Narrative play in Warhammer Age of Sigmar often falls into one of two camps. On one side, you have full campaign systems that are deep and structured, but also time and admin heavy, as well as being difficult to maintain.
On the other, you have one off narrative battles. These are fun in the moment, but once the game ends, thats it.
Stormcast Eternals: Story Mode is designed to sit between those two extremes. It’s not a campaign book, it’s a narrative engine that generates your character and continuity between any battles you play. With almost no admin for the player.
What Is Story Mode?
Story Mode is a browser based narrative tool designed specifically for Stormcast Eternals players. It creates an evolving story for your army based on the results of your games, without requiring much in the way of admin, a games master, or campaign packs.
You interact with it entirely through simple actions. Generating characters, rolling missions, and recording outcomes. Everything else happens behind the scenes.
Your General
Story Mode begins by generating a named Stormcast general, complete with a short narrative background. This is not intended to overwhelm the player with lore, but to provide just enough to make your army feel anchored in the Mortal Realms.
You can generate:
A full starter profile (general + opening mission)
A general only
A new background if you want a different tone
The aim is simple, your army starts as a story rather than a list.
Narrative Missions That React to Results
Each stage of Story Mode presents a narrative mission. These are not battleplans, but story prompts designed to frame your games.
Players can:
Roll a new mission
Reroll the narrative hook while keeping the same mission type
Play the game using any format they prefer (matched play, spearhead, casual, narrative)
After the game, the only input required is the result. This will determine what happens next.
Branching Outcomes and Persistent Consequences
Story Mode does not reset between games, and it does not protect you from failure.
A loss doesn’t end the story, it’s just a narrative branch.
Your next mission and story direction are influenced by what has already happened.
Over time, your Stormcast force develops a history shaped by success and defeat. This allows players to build a campaign experience, even when games are played only occasionally or against different opponents.
Interludes: Optional Narrative Depth
Between battles, players can choose to roll Interludes. These are short narrative incidents that represent events away from the battlefield.
These are entirely optional, but provide additional flavour and decision-making. These may be around political tensions, moral choices or the consequences of previous actions. Interludes exist to add to the story without adding mechanical burden.
Reputation: A Living Narrative Meter
Story Mode also includes a simple reputation tracker that reflects how your general is perceived within their faction.
Their reputation shifts over time based on battle outcomes and your narrative choices. It doesn’t affect points, lists, or the rules, but it does influence the tone and direction of future narrative elements.
Your Stormcast earn a reputation, whether they deserve it or not.
What Story Mode Is and Isn’t
Story Mode is a narrative first and low admin system designed for players who want to create stories between and for their games without forcing their opponent to take part.
Story Mode isn’t:
A competitive tool
A replacement for Path to Glory
A list-building system
A rigid campaign structureI
It is intended for players who enjoy narrative continuity but don’t want to manage an entire campaign to get it.
Why We Built It
At Woehammer, we spend a lot of time analysing data, win rates, and competitive trends. But narrative play is still where many players find the most personal enjoyment in the hobby.
Story Mode exists to support that style of play with simple inputs, automated outcomes, and stories that grow naturally over time.
We love a good tournament at Woehammer. We occasionally post about them here. We’ve even run a few over the last few years. But, it never hits the spot for me personally.
I love narrative play, and I always dreamed of trying to combine the two together. So I started planning.
Before I go into the ins and outs of the event, let me tell you the basics. It’s a TTS event that will be hosted through Ecksen and the Woehammer Discord. It’ll be 5 games of 2,000 points using the General’s Handbook and the latest points update. If you wish, you can ignore the narrative element, play five games and just see how you do, or….
You could do some fun stuff.
Players will be split into four rough alliances. Order, Chaos, Destruction and Death. Players will still have battles against others from their own Grand Alliance but your overall court Influence (see further down), will be divided amongst the players to give an overall score for your Alliance. This will determine which Grand Alliance will have sway over Danetre at the campaign close.
The player with the most individual influence at the campaigns end will be the one who holds the ear of the Countess and will decide the future of Danetre, they will have the title Lord of Danetre
The Tournament Champion will as always, be the player who has the most wins followed by the most BPs in their games – but who cares about that.
