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In the Warhammer Fantasy setting, Pestigor are those Beastmen that worship Nurgle. This devotion leads to them being appropriately mutated, often looking more like Plaguebearers with their single horns and single eyes.
Beastmen of Nurgle mentioned in background lore include: Goresqualor, Longhorn, and Rurkhar Festigor.
Swollen and blistered with disease, Beastmen of Nurgle swarm and breed in prodigious numbers. Their tribute to the Lord of Corruption takes many forms, although disgusting feasts of putrified food and rather unwholesome refuse are frequent occurences. No act of uncleanliness is too low for Beastmen in Nurgle's service. From the consumption of plague victims to wallowing and bathing in filth, nothing is beyond them.
Nurgle's Beastmen are marked by the colours of disease and decay, often having sallow skin and jaundiced eyes. Their fur is usually brown, although it true colour is often hidden beneath layers of filth and dung. Beastmen of Nurgle are bloated individuals, pockmarked by disease. They are often marked by carefully cultured abcesses, in the shape of Nurgle's rune. Their horns are twisted versions of Nurgle's own wide horns, many with suckered ends. The most favoured are marked by Tears of Nurgle: oozing unhealthy secretions that drip from the eyes, nose, ears and mouth.
The Beastmen of Nurgle have blistered and broken skins, often red with cracked flesh and sores which have been given to them by a generous master. Their fur is matted and coarse, and their bodies are riddled with all kinds of disease. Yet they retain the morbid vigour that characterises their master so their afflictions in no way mar their battle-worthiness.
The sign of Nurgle is carved into their armour, daubed upon their clothes, and sometimes etched on their skin by the path of disfiguring disease.
A Beastman of Nurgle has a 50% chance of carrying Nurgle's Rot, although thanks to his loyalty to Nurgle the disease will not affect him. Nurgle's Rot can be transmitted to opponents in hand-to-hand combat (see Magic of Nurgle).
A Beastman Shaman of Nurgle always has the spells of Nurgle appropriate to his level. Remaining spells are generated randomly as normal. For example, a Feralflux with a magic level of 2 has the level 1 and 2 Nurgle spells Stench of Nurgle and Miasma of Pestilence.
Beastmen of Nurgle hate all enemies who are mortal followers of Tzeentch including Beastmen who follow that Patron.
The Beastmen of Nurgle have blistered and broken skins, often red with cracked flesh and sores which have been given to them by a generous master. Their fur is matted and coarse, and their bodies are riddled with all kinds of disease. Yet they retain the morbid vigour that characterises their master so their afflictions in no way mar their battle-worthiness.
The sign of Nurgle is carved into their armour, daubed upon their clothes, and sometimes etched on their skin by the path of disfiguring disease.
A Beastman of Nurgle has a 50% chance of carrying Nurgle's Rot, although thanks to his loyalty to Nurgle the disease will not affect him. Nurgle's Rot can be transmitted to opponents in hand-to-hand combat (see Magic of Nurgle).
A Beastman Shaman of Nurgle always has the spells of Nurgle appropriate to his level. Remaining spells are generated randomly as normal. For example, a Feralflux with a magic level of 2 has the level 1 and 2 Nurgle spells Stench of Nurgle and Miasma of Pestilence.
Beastmen of Nurgle hate all enemies who are mortal followers of Tzeentch including Beastmen who follow that Patron.
The Pestigor in the Studio Beastmen army were painted in drab greens, blacks and browns to give them a suitably grim and dirty appearance.
The invasion of Ultramar began as separate spearheads, but as the campaigns slowed, Mortarion and Ku'gath formed an alliance. Unlike the Champions of the other Dark Gods, Nurgle's lieutenants were more capable of cooperation. This was not the case, however, between Typhus and Mortarion.
Bursting with life. Bursting with life. Bursting with life.
— War Drone of the Sloughskins
Abaddon led the final assault force against Cadia in person. With him came the legions of the hellish Eye of Terror, the manifold hosts of the Dark Gods amassed under a single banner. The cause that united them was not just the destruction of the Imperium, but the demise of the material realm itself.
As befits Abaddon's cruelty and meticulous planning, thirteen massive transports of combat-drugged mutants, wretches, zombies and Chaos Spawn were crash-landed into the ruined city of Kasr Kharkovan, ensuring that many of the final assaults were performed by the least storied among his armies.
Destroy it all. Do not stop until it is ruins. Let it become a monument to death.