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The Vulkaris War

The Vermindoom has exploded onto the continent of Vulkaris. An entire section of Blight City has ripped through the fabric of reality, cleaving a mountain range in two and triggering a cascade of cataclysmic explosions to ripple across the land. Emberstone and warpstone have been flung far and wide across the landscape while previously dormant realmgates have opened up into the continent – reshaping would soon become the battlegrounds of a new war. 

Event Organizer’s Notes

This page is super full of all sorts of information! If this is your first time playing a Great Weave event, don’t be worried! It looks long, but it’s not all that complicated. Below you’ll find a mixture of lore and story, something that every TGW event has plenty of, access to Quests, player creations, and some helpful tips on how to play well. Additionally, though, this campaign has lots of mechanical aspects that need to be covered so that everyone can play well. Instead of adding those rules to this page, we’ve opted to have them in a nice short format, accessible anytime, here:

The Vermindoom erupted onto Vulkaris with cataclysmic force. While the eastern reaches of the Great Parch fell to the Skaven tide, one section of Blight City did not arrive at its intended destination. Instead, it appeared much further edgeward, tearing through the land and cleaving Karvul Peak in two. The violent upheaval sent shockwaves rippling across Vulkaris, culminating in the final destruction of the ruins of Avul’kar and the Karvul Lodge. The once-majestic city and the lodge far below the mountain were obliterated, leaving any Duardin further afield without family, home, or Lodge.

In the aftermath of this calamity, the magic of the Realmgates, long dormant, was unleashed with such intensity that they have forever transformed the entire continent.

Now, Vulkaris bears the marks of the Realmgates’ influence, each region altered to reflect the magic of its corresponding realm. The Ghyran Realmgate, submerged beneath a vast jungle, has awakened the Red Forest. This verdant expanse thrives on the magma flowing beneath its surface. With the influence of life-magic, the forest has grown immensely and mystical beasts have been drawn by the potent new magics.

Further west, plateaus ripple out from Mount Eldergleam, raising the ground into massive flat plains. The Hysh Realmgate, high up on the snow-covered mountain, has given rise to the Shining Plateaus. These blindingly bright fields of embering flame encircle the peak, casting a perpetual, radiant light over the land.

To the east, large cavern networks below the Emberdeep Bay have been transformed by the magic of Chamon. Here, rare metals and deposits of Emberstone react with one another, causing the caverns to constantly move and flow, mirroring the unpredictable nature of Chamon’s influence.

Coreward, the Ulgu Realmgate’s dark influence envelops a forest in persistent ash storms. The once-thriving woodland is now a desolate wasteland, covered by a layer of shadowy ash. The heart of these storms pulses with the enigmatic energy of Ulgu, creating an atmosphere of foreboding and mystery.

Amidst the upheaval, four massive spires, remnants of Blight City, have erupted from the earth. Their grotesque architecture now pierced through the ruins of ancient cities, blending the twisted designs of the Skaven with the crumbling remnants of the Kingdom of the Fourfold Path.

It is the Hour of Ruin.

In the wake of the Vermindoom, Vulkaris lies transformed and scarred – a land where ancient beauty and new malevolence collide, and where the magic of the Realmgates have changed the continent forevermore. The once-isolated landmass has been reconnected to the Realms, and many now look to this new frontier with ambition in their eyes. The continent is primed for conquest, forgotten artefacts of power, and large, untouched deposits of Emberstone now lie undefended, ripe for the taking.

Campaign Timeline

At the beginning of each Phase the story of Vulkaris will progress, taking into consideration the current state of the Skaven Spires, as well as other aspects of the larger story. We recommend hanging out in The Great Weave Discord server and sharing your ideas and stories.

The Story so Far…

The Shattered Empire of Vulkaris

Vulkaris, a continent edgeward of the Great Parch, was once a land of extremes. Although its sky was often choked with ash from the many volcanoes that dotted the landscape, amidst this harshness, life thrived…

Ship’s Log of Enskeri Runesworn

Enskeri Runesworn, Admiral and Cartographer of the Grumblefleet is attempting to log all the goings-on around Vulkaris while mapping the area.

 

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A Storm of Desolation

The skies over Vulkaris darken as the heavens split with an otherworldly crack, as a roar rips across the continent. It does not take long for the source of this calamity to reveal itself – a super-massive nullstone meteor shower.

 

How to get started

The Vulkaris War is designed to follow the exploits of entrepreneurial leaders, warlords, and adventurers as they seek mythical artefacts in and around the Blight City Spires that have ripped through the realms crust. 

The easiest way to start playing in the Campaign is to follow the following steps:

Step One: Develop or choose an existing army or group that you’d like to explore the now-accessible lands of Vulkaris with. 

Step Two: Choose a leader for this group and give them a name. The Vulkaris War can facilitate games of Warcry, Spearhead, and Path to Glory. That said, your leader can be represented by different “units” in each type of game. As long as you keep track of who said leader is in the respective games, you should be fine. This is your “Chosen One”.

Step Three: Choose a Warlord Path and Origin. 

