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Warhammer: The Old World

Arcane Journal: Beastmen Brayherds

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The Beastmen Brayherds live by the base laws of nature, twisted beyond recognition by the corrupting influence of the Ruinous Powers. Domination is enforced with terrible violence, and every member of the herd quickly learns their place in its brutal and bloody hierarchy. From the primordial forests in which they dwell, they raid and pillage in the name of their Dark Gods.

This essential guidebook delves into the dark background and lore of the Beastmen Brayherds, the true Children of Chaos, and gives you additional rules to use in your games of Warhammer: The Old World. Combined with Warhammer: The Old World – Ravening Hordes, available to purchase separately, you'll have plenty of options and more in-depth rules to get the most out of the Cloven Ones on the tabletop.

Within this 48-page supplement book, you will find:

– Background and lore: The history of the Cloven Ones, their current territories, some of the warlords that lead them, and a breakdown of the Dark Tongue.

– Hordes of the Beastmen: Rules to field two unique Armies of Infamy – the Guardians Of The Blood Grounds and Primal Gatherings.

– Special Character & Unit Profiles: Background and rules for units and characters including Kralmaw, The Prophet Of Ruin and Ghorros Warhoof, Sire of a Thousand Young.

– Beastmen Brayherds Magic Items: Provides the rules for Magic Weapons, Magic Armour, Talismans, Magic Standards, Enchanted Items, and Arcane Items.

48 pages, Paperback

Published June 14, 2025

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Games Workshop

1,019 books110 followers
Games Workshop Group PLC (often abbreviated as GW) is a British miniature wargaming manufacturing company. Games Workshop is best known as developer and publisher of the tabletop wargames Warhammer, Warhammer 40,000 and The Lord of the Rings Strategy Battle Game.

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269 reviews1 follower
August 15, 2025
This supplement for the ‘Army Lists for the Forces of Evil: Ravaging Hordes’ book includes expanded background for the Cloven Ones and their fellow Beastmen, as well as the usual rules of their new Armies of Infamy, named characters, and additional units, spells, and magic items.

The lore section of the book is reasonably good with some interesting information on the lives, nature and language of the Beastmen, as well as some information on their territories. There is little information, however, on the origins and history of the Beastmen, but this is understandable as this isn’t something the Cloven Ones themselves care about. The narrative for the refight battle in the book sees a Beastman Brayherd rampaging through countryside of the Empire in the depths winter and is told from the perspective of the Empire forces, giving a reasonably good look at the aftermath of a Beastman attack. The narrative battle itself is also quite interesting with rules for army Breaking Points and deep snow that restricts movement.

The artwork in the book is as great as usual, with a good mix of old and new pieces, but it is a shame that my favourite piece of classic Beastman art (a Beastlord standing victorious over a challenger in front of a Herdstone) wasn’t included. The model photography was also as good as normal, although some more variation in colour schemes on show would always be appreciated. The maps are also as good as usual.

The two Armies of Infamy in the book seem quite nice. The Minotaur Herd is something I have wanted to play since Warhammer Fantasy Battles but never got a chance and the rules for this one seem good. The other army, the Wild Herd is a somewhat magic focused army backed by ambushing infantry, which seems reasonably interesting. The two named characters are also good. The Great Bay-Shaman Kralmaw seems like a good new character with interesting lore and rules. The returning Ghorros Warhoof is also relatively good, even if I personally would have preferred to see Taurox the Brass Bull make an appearance to go with the Minotaur Herd Army of Infamy. The new units introduced by this Arcane Journal, meanwhile, are mostly fine. The mutant Warped Gors giving some conversion options while the Primal Warhounds with their Ungor handlers having a good look. I also like that the Primal Warherds mixing Gors and Ungors is reminiscent of units in some old Beastman armies. My favourite returning unit in the book, however, is probably the Preyton, a monster I have always liked the look of. There are also rules for Herdstones, terrain unique to Beastmen Brayherds that give some nice flavour to the faction. The unique Lore of Magic and Magic Items in this book are all pretty standard, and see the return of some classic spells (such as Flock of Doom) and Magic Items (such as the Axes of Khorgor), which I always like to see.
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