From his hidden position, Templar Champion Escarosht the Ardent observed as the ravenous ghouls charged wave after wave against the Nurglites' crude, but effective fortifications.They were excellent shock troops, the Aviarch noted. Unrelenting and vicious. They served...
Welcome, to the Slidecrown Isle! Here, where jadebarks scrape the clouds and Aqua Ghyranis reservoirs gleam with the promise of life unending, a long-buried relic continues to fill the land with untold vigour. This is the official Great Weave version of the narrative campaign originally built by the team over at White Dwarf (and in particular our friend Leila Craven). Players in The Great Weave are contributing to a shared story through playing Age of Sigmar and Warcry, hobbying, and writing!
The Campaign launched with White Dwarf 493, though is continuing through a number of issues. You aren’t required to purchase any of the issues, but it’s recommended – particularly if you’re playing in your local groups!
All communication is being done in our Discord server – and we’re making use of our Quest system.
Overview
The Slidecrown Sundering is a team-based narrative campaign for Warhammer Age of Sigmar and Warcry, suitable for games of any size. In this campaign, players choose one of three teams to align with:
- Preservers, who wish to protect the isle’s bounty.
- Obliterators, who wish to destroy the island.
- The Rogues who wish to squeeze the Slidecrown Isle of its treasures.
Any faction can join any team as long as they have a suitable motivation for their actions.
There are three ways to play: playing games, painting units, and advancing the narrative.
Result Type | Requirement |
Playing games | Play a game of AoS or Warcry (if you’re interested in Soulbound, see below) |
Painting Units | Paint a unit for the campaign |
Advancing the narrative | Submit a creative specifically abut your army/group. This could be anything, from writing a story to an original illustration – use that wonderful imagination of yours. |
Regarding Soulbound
We are always keen to provide as many avenues for people to get involved in a campaign. To this end, we are open to you playing games of Soulbound to contribute. If this is something you’re interested in doing, be sure to get in contact with us in the Discord server so we can go over some details.
Scoring
During each of the three stages of this campaign, players can earn up to 5 points by submitting any combination of results. Those points will be added to the team score of the player’s team, tilting the Withervane toward either Preservation or Obliteration. The position of the Withervane at the end of each stage determines the course of the story. In addition, at the end of each stage, the players in the winning team of that stage receive powerful Relics.
In each stage, each Rogue player can choose to support one (and only one) of the two other teams: Preservers or Obliterators. Rogue players can choose to support a different team each stage, but they cannot support two different teams in the same stage. If the team they backed in a stage wins, they receive powerful Relics unique to Rogues. Due to their mercenary natures, each Rogue chooses separately, meaning some may win and some may lose.
The Withervane
The points accumulated by each team influence the Withervane graph, which you can find above. This is live, so the above Withervane currently shows who is in the lead! It is divided into eight spaces – four Preserver spaces to the left and four Obliterator spaces to the right. At the start of stage one, the Withervane starts in a neutral position in the centre of the graph. At the end of stages one and two, if the Preservers have more points, the Withervane moves one space to the left; if the Obliterators have more points, the Withervane moves one space to the right. As the stakes are raised in the final stage, at the end of stage three, the Withervane moves two spaces in favour of the winning team instead of one. The position of the Withervane at the end of each stage determines the course of the narrative as well as which players receive Relics.
Winning
The position of the Withervane determines the winning team at the end of each stage. Remember, the above is live, so if it’s not sitting in a position adventageous to your team, you’ll need to submit more Results!
Those armies that exact their will upon the Slidecrown Isle successfully will gain priceless treasures to use in Warcry and Warhammer Age of Sigmar. Relics for the winners will be revealed at the end of each stage via armoury tables that can be chosen from or rolled on. These precious rewards will be usable throughout the campaign and in games of Path to Glory beyond!
The campaign will run for a little over 12 weeks, broken down into three stages. Each stage will be about three weeks, with one week in between for data collecting. Each stage focuses on a narrative aspect that affects different parts of the island, culminating in a battle royale over the Crown of the Viridian King. It should be noted that in each of the next three WD issues (494, 495, 496), a new chapter of the unfolding story will be revealed – and you’ll find all the relevant information right here!
Stage One: November 4th
- The Preservers managed to Protect the majority of the forest on the island! Now the fighting has moved further inland…
Stage Two: December 1st
- Preservers: Guard and preserve the lakes of the island!
- Obliterators: It’s time to drain these lakes, leaving them barren and lifeless.
- Rogues: Many Rogues will seek to dam portions of the water for their own use – allowing you to push back an oncoming enemy.
Stage Three: January 3rd
- Preservers: Protect the Crown!
- Obliterators: Destroy the Crown!
- Rogues: help your allies, or even steal the crown for yourself…
Preservers
The Preservers primarily want to protect the forest – they want to isle’s bounty to stay out of the hands of those who would destroy it.
Obliterators
The Obliterators primarily want to destory the forest – whether because they don’t want their enemies to get their hands on the islan’d rewards, or simply because they’re driven by a mad desire to destroy everything
Rogues
The Rogues want to strip the forest clean, desiring the treasures hidden within the Isle, and will do anything to get thier hands on what they came for.
Stage Three
Seize the Crown
Past Stages:
Stage One
Traverse the Forests
Across the flame-parched plains of Aqshy and the light-bleached deserts of Hysh, a wild story gripped the denizens of the realms. A site of ancient legend in Ghyran held entire reservoirs of Aqua Ghyranis – enough to want for nothing every again.