Danetre
Danetre is located in the Realm of Ghyran on the island of Halbion and stands between two prominent rivers, the Neen and the Leem. For centuries Danetre has controlled the flow of goods up and down both rivers and is controlled by Countess Judith of Lens. Although Danetre has been held by the family for centuries, the family has gradually died out leaving only the Countess, and herself without any heirs.
Danetre is a strong settlement built with formidable fortifications that cannot be easily breached. It’s forever been a source of envy to others who wish to possess the settlement and control the resources flowing via the rivers. And they will stop at nothing to do so.
Feeling the burden of the past and wanting to keep the family name going the Countess has taken adopted an orphan boy (though it’s questioned by others how precisely he became orphaned).
The Countesses court is filled with members of almost every race, and even those races who would not be welcome have representatives who act on their bidding. The Countess in her later years and fearing the loneliness of being the remaining member of her family has filled her court with those who would entertain her. But many inside this court have their own plans and either seek to take the settlement themselves of else be the voice that controls the ear of the now young boy soon to be heir.
Your Role
You are one such faction that would see the control of Danetre fall to you. You lead an army to the region and even now plan to control the provinces around Danetre while manipulating the court of Danetre into your bidding. You have a representative in the court who whispers in the ear of the Countess of your many qualities, and that you should be appointed as the protector to the heir.
Court Influence
Each General aims to control the court of Danetre and bring it under their control. To do so, you must both rule the battlefields and be savvy in court.
After each game, players may be able to roll for their influence over the court; If you win roll a D6, if you draw roll a D3, but if you lose you get 0. This roll will determine the amount of influence you hold over the Countess through your courtly representative (who could be open and honest about who they represent, or be perhaps a wolf in sheeps clothing). This influence roll must be performed in front of the other player and communicated to the TO on Discord so they may record it.
The TO will be keeping a record of both, the overall Grand Alliance influence at the court as well as each player’s individual influence. Both these totals will be available for all to see.
Political Agents
Each player will have one political agent at their disposal. A political agent is your representatives lackey in the court and can only be used once during the tournament.
Following one of your victories in battle over the course of the tournament (or as a final gambit at the event’s conclusion), you may perform one of the following actions:
Bribery & Blackmail: Use your political agent to have a guaranteed 6 from your influence roll following victory in battle.
Sabotage: Use your political agent to reduce a chosen player’s influence by D6 – yes, this can be applied to another player in the same Grand Alliance as yourself.
Spy in the Court: Instead of rolling D6 for your influence following a battle win, you may instead steal D3 influence points from another player’s influence in the court which is then added to your own total. Yes, again, this may also be another player from the same Grand Alliance.
Final Gambit: After all the games are complete, you may use your political agent on a final gambit, roll a D6 – On a 3+ you gain D6 influence points. On a 1-2 you lose D3 influence points.
Remember, Political Agents may only be used once over the course of the tournament, so use them wisely.
If you want to join up, come and say hi on our Discord.
TOURNAMENT RULES
Players must submit a valid 2,000 point Age of Sigmar list by 11th October 2025 onto the tournament page at Ecksen.com
Please register on Ecksen using your Discord name so players can easily find you.
Each game round is 3 hours and all turns must be completed.
Each round will last 2 weeks.
Battleplans are included in the event details on Ecksen
Any rules released prior to the submission deadline will be valid for the event. No changes will be allowed once the event has started.
Players must arrange and organise their games in the two week period and advise the TO of any difficulties.
If a player forfeits a game the opposing player will be awarded the win and an amount of BPs equal to the average of the winners that round.
If neither player contacts the TO and the time for the round expires without a result then both players will be awarded a loss.
Influence rolls must be communicate to the TO at the end of the match and must be performed in front of a witness.
We’re into the third week of our Grand Narrative Campaign, which is based on the tournament results of GT events around the world.
This week was a little special, as we saw some of the first narrative elements take shape following the special weekend.
These results will feed into a narrative setting that the community creates to allow players and readers to shape a sub-realm created for this campaign.
The Sub-realm that this whole campaign is taking place in has been named Verdanthia. The different regions where tournament results will apply have been named as:
Fjordun (Scandinavian Tournament Scene) The Broken Expanse (North American Tournament Scene) Verdant Chain (UK & Ireland Tournament Scene) Hearthlund (European Mainland Tournament Scene) Red Desolation (Australian and New Zealand Tournament Scenes)
The only area yet to hold any tournaments since the narrative began is for the Rest of the World.
