Sons of Behemat: Culture and Society

Ghur is a realm ruled by strength, predators, and instinct, making it particularly appealing to gargants. Gargant Stomps roam Ghur unpredictably, as it is difficult to know exactly where they are heading, but the trail of destruction they leave behind makes it clear where they have been.

The diversity of gargants in Ghur means they can be found in very different situations. Some veterans watch the caravans of the Cities of Sigmar along the Coast of Tusks with fascination, sometimes plundering them and other times simply observing them. In Korrok, other gargants fight against the industrial threat of the Hashut, believing that they endanger their stability and dominance over their territory. Generally speaking, however, any nearby war or conflict is an opportunity for a gargant to join in simply for the pleasure of causing destruction.

Gargants are not necessarily stupid, but they are enormously proud and take very few things seriously. Thanks to their immense size and resilience, actions that would kill smaller creatures seem like harmless jokes to them, meaning that even warfare can become a form of entertainment.

Battle is an opportunity to have fun and show off, but because they grow bored quickly, they invent extremely destructive games: throwing horses, knocking down walls with a single blow, or stuffing a gargant’s mouth with squealing pigs before spitting them at targets.

One of their most popular pastimes involves kicking enormous gruntas at orruks to knock them over, then spitting on the survivors. In these games, kicks and headbutts are particularly valued. In other words, they play football with Maw-gruntas, and the unfortunate orruks are their opponents.

They have also discovered the mechanised fortresses of the Cities of Sigmar, which they find fascinating. Although some have attempted to work alongside them as mercenaries, gargants generally prefer to tear off their mechanical limbs and use them in contests of strength, such as weightlifting or log throwing. They also find it particularly entertaining when their realmstone-powered engines explode.

Their games are extremely dangerous for anyone nearby. Furthermore, arguments over who has won often escalate into genuine fights, to the point where gargants may end up crushing and kicking their enemies as though they were fighting a real battle.

Thondia has long been one of the most conflict-ridden regions of Ghur, with a significant gargant presence in the area. Although they enjoy fighting and causing destruction, gargants do not usually seek battle without a purpose, unlike other Destruction factions. This is why some gargants become mercenaries, primarily seeking food and wealth.

As we have already seen, during the Era of the Beast, attacks by Destruction forces against the civilised factions led to a significant increase in gargant activity. The situation has not improved with the Hour of Ruin and the resurgence of Chaos, as Skaven, expeditions from the Cities of Sigmar, and other forces constantly provide new targets to destroy.

Despite this, the gargants’ main rivals are other forces of Destruction, particularly orruks and ogors. Among them, the Ironjawz stand out, but above all, the ogors of the Fleshmuncher Mawtribe, whose rule through strength and brutality is probably the closest thing to a true Destruction empire in Ghur.

Gargants can sense when a great war is approaching and are often drawn towards it. If the conflict between the Fleshmunchers and the Ironjawz escalates, many gargants will have to choose a side. Some may follow Morga the Monumental alongside the ogors, tempted by the promise of food and loot, while others may take advantage of the war to weaken both sides and restore the dominance of monsters over Ghur.

Brodd y Maegran

Normally, a gargant tribe has a clear hierarchy, but Maegran, a druidic witch, is an exception. She does not formally act as a leader. Instead, she is surrounded by numerous gargants who have yet to grow to the size of a Mega-Gargant and who remain by her side of their own free will.

Maegran dwells deep within the swamps of Ghyran. Gargants are drawn to her by more than mere curiosity: they believe she possesses a power capable of helping them grow into Mega-Gargants.

Although Maegran insists that she is not their leader, she usually speaks in riddles and grunts that the gargants interpret as advice. Whenever she decides to march into battle, they all follow her. The fear and respect she inspires, combined with her magic, have earned her a considerable following.

Brodd and Maegran have very different ideas about how a gargant warband should be organised. Brodd follows a more traditional structure and prefers to surround himself with the largest and most powerful Mega-Gargants.

However, Brodd does not look down on smaller gargants. He believes they also deserve leadership and protection so they can grow stronger and larger rather than die prematurely. His preference for recruiting larger gargants is primarily a practical decision.

Brodd’s main targets are the fortresses of Sigmar’s empire, which means he needs true living siege engines capable of tearing down their walls. Serving in his Stomp also brings prestige to the gargants who follow him.

And that brings us to the end of the third part of our Sons of Behemat lore series!

We’ll soon start working on a new project to prepare for the release of the Seraphon, bringing you all their lore to date, summarised and delivered in bite-sized instalments.

As always, remember that you can find all the latest releases at our sponsor, WarGen Wargames, with a 20% discount. And if you use our code ILOVETGH, you’ll get an additional 5% off!


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Aquí encontrarás las últimas noticias de Age of Sigmar, mucho hobby, análisis del metajuego, estrategia y contenido para disfrutar al máximo del universo de los Ocho Reinos.

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