Morghur the Shadowgave is a Beastmen Legendary Lord introduced in Total War: Warhammer with the Call of the Beastmen DLC. Also known as Morghur the Corruptor, Morghur does not care for the world as it is, preferring to remake it according to his ever-changing whims.
In the campaign of Total War: Warhammer II and onwards, he leads the Warherd of the Shadowgave faction.
The vile, twisted creature known as Morghur is the essence of mutation and corruption given form. His coarse hair is woven through with gibbering, shrieking skulls, and his form flows and reshapes with every passing second. Morghur's lair is deep within a cave near the Forest of Arden. The dank, stone walls flow like water in his presence, constantly reforming to mirror the dark visions that plague him. Morghur's mind is filled with images of destruction and desolation. Hatred boils within his heart, and he is consumed with the desire to make his waking-dreams become reality—to rip down civilisation in all its forms, to shatter order wherever it is found and to change the world constantly and randomly. As he walks the world, everything in his presence is irrevocably twisted. Grass grows in disturbing patterns beneath his hooves, streams flow backwards and animals mutate horribly.
- ▲ Aura of Transmutation : Morghur's Ruinous, transformative aura protects him from damage most of the time, but he is vulnerable whilst it recharges.
- ▲ Poison Attacks: The poisonous attacks of this unit weaken the target's speed and damage and/or apply the Poison! debuff.
- ▲ Regeneration: Regeneration allows a unit to heal while in battle. Fire is known to harm this healing process, so be warned that flaming attacks will cause more damage to units with Regeneration.
Campaign starting units
The Old World
- Chaos corruption: +5
- Immune to Athel Loren and Awakened Forest attrition (Lord's army)
- Magic resistance: +20% (Lord's army)
- Morghur will always remain wounded for no more than 1 turn
- Passive ability: Aura of Vile Transmutation
- Raiding stance is upgraded to Despoiler raiding stance which spreads corruption and attrition
- Stave of Ruinous Corruption - confers the ability to summon a unit of Spawn of Shadowgave in battle.
|Primary objective||The Seeds of Hate||The Beastmen rise from their forests and their filth, frothing over with fury at the 'civilisation' of man. They clamour for blood.|
|Bonus objective I||Eat Your Fill||Beastmen despise the notion of civilisation that man so adores. The land is fit only for reaping - to be despoiled and gorged upon. And so the herd ravages the land, claiming it for themselves.|
|Bonus objective II||Beastly Machinations||What dark and devious machinations do the Bray-Shamans devise? What brutality can the Gorebull wreak? Ahead of the vanguard, in amongst the foe, they demonstrate their terrible abilities and sow the seeds of man's destruction.|
|Bonus objective III||The Call to War||The herd is a mighty, unruly clamour of untempered wills, furious temperaments and single-minded hatred of mankind. Unusually, disunity is their greatest strength - the larger the herd, the greater the force they bring to bear.|
|Bonus objective IV||Riches to Ruins||The Empire of man rises above the world, stone-clad and armoured in ignorance. No stone can be left unmarred, no man left standing. It all must burn, and Morghur must spread this ceaseless fire throughout the world.|
|Bonus objective V||Ex-Men||The fire must spread throughout the world of man as surely as it would spread through a forest; their brittle bodies are the kindling from which this inferno will propagate, until they are reduced to blackened cinders - no more than a blackened mark on the world.|
|Primary objective||Bitterness Grows||From afar, the Beastmen watch the cities of man with a baleful gaze, longing to tear apart that which they so detest. And so it comes to pass.|
|Bonus objective I||Riven Land||The world was once riven by Chaos; torn asunder by powers beyond mortal understanding. And so the Beastmen strive to return the world to such a state, one ruined landscape at a time.|
|Bonus objective II||The Call to Dark Deeds||Though the herd knows the power and rage of direct assault best of all, there is utility in the machinations of a Bray-Shaman, or the direct, single combat of a towering Gorebull.|
|Bonus objective III||Man & Beast||It is not only man for whom the Beastmen's rage burns. The world itself inflames their ire, and anything that walks upon it - man OR beast - risks a reckoning with the herd, overwrought with unquenchable fury.|
|Bonus objective IV||Summoning Ruin||The herd must grow ever stronger. Worshipping before the Herdstone, feasting beneath the forest canopy, the Beastmen grow ever greater in numbers, quenching their hunger for flesh and for war.|
|Bonus objective V||Dream of Change||Morghur is an agent of change - horrible and relentless change. Wherever he treads, the world shifts and corrupts around him. So it should be; for he is the Shadowgave - he bends the world to his twisted whim.|
