. Oathkeepers within the UO attend to these gates.
  • Does not practice Malediction: Foul Magic is forbidden in Haldanghast, particularly in its connection to exploitation of skeletal material. The UO determines presence of Malediction and calls in martial forces, such as the Geistwalkers of Oathkeepers outside the UO, to deal with it.
  • Is licensed for use of the Twisted Magics: Various Twisted Magics, particularly Delirium and Chaos magic, are more or less allowed throughout Haldanghast. They are, however, heavily monitored by the UO.

Beyond these simple tenets, complex in their nuances, the United Ossuary does very little. As compared to the Geistwalkers, the United Ossuary are generally seen as a bit bookish and less given to action.

Costuming: UO members generally wear civilian clothing. When on duty, however, they wear a black sash placed diagonally over the torso. The sash is sometimes decorated with insignia of their family, religion, or other memberships.

PCs may play a low-ranking member of the United Ossuary. A PC would serve as a clerk, officer, or Oathkeeper/Ossuarian assigned to the position. This position would not give any PC direct control over other PCs, though would command respect and/or the appropriate roleplay interaction. PCs are expected to be respectful of other players’ experiences while playing any Faction member.

If you are a member of the UO, you may not be a member of the Geistwalkers or the Charnel Order. While UO members may be members of the Oathkeepers or the Ossuarians, their duties are to the UO first.

The Oathkeepers and the Oathkeepers’ Guild

Chancellor Silverstern picked at the fabric of her robes. She felt awkwardly official– she seldom wore the embroidered robes in public, as she worried that it called to much attention to her person. All the same, as the new Chancellor serving Ragrabbit, she had to suggest some level of authenticity. But what was she to do with the influx of outsiders? How was she supposed to explain, with seemingly boundless patience, exactly why they had to sign the Oath? And how was she supposed to keep track of everything without a proper Archive? And what was a Mireway Elf doing as a Chancellor in Ragrabbit? Suddenly, Knochenvale seemed very, very far away.

Stories of Haldanghast

While the United Ossuary is the bulk of Haldanghast’s bureaucratic force, the Oathkeepers are the true unofficial governing body of Haldanghast. Oathkeepers are responsible for Oaths: the arcanical contracts that hold the people of Haldanghast together. (Out-of-Game Note: Write-up forthcoming.) The Oathkeepers are also one of the most martially trained forces in Haldanghast: rivaled only by the Geistwalkers, the majority of Oathkeepers train in either magic or weaponry. This is because of the specific nature of their work.

Foremostly, Oathkeepers make sure people document their personal Oaths. At the age of 16, every Haldanghaster is required to swear an Oath unique to them. (The exception being the Geistwalkers and the Brigheksewache, who swear collective Oaths.) While these Oaths may change over time, and sometimes multiple times in a given year, all Haldanghasters are required to report to an Archive to document these Oaths. This administrative process requires significant travel, so many Oathkeepers spend the majority of their lives traveling around Haldanghast as mobile Archivists. While the Oathkeeper Headquarters are located at the Southern Gate of Knochenvale, the Archives and Goldkey Gates they control are spread throughout the continent. Individuals within Haldanghast are permitted a decent amount of freedom with their Oaths, though they must be approved by the Oathkeepers. All Haldanghasters with approved Oaths carry official Oathpapers on their person. They are expected to have these papers available for inspection at any given time.

In addition to clerical work, Oathkeepers also serve as the front-line against demonic incursions. Demons, devils, and all manners of infernal magic are distressingly common in Haldanghast, and Oathkeeper warriors are specifically trained to fight demons. While not Oathkeepers are trained in such tactics, many Oathkeepers consider demon fighting the true duty of a skilled warrior: demons, afterall, are the primary entities that tempt people from their Oaths. Because of their training, some Oathkeepers also occassionally help Geistwalkers with the ongoing war in the Blackwater Holds.

All Oathkeepers are subject to the Oathkeepers’ Guild, a large board– out of Knochenvale– staffed by 20 popularly elected Chancellors and a High Chancellor elected by the 20 other Chancellors (currently High Chancellor Gavin Spinneschreict). In addition to the Chancellors, all Oathkeepers who are not UO employees are members of the Guild.

Costuming: The Oathkeepers generally wear clothes of the citizenry, but, when on duty, wear the black, sleeveless robes of their station. The Oathkeepers are also recognized by the emblem of their work: a golden skull over two crossed golden keys.

