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"Be wary men, death could be lurking in those trees..."

—A soldier warns his comrades of the Things in the Woods in Total War: Warhammer III.
The Things in the Woods

A pack of Balewolves let loose upon Plaguebearers of Nurgle in Total War: Warhammer III.

Balewolves, known colloquially as "The Things in the Woods," are fearsome Chaos beasts known to lurk in the dark forests of Kislev and the northeastern Empire. While they resemble common wolves, these are no ordinary beasts, but creatures born from Chaotic mutation, their gait resembling a man's far more than a wolf's.[1][2a]

Role[]

Balewolf Mordheim Empire in Flames

A fearsome Balewolf[1a]

The Balewolf is a huge and hulking creature, who dwells in the darkest corners of the woods of the Old World. A monstrous creation of Chaos, this beast was born from some nefarious yet unknown origin, however its connection to the Ruinous Powers is undeniable. Dark magical energy snakes and contorts around every wound it suffers, knitting the Balewolf's form back together wherever its hide has been pierced.[2a]

Yet, to cause such a wound would require a feat of tremendous strength, for the creature's skin is thicker than toughened leather, capable of turning aside most blades and arrows alike. With unnatural power and massive jaws capable of crushing a man's body in two, very few have faced a Balewolf and lived to tell the tale.[2a]

While their exact origins are unclear beyond being spawned from the mutational corruption wrought by the energies of Chaos, Balewolves are known to spread via the touch of the magical disease or curse known as lycanthropy. The blood of the Balewolf contains a terrible and powerful magical curse, and anyone lucky enough to survive an encounter with one of the beasts but suffer a wound inflicted by them might find themselves turning into one of these "Things" that Men fear so much.[1a][1b]

ThingsInTheWoodsTWWIII

One of the "Things in the Woods" or Balewolf, under the control of Kislev's Hag Witches on the field of battle, as depicted in Total War: Warhammer III.

While these creatures might have been spawned as a consequence of the blight of Chaos upon nature, this does not mean that they directly serve the will of the armies of the Ruinous Powers. The Ungol Hag Witches of Kislev, whose power comes from their bargains with the nature spirits of the Motherland, are able to bind Balewolves to their will so as to use them as beasts of war in the Kislevite armies that they support or lead. The Koldunjas, those Hag Witches who wield the magical Lore of Beasts, can even summon ethereal Balewolves directly onto the battlefield.[2a]

Furthermore, affliction with their curse of lycanthropy is not an immediate damnation. A newly transformed Balewolf will always try to attack the closest target, but may try and restrain itself from attacking a comrade or relative. When all fighting ceases, they more likely than not transform back into their normal form, although still carrying the curse and without their previous attire.[1b]

From then on, the cursed unfortunate risks transformation if ever they are sufficiently wounded, and with it, never turning back to their prior shape. Should the curse of the Balewolf ever take hold completely the individual will be lost forever to their feral state, disappearing into the wilderness and the legends of their former kin.[1b]

Notable Balewolves[]

  • Mordheim Balewolves - It is said that a single bite from Mordheim's Balewolves is enough to put the prey of the feral beasts beyond the help of healing. All forms of healing are prevented by the terrible curse contained in their blood that taints anything they bite.[2a]

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