|Primary objective||Burgeoning Rage||With splintering roars, the great throng of Beastmen descend upon the world of men. With much clamour, and a singular hatred, they charge and do not cease.|
|Bonus objective I||Seams To Be||Even when the land is cracked and broken, when the world's life seeps from every pore and fissure, still the Beastmen will not stop. They will raid, they will fight, and they will despoil it all.|
|Bonus objective II||The Jaws of Victory||Praying before great Herdstones in the centre of their forest homes, the Beastmen call for the strength to sweep away mankind, performing acts of such heresy that the portents of these dark deeds are felt behind man's 'impenetrable' walls.|
|Bonus objective III||Fight! Fight! Fight!||Mankind knows the threat posed by the Beastmen is real, and ever growing. Only through unity do they foolishly think they can halt this tide of madness. All band together to face the herd, yet it can never be enough.|
|Bonus objective IV||The Ever-Rising Herd||Every beast knows that, for their efforts, they will be rewarded by the Dark Gods. Mutations, aberrations and greater powers are bestowed on those who spread their Ruinous desires, and so they gather, fight and destroy.|
|Bonus objective V||A World Reimagined||Morghur is not content to change pockets of the world, he must spread his mutations far and wide. No tower shall lie unbroken, nor the fields unwarped. Morghur will stride across this world, and watch it collapse under his horror.|
|Primary objective||Flourishing Venom||Every tower, every gatehouse, every thatched home is an affront to the Beastmen's very essence. With fire, brawn and rage, the unending herds will see it all destroyed.|
|Bonus objective I||Roar of the Beast||Everything has its price. Even the Beastmen, who deride 'civilised' notions of society and wealth, must pay one another in kind. Bones, flesh, stolen crops, ash, blood - all are valuable to some beast, somewhere.|
|Bonus objective II||Head of the Herd||At the head of the herd is the Beastlord, a powerful creature whose demonstrations of raw power have ensured his ascension. None dare oppose him, lest they can overpower his savage might.|
|Bonus objective III||Shock & Roar||A herd without enemies is a herd without purpose. When resting, they think only of war, when feasting they think only of greater battles. The world is full of enemies to destroy, and the Beastmen WILL destroy them.|
|Bonus objective IV||Total Roar||The Beastmen hate mankind and anything else that dares to get in their way. Their bitterness is unmatched, their hatred unparalleled. Across the Old World, there are none who hate and war as much as the warherds.|
|Bonus objective V||Shadowgave & Take||The Master of Skulls wishes to see a world remade in his image; a twisted collection of aberrant howls and unspeakable horrors. To this end, he strikes out across the world of Elves and man and beasts, cutting a dark and terrible swathe through all he touches.|
|Primary objective||The Tree of Wrath||The land burns, the seas boil, the world cracks and blooms into destruction. The Beastmen, bloody-handed, see this, and know that it is right.|
|Bonus objective I||The Death of the World||At the very end of all things, when Chaos purges the world of its hope and vitality, the Beastmen will know they played their part in its destruction and be proud.|
|Bonus objective II||The Herd Obeys||Great herds are led by great Beastlords; those who can weather the trials and tribulations that the herd suffer. Hatred leading hatred; there is no greater strength.|
|Bonus objective III||Let Ruin Consume||Even when the world goes to rack and ruin, still some will fight in desperate, pitiful hope. They, too, will be washed away in a tide of blood before the Beastmen's calamitous vengeance.|
|Bonus objective IV||Unseen Masters||Ever watchful, the Bray-Shamans coerce and manipulate the Beastlords, telling them what to do, where to go, how to grow. The Bray-Shamans direct their herds, cultivating them like festering buboes.|
|Bonus objective V||The Blood is the Prize||The Beastmen will dive into the very earth itself to fight new enemies, and have fought under stone, forest and sky. Those dwelling on the land are nothing before their might - they are powerless before the fury of the herd.|
Morghur may be a caster, but he is also a decent fighter. Don't be afraid to engage him in melee combat against weaker units such as Empire swordsmen or Bretonnian infantry at a crucial point in the battle! Avoid extended combat with elite melee units, however.
In campaign, he favors Chaos spawn over minotaurs for a late game army.
Morghur, as a member of the Beastmen faction, is faster than the average human infantryman, but still slower than most cavalry or fast-moving units. Don't leave his flanks exposed, and don't leave him without protection. The same rule applies for most mages.