Why not join our Woehammer Narrative Discord Server to help vote and influence the lore of this sub-realms. Perhaps make suggestions for future inclusions in the storyline?
As a reminder, every GT player around the world can earn Progression Points (PP) for their faction and Grand Alliance from the games they play in. For the full breakdown of the campaign, have a butchers at this.
The conflict in Verdanthia continues to intensify, with factions making decisive moves to consolidate their power. The past week saw significant territorial gains, new strongholds established, and a marked increase in Chaos activity.
The first major fortifications have emerged, signifying a shift from mobile skirmishes to entrenched warfare. Order has constructed Fort Aetherin in the heart of Verdant Chain, hoping to secure their hold on the region. Meanwhile, the forces of Death have raised Mordant Bastion in Hearthlund, a necropolis from which their influence can spread.
With these developments, the battle lines are becoming clearer. Each faction must now decide whether to defend what they have gained or push for further expansion.
Verdant Chain (UK & Ireland)
The Stormcast Eternals remain the dominant force in Verdant Chain, holding against sustained pressure from the Slaves to Darkness. With Fort Aetherin now established, the defenders of Order have a central stronghold from which to launch counteroffensives. This bastion is expected to play a key role in the coming weeks, as Chaos forces seek to breach its walls.
Elsewhere, the Flesh-eater Courts have continued their disruptive tactics, establishing war camps and using them as bases for further raids. The Ogor Mawtribes have been emboldened by the chaos, striking supply lines and outposts. The Seraphon remain active but enigmatic, their actions hinting at a greater plan yet to be revealed.
With the construction of Fort Aetherin, the forces of Order have secured an important foothold—but holding it will be another matter entirely.
Hearthlund (Europe)
Hearthlund remains one of the most fiercely contested regions. The Slaves to Darkness have taken full advantage of their Ruinous Tide momentum, expanding aggressively across the war zone. Their relentless advance has put the Stormcast Eternals under immense pressure, forcing them to cede ground in multiple engagements.
The forces of Death have also made a decisive move, with the construction of Mordant Bastion, a vast necropolis-city from which the Flesh-eater Courts and Nighthaunt can coordinate their expansion. This new power base marks the first significant Death stronghold in Verdanthia, and its presence is already unsettling the region.
The Seraphon have begun to counter Chaos advances with precision strikes, choosing key battlefields to intervene. However, their numbers remain limited, and they have yet to commit fully to the conflict.
With Mordant Bastion rising and Chaos pressing forward, Hearthlund is approaching a breaking point.
The Broken Expanse (North America)
The Stormcast Eternals remain the most dominant force in the Broken Expanse, holding their ground against mounting opposition. However, the Slaves to Darkness continue to gain ground, capitalising on their increased mobility and battlefield momentum.
Both the Seraphon and Flesh-eater Courts are expanding, but their methods differ greatly—one through careful manoeuvring, the other through sheer brutality. The Blades of Khorne have also begun to rise in prominence, their bloodthirsty warbands seeking to disrupt Order’s hold on the region.
The Broken Expanse remains the most volatile war zone, with multiple factions vying for control.
Red Desolation (Australia & New Zealand)
The war in the Red Desolation is still in its early stages, but the Slaves to Darkness have made the first significant moves, spreading their influence further across the region. However, they face growing resistance from the Lumineth Realm-Lords, who have begun fortifying key positions.
The Seraphon remain a quiet but ever-present force, while the Sons of Behemat continue their characteristic approach—tearing down whatever they come across. The Flesh-eater Courts have begun consolidating in isolated pockets, waiting for the right moment to expand.
For now, the Red Desolation remains a secondary battlefield, but the pieces are in place for larger conflicts in the near future.
Fjordun (Scandinavia)
Fjordun remains a quieter theatre of war compared to the larger battle zones, but several factions are beginning to establish themselves. The Sylvaneth have made significant progress in securing key locations, reinforcing their presence in the region.
However, the Maggotkin of Nurgle have begun spreading corruption, threatening to destabilise the balance of power. The Nighthaunt and Idoneth Deepkin have both been active, though their operations remain small in scale. The Kharadron Overlords have also entered the theatre, seemingly more interested in resource acquisition than territorial control.