PCs may play a low-ranking member of the Oathkeepers. A PC would serve as an archivist, a warrior, or a clerk. A PC may not be a Chancellor. This position would not give any PC direct control over other PCs, though would command respect and/or the appropriate roleplay interaction. PCs are expected to be respectful of other players’ experiences while playing any Faction member.

If you are a member of the Oathkeepers, you may not be a member of the Geistwalkers or the Charnel Order. Generally Oathkeepers who are members of the UO are less involved in the Guild.

The Oathsworn

La’Kateri was undeniably beautiful– if in a frightening way. Indeed, her finery and jewelry was meant to emphasize the horns growing from her temples, as well as her canine teeth, sharpened to deadly points. Beautiful or not, however, her presence in Knochenvale was never welcome: it meant that someone had broken an Oath, and she was here to collect her tithe. The smirk on her face, and the graceful sidle with which she approached the Southern Gate, demonstrated just how much she enjoyed such an activity.

How long does a faction change take 2019 wranglerStories of Haldanghast

While the Undead Lords are abjectly the most terrifying force in Haldanghast, the Oathsworn are the most troublesome. This is partially because, for whatever reason, they are accepted by all the larger governmental forces as a necessary evil. Or potential evil, at least.

The Oathsworn are a group of demon-bound that assure that the Oathkeepers do their work. When Oaths are broken in Haldanghast, and the Oathsworn find out, they demand a tithe. No one is sure exactly what the nature of this tithe is, as few people have experienced it. Those who have experienced it are generally silent about its nature. In general, the Oathsworn are secretive and only the Chancellors seem to understand their working and politics. They are understood as a part of Haldanghast’s government, though discontent among the general populace is growing. (Out-of-game note: It is generally suggested you do not start game having broken an Oath. If you have, however, you have not yet met a member of the Oathsworn, but may over the course of the game.)

There are rare instances in history when Oathsworn troops have waged war on the Witchqueen’s forces. About 250 years ago, one of the Witchqueens was assassinated by an Oathsworn member. For this reason, Mirekept are generally mildly hostile towards Oathsworn. Most Haldanghasters, at the very least, do not like the presence of an Oathsworn.

(As a note: Demon-Bound are exceptionally rare in Haldanghast: the only demon-bound that do not cause immediate suspicion and revulsion are those demon-bound of the Geistwalk who took on the binding to ensure the safety of the Mire. Even these, however, are largely considered tragic.)

Costuming: The Oathsworn are recognized only by their appearance as demon-bound, and the runes carved into their faces. As they are not a common presence in Haldanghast, and do not operate out of any given place, the average person might think they are a particularly strange Mireway Korred.

PCs may not start as a member of the Oathsworn. In general, the Oathsworn are understood as a group of people trending towards the wicked side of morally grey.

If you are a member of the Oathkeepers, you are generally expected to treat the Oathsworn with professional neutrality, if not outright respect. You recognize them as part of Oaths.

The Ossuary and the Ossuarians/The Charnel Order

Benny One-Penny shrugged. The question was one he was used to answering, “How did a Mireway Korred from the Grotblod Knot become an Ossuarian in Vyrglas?” He never had a good answer for it. Some days he simply answered, “luck.” Other days he retorted, “Better than the smell of swamp goats.” Still other days he himself wondered why he was here. Deep down, he imagined he had always wanted to live in one of the cities, and the task of an Ossuarian provided that. He liked tending the little Deathwalk Church, located in the smoggy working class district. Even if he’d never be a member of the Charnel Order– not with the horns, anyways– he could enjoy the simple work of cleaning the dead, preparing their bodies, and decorating their skeletons for display and reverence. Most days, he followed the pleasure of Vyrglaser aesthetics: gems set into chains, draped across the cranium and wound through the mandible. Some days, however, he brought a bit of the Knot to his decorations: vines and nets and silly little drawings that told folktales too often lost to the swamp.

Stories of Haldanghast

Similar to the Oathkeepers, the Ossuary, and its technicians called the Ossuarians, are one of the single greatest religious presences in Haldanghast. Most Ossuarians practice some form of Gloaming magic and a good deal of them practice Bonespeaking formally. Some Ossuarians, however, have committed themselves merely to the proper treatment of the dead.

The Ossuarians serve a unique purpose in Haldanghast: they tend to the bodies of the dead. Ossuarians are trained to wash, clean, and prepare the dead for proper treatment. Through various means, though generally dermestid beetle colonies, the Ossuarians prepare skeletons of the deceased. This involves not only the defleshing of the bones, but the subsequent decoration of the skulls and some skeletal elements. These bones are displayed in Ossuaries, of which there are thousands in Haldanghast. Decoration of such bones varies from culture to culture, and from individual to individual. (Out-of-game note: examples of decorated Ossuary props will be made available at a later date.)