Stage Two
Cross the Water
The fires of war rage unendingly across the Slidecrown Isle. Those bent on scouring it clean topple ancient jadebarks and putr resistance forces to the slaughter. Island denizens string up the bodies of their foes to feed the life-giving copses. Under cover of furious fighting, mercenaries dig through earth sodden with Aqua Ghyranis to find treasures of a civilisation long lost…
How many times can I submit a result? How many games can I play?
Does it matter which army/warband I play as?
Does it matter which army I play against?
How do Quests even work?
What Game Systems are Accepted?
Can I play as an existing Hero?
We’re inviting players to contribute to the story even before the event starts. If you head over to the standard submissions page of the Weave, you’ll be able to submit your very own Heroes, armies, creatures, locations, or even fully-fledged stories that tell of your exploits within the area. When you do so, they’ll appear both in our Aqshy Realm page, as well as on this page for all to see!
A Beastly Diversion
“I do not trust this Hashrakul, Bray-shaman. He reeks of civilization. The Goroans are not true children of the formless wilds!”Clovis, elder Bray-shaman of the Spellgrazers, allowed his apprentice to continue raving. Best to let the young one let all the aggression...
Virulent Despair #2
The Slidecrown SunderingSeize the CrownVirulent Despair(Part 1 | Part 2)At first, the masses of scraggly, hunched things had spooked Choleretch Slugbulk, when this battle had just begun and he and his rival sorcerers had rushed to take their position overlooking the...
Virulent Despair #1
The Slidecrown SunderingSeize the CrownVirulent Despair(Part 1 | Part 2)The men and women of the huntbands surged over the ruins, toppled columns and crumbled walls proving no impediment to the nimble hunter-warriors. With an almost aelven grace, they raced for the...
Family Reunion
The Slidecrown SunderingSeize the CrownFamily ReunionMatlalhuitl, the Saint of Yektiktlan, sat upon his Charming Throne — a construct of palest birchwood boards, intertwined with slender, flowering vines; an elegant tribute to the Everqueen’s grace — and regarded his...
Call for Reinforcements
Veyron Van Drën woke from his dream with a start, amidst cold sweats and chills, he swore he saw the shadow creature’s eyes in the corners of his room, but as the fog of sleep lifted, there was nothing to behold aside from an empty corner. Veyron had been residing at...
Prelude to Alliance #3
The Slidecrown SunderingCross the WaterPrelude to Alliance(Part 1 | Part 2 | Part 3)The leader was far more robustly built than its kin, both taller and brawnier, though not so much as the airborne variety. And yet… there was something wrong with it, she could sense....
Prelude to Alliance #2
The Slidecrown SunderingCross the WaterPrelude to Alliance(Part 1 | Part 2 | Part 3)The handful of tzaangors — a mix of enlightened & skyfires — upon their magnificent, floating discs, followed the bat-winged horror as it lurched through the skies with a speed...
Prelude to Alliance #1
The Slidecrown SunderingCross the WaterPrelude to Alliance(Part 1 | Part 2 | Part 3)Eloxochitl stood by the lakeside, with her subordinate huntmaster and two huntbands arrayed at her back, in as close to formation as the tribal troops ever got. Together, they stared...
Drops of Corruption
At the edge of the forest, near the great lakes, it sat. A human encampment, mercenaries apparently. Their uniforms were well-worn and soiled, and the Templar vanguard could hear them coughing and spitting as they went about their business.Obvious signs of sickness...
Never played Narrative Games before, or feel a little anxious about them?
When you’re playing a narrative game, the key thing is to talk to your opponent. Make sure you both agree on the rules of the game as well as the narrative you are hoping to tell together. We recommend using the “Narrative Play” rules, but you can still have a rewarding experience if you have “Open Play” or “Matched Play” games.
Now that that’s out of the way, here are some very general ideas you could incorporate. If you’ve ever been to a narrative event, these might look familiar to you! These are in no particular order, and they are not campaign rules.
The Rule of Interesting
Use every game as a plot point. Promote your army’s, General’s, and Alliance’s objectives. Affect the story and the rest of the campaign by communicating both to your opponent during a game, and with others outside of the games. Make your army memorable! You’re awesome, and others think you’re awesome, so share stuff!
The Rule of Making Stuff Up
Want your army to do something not covered in the rules? Magic ritual? Dig up trenches? Sacrifice a prisoner? Talk to your opponent (or GM if you have one) and see if it can be arranged. Be flexible when you get similar requests or ideas.
The Rule of Collaboration
What happens between games can be as important as what happens during games. Collaborate: with your team, with the GM or campaign creator, with your rivals! Ask questions, take risks! Make alliances, and backstab people.
The Rule of a Cool Story
Your games are stories. Your goal for each game should be to co-create that story alongside your opponent, keeping your various Quest goals in mind. When in doubt, do what feels cool for your army. In-game Objectives be damned. The winners in Narrative Play are those who get the most laughs or applause from their crazy actions, not those who win the most games. If the player who ‘lost’ the game goes away excited with how it all unfolded, you’ve hit the mark!
If you’re new to the Great Weave There are many ways to get involved!
Explore the story so far
Much has happened before you, feel free to explore the various narratives that are currently being tracked within The Great Weave
Join us!
Do you have an enemy you’d like to see within The Weave? How about a Creature, or a custom city or location? You can add the to The Weave, submit below, and we’ll get you set right up!
Arise Hero!
Sign up now and have your character join in on the unfolding narrative of The Great Weave. Beware though, the Mortal Realms are a dangerous place, and many enemies abound!