Fjordun remains a slow-burning conflict, but tensions are rising.
Strategic Developments
This week’s grand strategy decisions have already begun to take effect, shaping the battlefield:
Chaos launched ‘The Ruinous Tide’, accelerating the Slaves to Darkness advance across multiple regions.
Order established Fort Aetherin in Verdant Chain, securing their first major stronghold.
Death raised Mordant Bastion in Hearthlund, solidifying their presence in the war.
Destruction disrupted the Stormcast Eternals, slowing their expansion across multiple regions.
These moves will have lasting consequences, especially with the emergence of Fort Aetherin and Mordant Bastion as key strategic locations.
Cartographer’s Notes
“The maps are shifting again, new fortresses rising like stubborn stones in a raging river. Fort Aetherin stands as a beacon, but beacons only last if they’re defended. And Mordant Bastion? That’s no city—it’s a tomb waiting to be filled. The Verdant Chain and Hearthlund are where things will break. Watch them closely.”
— Kurnoth Veiss, The Lunatic Almanac
Join the War Councils
Yet this sub-realm remains nameless, and its regions unclaimed by history. The time has come for the Woehammer community to shape this world. Join the War Council on Discord to cast your vote, submit your ideas, and leave your mark on the campaign. As the tides of war shift, settlements and strongholds will rise, it will be the victors who write the first pages of this realm’s history.
We’re into the second week of our Grand Narrative Campaign, which is based on the tournament results of GT events around the world.
These results will feed into a narrative setting that the community creates to allow players and readers to shape a sub-realm created for this campaign. The sub-realm has six regions (also to be named) which are determined by GT results from the following parts of the globe:
North America
Europe
Australia & New Zealand
Scandinavia
UK & Ireland
The Rest of the World
What we don’t have yet is the name of this sub-realm or the six regions within it.
Why not join our Woehammer Narrative Discord Server to help vote and influence the lore of this sub-realms. Perhaps make suggestions for future inclusions in the storyline?
As a reminder, every GT player around the world can earn Progression Points (PP) for their faction and Grand Alliance from the games they play in. For the full breakdown of the campaign, have a butchers at this.
As the dust settles from the first skirmishes, the second week of battle has seen the tides of war begin to take shape. The forces of Order, Chaos, Death, and Destruction have now firmly established their footholds across the warzones, with new alliances strengthening and bitter rivalries forming.
UK & Ireland
In the war-ravaged lands of the UK & Ireland, the warriors of Sigmar stand unshaken. The Stormcast Eternals have surged ahead, their celestial hosts securing territory faster than any rival. Yet, they are far from unchallenged. The Slaves to Darkness have not faltered, their dark crusade pressing ever forward, seeking to corrupt what Order holds dear. Meanwhile, the Ogor Mawtribes have begun their own bloody rampage, plundering and consuming all in their path. The cold-blooded Seraphon and the ancient Sylvaneth continue to weave their own destinies, ensuring this warzone remains unpredictable.
Europe
In Europe, the banners of the Slaves to Darkness fly highest, their dominance growing with each conquered battlefield. The Seraphon have made their presence known, their reptilian warriors launching calculated assaults to push back the tide of darkness. The Flesh-Eater Courts, driven by their insatiable hunger, have surged forward, carving their own grisly empire from the remnants of the fallen. Yet, the Stormcast Eternals still stand, their hammers ringing out defiantly. And from the gloom, the Nighthaunt creep ever closer, their spectral legions preparing for a reckoning yet to come.
North America
A storm unlike any other rages in North America. The Stormcast Eternals have expanded their dominance, their golden warriors striking down foes with the fury of the heavens. But they are pursued by an ever-growing shadow—Slaves to Darkness warbands have mustered in force, their corrupted champions determined to unseat the God-King’s chosen. The Seraphon, ever the great manipulators, have advanced their own designs, their presence now undeniable. Meanwhile, the cursed Flesh-Eater Courts feast upon the fallen, growing in power, and the Blades of Khorne have finally entered the fray in earnest, eager to spill rivers of blood in their god’s name.