The purpose of this practice is three-fold. Firstly, it serves as the conventional burial within Haldanghast: there are no graveyards in Haldanghast, partially due to the swamp and the lack of contained preservation available in such swamps. Secondly, as Bonespeaking allows for individuals to speak with the spirits of the dead, bones serve as a repository of history and information: speaking with the dead allows Bonespeaker Ossuarians to record past Oaths, stories, and incidences of bones with which they form a connection. Thirdly, it is generally considered bad practice to leave a body fleshed and untreated. The only place where bones remain uncollected are those that have fallen to the swamp, and are subject to the Undead Lords.

All Ossuarians are subject to the Ossuary, a centralized Ossuary in Knochenvale. However, as with the Oathkeepers, there are satellite Ossuaries throughout Haldanghast. These Ossuaries are tended to by Ossuarians, many of whom make the countless shrines to the dead their lifetime purview and home.

The Ossuary is home to the Charnel Order, a collection of the most respected Bonespeakers in Haldanghast. The Charnel Order consists of Bonespeakers who, however loosely, oversee the workings of the Ossuarians and those connected to the Ossuary. They also interact the most with the Oathkeepers and the United Ossuary. All Ossuarians must undergo a training and licensing program to become a recognized Ossuarian. These training programs are scattered throughout Haldanghast, but are most common and respected in Knochenvale and Vyrglas.

While Ossuarians deal with the bones of most dead, the Cults of Light and Shadow handle the bodies of those touched by the Foul. This is understood and regulated only by the Charnel Order.

Costuming: The Ossuarians of Knochenvale universally wear black, fitted garments, frequently decorated with bones and precious gems. All Ossuarians, if they are recognized by the Charnel Order, have somewhere on their person the emblem of the Ossuary: a gold skull on a black circle.

PCs may play Ossuarians. Ossuarians are generally equal in rank, and may also serve as Oathkeepers or members of the United Ossuary. Ossuarians are often religious in practice, but not always. PCs may not start game as a member of the Charnel Order. This position would not give any PC direct control over other PCs, though would command respect and/or the appropriate roleplay interaction. PCs are expected to be respectful of other players’ experiences while playing any Faction member.

The Geistwalk/Brigheksewache

How Long Does A Faction Change Take In Wow

The death of a Geistwalker was a lonely thing, Sister Hush thought sadly. She was glad the body had been returned home, to the Merhausen, and she dearly wished it might have been sent back to the family a decorated skull. Something to remind the family of the sacrifices accepted and the person that had been. Something that could speak on the secrets and the dreams and the warnings of the swamp. Such things, however, were not the practice: Geistwalkers were burned to ash. On the Brightwater Sea, such ashes usually were scattered on the waves. Sister Hush, when there was no one to take such remains, took it upon herself to mix the ashes with seawater and clay until they formed a thick white paste: as was the practice of the Redtide Elves, she would then take these to the Silent Caves. She would paint the walls of the caves with the ashy paint, decorating the caves with the names of the silent dead. It was the least she could do, she ventured. And perhaps, afterall, those who dead have earned their sleep should stay silent.

Stories of Haldanghast

The Geistwalk are an elite group of rangers and warriors who navigate the treacherous Mireway. Although they are relatively neutral in international affairs, they serve the Witchqueen as vigilant protectors of the Mire. While the majority of Geistwalkers are from the Mire, a small portion were born in other parts of the world: they joined the Geistwalk, generally, out of a desire to protect their nations from the dangers of the Mire, or a usually fatal love of adventure.

The Geistwalkers are the most heavily trained warriors in Haldanghast and their general prowess in unparalleled. This is because, while navigating the Mireway, they are also responsible for handling the resounding number of threats that call the swamp home.

In particular, the members of the Geistwalk are talented at fighting undead: the haunts, shadows, and ghouls that stalk the Mire, many of which are fiercely intelligent. This is due to the constant and seemingly insurmountable presence of the Undead Lords: the Foul warlords that long ago conquered the Blackwater Holds of the Mire. The Blackwater Holds, once the ancestral homes of the Merhausen, are now large swathes of poisoned, Maledicted swamp land.

The Geistwalk use a specific sort of magic that hinges on light and fire: it resembles most closely the candle magic of Aerune’s Kyrzenwold.

