Gor

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A typical Bovigor.2

Gors are some of the most common Beastmen, who form the bulk of the main fighting force. They represent an unholy union between man and beast, having human torsos and arms, but distinctly animal heads and legs. The latter can be either bovine or caprine, which is what divides Gors into Caprigors or Bovigors. This is more of an academic distinction, however, as both possess powerful wolfish fangs, heavy horns and thick beastly hides, allowing them to rival the resilience of the stoic Dwarfs or the degraded Ghouls. The latter helps to make up for the complete lack of armour, as Beastmen don't forge anything of their own and the metal they scavenge is hammered into weapons. While some Gors use wooden shields for some additional protection, it is much more common to see them fight with a pair of crude blades. This style certainly fits their Chaotic origins, which grant them the efficiency rivalling the ruthless training of Maradeurs.

When the Gors go to war, the do so banding in large herds, able to cover large tracts of land with alarming, Elven-like speed, due to their hooved legs. These wild creatures advance at the enemies without a semblance of discipline of organisation, the Foe-renders just pointing them where to go, all while braying, bawling and the like... at most times. Quite often, the herd's mood locks into the state of pure & unfettered rage, free from any inhibitions they might have had possessed before and intent to murder all that stands against them. Sometimes, they might even lose all their caution or sanity and just run at any enemy they encounter, intent to slaughter them all, no matter than implications.1

However, Gors are much more than just brutal rage: they also possess deep animal cunning. It is in no way unusual for the enemy regiment to face their herd in combat, only to have another, just as large, turn up behind them and attack in unison, surrounding the surprised soldiers and slaughtering them all. Of course, this perfect result is in no way guaranteed, as Beastmen track their prey by scent, and the outcome is thus completely reliant on its strength and their tracking capabilities. It is very common for the herd to only turn up in the general whereabouts of their quarry, or wait in indecision for the scent to become clearer. At times, they might even lose it completely and trudgingly come back, hoping for the better luck on the battlefield. After all, if it all goes wrong, Gors have no qualms about escaping to the wild whence they came, plotting for a another blow to the civilisation.1

Sources.