Australia & New Zealand
The distant warzones of Australia & New Zealand remain in turmoil, but a single faction has begun to rise. The Slaves to Darkness have emerged as the region’s dominant force, their conquest slow but relentless. The Lumineth Realm-Lords, masters of precise strategy, remain their greatest challengers, their warriors clashing with Chaos for control of key strongholds. The Seraphon, Sons of Behemat, and Flesh-Eater Courts continue their own struggles, but for now, this land teeters on the brink, waiting for a decisive power to take control.
Scandinavia
In the frozen reaches of Scandinavia, the great struggle has begun with the Sylvaneth emerging as the first to take control of the land. The spirits of the wild hold their dominion, pushing back against invaders who dare disturb their slumber. Yet, the Maggotkin of Nurgle have begun to spread their pestilent rot through the land, their filth seeping into even the most sacred glades. The Nighthaunt and Idoneth Deepkin remain ever-watchful, their influence growing steadily, while the airships of the Kharadron Overlords now cast long shadows over the battlefield.
Special Event
This weekend is our first special weekend, and the War Councils are making their first decisions.
Order Strategic Choices
1. A Call to Arms (Progression Boost) Order rallies reinforcements from beyond the realm. One Order faction receives a bonus (×1.5) to their Progression Points for the next week, solidifying their foothold in contested areas.
2. Sanctify the Land (Rival Hindrance) The forces of Order invoke divine power to weaken Chaos‘ influence. One Chaos faction (chosen by the Order players) slows in gaining progression points (x0.5) as they are cleansed from the land.
3. Founding the First Bastion (Lore Unlock – Order Settlement Established) A new stronghold is built in Order’s name. The community gets to name the first fortress or city of the campaign, which will act as a rallying point for Order’s expansion.
4. Astral Intervention (Rival Hindrance) The Slann of the Seraphon alter fate itself. Order selects one non-Chaos faction, and their next week’s points are slightly reduced (x0.8) due to a shift in celestial energy.
Chaos Strategic Choices
1. The Ruinous Tide (Progression Boost)The Dark Gods bless their followers with a surge of strength. One Chaos faction receive bonus Progression Points (x1.5) for the next week, allowing them to expand at an accelerated pace.
2. Desecration of Hope (Rival Hindrance – Order) Chaos targets Order’s expansion efforts, sending cultists and raiders to destroy an Order camp. One Order faction (chosen by Chaos players) slows their progression points (x0.5) as their supplies are destroyed.
3. The Dark Bargain (Lore Unlock – A Chosen Champion is Revealed) One of the Chaos factions gains a new, named Warlord or Prophet, a key figure whose name and backstory will be developed with community input. This character may influence future events.
4. Ritual of Corruption (Rival Hindrance – Any Grand Alliance) A great ritual spreads Chaos corruption across the land. Chaos players vote to weaken another rival faction, lowering their progression points (x0.8) for next week.
Death Strategic Choices
1. The Gathering of the Dead (Progression Boost) The necromancers and vampires raise new legions. One Death faction receives bonus Progression Points (x1.5) next week as their forces swell with new recruits.
2. The Shrouded March (Rival Hindrance – Order or Chaos) The Death Grand Alliance sends its minions to haunt and harass a rival power. One faction from Order or Chaos (chosen by Death players) slows their progression points (x0.5) due to attrition.
3. Grave-Curse of the Ancients (Lore Unlock – Death’s First Great Ritual) A powerful spell is cast, disturbing the balance of life and death. A new landmark is revealed on the map, a place of dark magic that strengthens Death’s future presence in the region.
4. The First Necropolis (Lore Unlock – Death Settlement Established) Death’s forces establish their first great necropolis, where the dead are bound to their eternal masters. The community names the first bastion of undeath, marking the beginning of their rise.
5. Hunger of the Ghouls (Rival Hindrance – Destruction) Flesh-Eater Courts lead a savage campaign against Destruction, weakening a Destruction faction of the players’ choice, causing them to lose progression points (x0.8) as the ghouls feast upon their ranks.
Destruction Strategic Choices
1. The Green Tide Surges (Progression Boost) The warbands of Destruction go on a rampage! One Destruction faction gets bonus Progression Points next week (x1.5), ensuring their presence grows.
2. Smash da Stunties! (Rival Hindrance – Order or Chaos) A major raid is launched against an Order or Chaos supply train. Players vote on which faction to target, causing that faction to slow in their progression (x0.5) points due to lack of supplies.