In Haldanghast it is customary to let the Geistwalk speak first. They will announce themselves to strangers with the phrase, “My road is a dark and cold one.” Other members of the Geistwalk respond with, “but my heart is light and flame” to indicate their shared purpose. All others ought respond: “but you walk in light and flame.” Such a response is a sign of respect and allegiance to the pursuits of the Geistwalk.

I swear my fealty to the Brigheksedame, the Witchqueen of the Bloodwet Mire.

Unlike other Haldanghasters, the Geistwalkers swear an Oath unique to their organization. The Oath is as follows.

I swear my fealty to the magic of Gloaming, and its uncorrupted use.

I swear my fealty to the Bloodwet Mire, the Mireway, and all those Mirekept who uphold the goodness left in this place.

I swear my fealty to those Sovereign leaders who uphold light and goodness. I question them only if they walk against the Witchqueen or poison further the Mireway.

I question my enemies before I strike. I question my allies before I bend.

Of all things, I swear the following:

My road is a dark and cold one, but my heart is light and flame.

Cached

My face is a dark and cold one, but my heart is light and flame.

My words are dark and cold ones, but my heart is light and flame.

My sword is dark and cold, but my hand is light and flame.

This is my Oath, and I am of the Oathbound.

The Geistwalker Oath

Race Change - Blizzard Support

The confirmation of a Geistwalker, called “The First Walk,” is a serious and deeply personal affair. During The First Walk, the Geistwalker must spend a night by themselves in the Mireway. During this night, they are disallowed shelter and are provided only meager rations. Additionally, they are provided with a candle and materials to light a flame (the flame may be shielded by a lantern. As flame is one of the few things that seriously hurt the Undead, the Geistwalkers are expected to tend to the flame for the duration of the night. It is said, during this night, that the whispers of the swamp prove almost deafening.

After the night of reflection and defense of the flame is completed, the Geistwalkers board a vessel, and sail back, with their candle, to Brigaknoten and the First Heksenhaus of the Witchqueen. They add the flame of their candle to the Rose Pyre, an everburning fire that burns in the Hall of the Rose Throne; this fire is considered one of the most powerful centers of Gloaming magic in Haldanghast– it is, afterall, the funeral pyre of the Witchqueens. After they have completed this First Walk, they swear the Oath of the Geistwalker, and the Witchqueen pronounces them Geistwalker.

A select few of the Geistwalk, called the Brigheksewache, directly serve the Witchqueen. Such individuals are said to uphold rigid, secret vows in service to the powerful ruler.

Geistwalkers may leave the service of the Geistwalk at any time. Such a decision is respected and rarely questioned.

Additoinally, when Geistwalkers die their bones are not treated as other Haldanghaster bones are. Instead, the bones of the Geistwalker are cremated in funeral pyres. The origins of this practice are not well understand. The cremains are generally collected in urns and, according to the wishes of the Geistwalker or their fellow Geistwalkers, displayed or scattered.

Long

How Long Does A Faction Change Take 2019 Wrangler

Costuming: The Geistwalk dress all in black, mirroring the attire of the Witchqueen. Members of the Brigheksewache denote their status with a single slash of black paint somewhere on their face; Geistwalkers indicate their position with a diagonal slash of red. In terms of clothing, a black leather jerkin or tunic, accompanied by a black robe or coat, are the most minimal requirements of the Geistwalk; to these Geistwalkers add the emblem of the Geistwalk, a simple carved ornament– generally a pendant or brooch– with a lantern. (The Brigheksewache wear, in place of a lantern, a similar ornament depicting the skull of a monstrous deer.) The Geistwalk, particularly when appearing in a ceremony or within a city, also wear full black cloaks with either black feathered or black furred mantles. These cloaks, modeled after the mantle of the Witchqueen, are one of the most readily identifiable parts of the Geistwalk.

PCs who play Geistwalkers may not play members of another faction, though they are welcome to practice any in-game religion they like and will engage with plot of the other Factions. PCs may start as members of the Brigheksewache, though they should confer with staff. Compared to other factions, Geistwalker PCs should expect more difficult roleplay and more morally grey choices. The only PC available character to play that is potentially more difficult is to play a Red Tide Elf (write-up forthcoming) or a Demon-Bound. Additionally, this position would not give any PC direct control over other PCs, though would command respect and/or the appropriate roleplay interaction. PCs are expected to be respectful of other players’ experiences while playing any Faction member.

Limit Transfers To Alliance Before The Race In Battle Of ...

Most PCs should respect the Geistwalker position unless they have a character-driven reason not to.