The gor-herds are the great braying mass of the beastkin, the churning core around which every other horror of the wild woods gathers. A gor is a beastman in full — powerfully built, black-horned, and savage — and around the gors throng the ungors, smaller and more numerous and forever driven into the front rank, and behind them the whole menagerie of the dark forest. Together they make the warherds that men dread will come out of the trees in the night.
Such a herd knows no law but the strength of its chieftain. Rule falls to whichever gor carries the biggest horns and the bloodiest reputation, a Beastlord who holds his place by tearing the throat from any challenger, and beneath him the brays keep an order that owes nothing to drill and everything to fear. They shadow the roads and villages of the Empire as wolves shadow a flock, and they strike at dusk against a lone hamlet or a benighted patrol.
By the time the province's soldiery can march out, the herd has melted back into the trackless green, leaving only burnt thatch, broken bodies, and the herdstone behind. The beastmen have no cities to besiege and no lords to treat with, for they are the malice of the wild made flesh, and no border yet raised has kept them out.
Beastmen Brayherds
Order of battle
The Gor Herds field the units of the Beastmen Brayherds — a detachment from the roster:
Kindred formations
Other Beastmen Brayherds formations
Centigor WildherdsSwift-running herds of centigors that range far beyond the deep woods, overrunning waystations, toll bridges, and merchant caravans on the old forest roads. They strike drunk, fast, and laughing, and are gone before the dust settles. Where slower herds besiege, the wildherds simply arrive, ruin, and ride on.
Minotaur WarherdsHerds dominated by minotaurs, where doombulls rule through raw terror and the pecking order is settled in blood. A warherd on the march follows the smell of slaughter the way other armies follow banners. Even allied herds keep their distance once the bull-horned ones begin to feed.