3. First WAAAGH! Settlement (Lore Unlock – Destruction Fortress Built) The first crude stronghold is built, a towering mass of scrap, bone, and looted stone. The community names the first major settlement of Destruction, which becomes a launchpad for future WAAAGH!s.
4. Beast Hunts & Lootin’ (Progression Boost & Lore Unlock) The Ogors and Sons of Behemat go on a colossal hunt, uncovering a new creature or beast unique to the realm. This adds a unique wildlife element to the campaign while boosting Destruction’s expansion.
5. Da Great Stomp (Rival Hindrance – Death) Destruction’s rise is putting pressure on Death’s domains. One Death faction (chosen by Destruction players) slows their progression points (x0.8) as warbands rampage through their claimed territory.
Join the War Councils
Yet this sub-realm remains nameless, and its regions unclaimed by history. The time has come for the Woehammer community to shape this world. Join the War Council on Discord to cast your vote, submit your ideas, and leave your mark on the campaign. As the tides of war shift, settlements and strongholds will rise, it will be the victors who write the first pages of this realm’s history.
Suggestions So Far
I have had some name suggestions for both the sub-realm and its regions, and I’m going to leave it open for another week to get a few more before I run a poll on the server. So far we have:
Sub-realm Suggestions
We have has some suggest that the regions should mirror their real world counterparts, and have them reflect what makes them interesting in the real world. Names that suggest a clear image of what the regions has to offer and what they are battling for, and that the sub-realm should be a weird and fantastical version of our own.
– Verdanthia – Aetherys
Northern Peninsula (Scandinavia) Name Suggestions
Names that would capture some of the geological features which include great forests, majestic fjords and stoic mountains:
– Timberfjords – Frozenfjords – The Great Frostwoods – Fjordia – Fjordica – Fjordun – The Freezefjords
One suggestion from a player was to allow players to have their points count towards another faction than there own, perhaps they would be acting as mercenaries or they are working against their own leadership?
We’re kicking off our Grand Narrative Campaign this week which is based on the tournament results of GT events around the world.
These results will feed into a narrative setting that the community creates to allow players and readers to shape a sub-realm created for this campaign. The sub-realm has six regions (also to be named) which are determined by GT results from the following parts of the globe:
North America
Europe
Australia & New Zealand
Scandinavia
UK & Ireland
The Rest of the World
What we don’t have yet is the name of this sub-realm or the six regions within it.
Why not join our Woehammer Narrative Discord Server to help vote and influence the lore of this sub-realms. Perhaps make suggestions for future inclusions in the storyline?
As a reminder, every GT player around the world can earn Progression Points (PP) for their faction and Grand Alliance from the games they play in. For the full breakdown of the campaign, have a butchers at this.
Contents
Sub-Realm Background
Born from the Chaos of the Vermindoom
In the wake of the Vermindoom, a cataclysmic event that ravaged the realms, a new and uncharted sub-realm has emerged from the shifting mists of the Realm of Chaos. The Vermindoom itself, a sudden surge of power, unleashed a wave of destruction unlike anything seen in centuries. As the vermin tide threatened to sweep through the Mortal Realms, a strange disturbance rumbled through the fabric of reality.
The Skaven, in their endless scheming, inadvertently tore a rift into the very structure of existence—opening a gateway into a previously unknown and untamed part of the realms. What followed was a sudden explosion of arcane energy, as though the realm itself had been shaken awake from an ancient slumber. From the ashes of the Vermindoom, a new sub-realm was born—one that had remained hidden and silent for eons.
A Realm of Raw Chaos and Opportunity
This newly discovered sub-realm is unlike anything the inhabitants of the Mortal Realms have seen before. The very land seems to breathe with raw energy, an unclaimed territory filled with both danger and untold opportunity. A place where the Chaos Gods send their emissaries to claim power, where ambitious rulers seek to carve their marks upon a new world, and where the lingering effects of the Vermindoom continue to warp the very fabric of reality.
Scholars and adventurers from each of the realms have now turned their attention to this strange land. Order, Chaos, Death, and Destruction factions have begun to vie for control, with the first to stake their claim being the ones who will wield its greatest power. The sub-realm’s very nature seems to fluctuate with the seasons, some parts twisted by the chaos energies unleashed by the Vermindoom, while others remain eerily calm, untouched by the madness.
A New Era of Conflict
The discovery of this sub-realm marks the beginning of a new era of conflict. Alliances will be forged, and betrayals will unfold. As factions scramble to establish dominance, the warzone grows, with new territories, settlements, and regions waiting to be claimed.
The conflict in this uncharted world promises to unfold as an epic saga of battle and power. The sub-realm’s fate will ultimately rest in the hands of those who are bold enough to claim it, shaping the destiny of the Mortal Realms for years to come.
The War Begins: The First Footsteps Into the Unknown
The banners of war have been raised, and the first battles fought. Across this uncharted realm, the factions have begun their conquest, each staking their claim in the newly discovered lands.
The forces of Order, Death and Destruction have all taken advantage of newly active realm gates to establish foot holds within the yet to be named island region (UK & Ireland) in the north of this previously undiscovered sub-realm. The Flesh-eaters Courts in particular have looked to the new lands, hoping to expand their realm of delusion and create a kingdom from which to launch their crusades, while the Stormcast Eternals combat them every step of the way.
South of the island region is the north-eastern continent (Europe), Death and Chaos have battled frequently as both attempt to lay claim to the region, and both have already established foot holds from which to further their cause. The Flesh-eater Courts and Slaves to Darkness, battle to assert dominance hoping to spread their influence east and west.
In the north-western continent (North America) the forces of Destruction have rampaged, but yet the Slaves to Darkness are leading the way and are establishing their first war camps. Chaos hasn’t easily been quelled by Destruction and although the first victories have gone the way of Destruction and the Bonesplitterz, the other Grand Alliances are marshalling their forces for a renewed push.
Tentative first steps have been taken in the southern continent (Australia & New Zealand), with none of the Grand Alliances gaining a significant upper hand over the others. Though both the Slaves to Darkness and Lumineth Realm-lords have had multiple skirmishes so far.
Yet this sub-realm remains nameless, and its regions unclaimed by history. The time has come for the Woehammer community to shape this world. Join the War Council on Discord to cast your vote, submit your ideas, and leave your mark on the campaign. As the tides of war shift, settlements and strongholds will rise, it will be the victors who write the first pages of this realm’s history.
Suggestions So Far
I have had some name suggestions for both the sub-realm and its regions, and I’m going to leave it open for another week to get a few more before I run a poll on the server. So far we have:
Sub-realm Suggestions
We have has some suggest that the regions should mirror their real world counterparts, and have them reflect what makes them interesting in the real world. Names that suggest a clear image of what the regions has to offer and what they are battling for, and that the sub-realm should be a weird and fantastical version of our own.
– Verdanthia – Aetherys
Northern Peninsula (Scandinavia) Name Suggestions
Names that would capture some of the geological features which include great forests, majestic fjords and stoic mountains:
– Timberfjords – Frozenfjords – The Great Frostwoods – Fjordia – Fjordica – Fjordun – The Freezefjords
Contributing tournaments: – Cake or Death 2025 – The Cakeful Dead
Island Region (UK & Ireland)
Top 5 Factions
Progression Points
Flesh-eater Courts
10.09
Stormcast Eternals
9.56
Daughters of Khaine
7.18
Skaven
6.49
Slaves to Darkness
6.22
Contributing Tournaments: – Partisan Games AoS GT – The Big Bristol Brawl Winter GT
North-Eastern Continent (Europe)
Top 5 Factions
Progression Points
Slaves to Darkness
7.08
Flesh-eater Courts
6.29
Stormcast Eternals
4.78
Sylvaneth
3.42
Beasts of Chaos
3.10
Contributing Tournaments: – Portal Invernal 2025 – Threshold Invitational VII
Southern Continent (Australia & New Zealand)
Top 5 Factions
Progression Points
Slaves to Darkness
3.71
Lumineth Realm-Lords
3.42
Seraphon
2.72
Sons of Behemat
2.66
Flesh-eater Courts
1.97
Contributing Tournaments: – Southern Smash GT
Other Suggestions
One suggestion from a player was to allow players to have their points count towards another faction than there own, perhaps they would be acting as mercenaries or they are working against their own leadership?