  • First choose one of the Four Hero Paths; Warrior, Devout, Leader, and Mage. These correspond to the Warlord Paths found in Path to Glory, and are connected to each of the four Skaven Spires that are now found in Vulkaris. Even if you don’t intent to play Path to Glory, still do this step.
  • Next, you’ll choose where to begin your journey. Each Warlord path can select from two Origins:
    • Warrior: The Blade and The Crusader
    • Devout: The Zealot and The Devout
    • Leader: The Bandit and The Adventurer
    • Mage: The Scholar and The Warlord

    Once you have picked an origin, make a note of the origin on your Vulkaris roster and mark the first circle on the line connected to the symbol that matches that origin – this marks where your Chosen One has taken their first step on the path.

    The path you choose will determine the Trials your Chosen One must face. Should they prevail, they will earn mythic rewards that will make it easier for your Chosen One to tackle on of the four “Endings”. By tackling multiple Trials, your Chosen One can make the victory condition of the Endings easier to accomplish, so while it may take more time to reach the path’s end, taking a less direct route is definitely worthwhile.

    You can use our existing Group Creator to keep track of these choices, though because that Creator Tool is in development, we’ve also created a custom print-friendly campaign management tool – the “Vulkaris Roster”.

    Step Four: Look over the Campaign Map section below (the map itself can also found in the Vulkaris Roster).

    Step Five: Read and get familiar with the Campaign rules by going to the Vulkaris Game Rules page. 

    The Campaign Map

    You use the Campaign Map to keep track of the progress your Chosen One makes along their Path. Every game of Warcry and Path to Glory has an “Aftermath Sequence”. Add the following rules, called “Walking the Path”, to the end of these sequences.

    Additionally, although Spearhead does not include an Aftermath Sequence, still complete “Walking the Path” at the end of each game.

    Walking the Path

    Walking the path is tracked with the campaign map. In this step, if your Chosen One won the battle, they move to a new location on the map; if they lost the battle, they can choose to move or remain where they are, depending on their own story. Each time a Chosen One moves to a new location, make a mark in a circle connected to their current location. There are three kinds of locations; 

    • White circles, which simply represent a step along the path
    • Gold Circles, which represent a Trial
    • And Endings (the big circles)
    • To note: Origins are not locations

    Continue reading the Campaign rules here:

    The third act of the campaign has introduced additional complications. The black and white flames on the map represent either destroyed areas, realmgates, or Spires, and travelling along those paths or Endings are no longer possible. 

    A Chosen One who has just fought the circled Trial can move one location in any of the four directions shown here, or if they lost the battle they can stay where they are.

    The Final Spires

     

    At the end of every path players will play an “Ending” game that represents them either assaulting, or reinforcing, the four Skaven Spires that have sprung up across the continent. As they infect the land, these Spires are an affront to the history of that ancient power, the kingdom of the Fourfold Path.

    It’ll be up to you, as heroes, adventurers, and warlords, to decide the fate of these Spires, and thus the continent at large…

    It’s time to choose a path, adventurer!

    We’re using The Great Weave’s Quest system to manage the various Trials and Endings your leader may embark on. Each Quest below is connected to one of the eight paths you can see on your Campaign map, and includes the two Trials and the Ending relating to that Origin. Remember, you can move around the map, not just go in a straight, so you’ll probably engage in a few of these Quests.

    Path of the Warlord

    Path of the Warlord

    No matter the might of the enemy, a warrior that walks the path of the warlord must bring death and ruination against their enemies.

    Path of the Zealot

    Path of the Zealot

    There is no room in the Mortal Realms for the unfaithful or heretical.

    Path of the Devout

    Path of the Devout

    Those with the zeal to be missionaries are as varied as the gods themselves.

    Path of the Blade

    Path of the Blade

    You are girded and ready for battle. You must prove your mastery of weapons great and small.

    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!

    Expected Questions
    Does it matter which army I play as?
    You can play as any AoS or Warcry faction.
    How do Quests even work?
    The Quests presented represent your Leader’s Path, as well as their goal of either destroying, or reinforcing, one of the four Skaven Spires. Each Quest will give you information on Trials and Endings on the relevant Path.
    Does it matter which army I play against?
    Not at all. In fact, your opponent doesn't even need to be playing in the campaign for it to "count" towards what's happening. Very similar to how Path to Glory or Warcry campaigns works.
    What Game Systems are Accepted?
    Right now, we're expecting games to be played in the Warcry, Spearhead, and Age of SIgmar Path to Glory. If you'd like to get involved in Soulbound, reach out to us and we'll create dedicated Quests just for you.
    Can I play as an existing Hero?
    Yes! Of course! But this is the story of your characters. Just like how the Path to Glory system doesn’t allow for a Unique character to be your Warlord, we recommend not using a named character created by Games Workshop.

    The Continent of Vulkaris

    Vulkaris is a land of extremes, where towering volcanoes dominate the landscape, their constant eruptions veiling the sky in ash. The ground is a patchwork of scorched plains, glowing with emberstone, and lush forests that defy the harsh environment by drawing on the potent magic of ancient Realmgates. Rivers of molten lava carve through jagged mountains, while blinding plateaus and shadowy ash storms mark the terrain. Amidst this volatile beauty, remnants of a once-great civilization crumble beneath the encroaching influence of newly emerged horrors from below.

    The Red Forest

    Beneath the waters of the Ghyran Realmgate, a previously dormant forest has awakened into a lush, vibrant jungle. The Red Forest is characterized by its plump trees, which now thrive on magma, their roots intertwining with the fiery flows beneath. This unique environment has attracted strange, magical beasts that have adapted to the volcanic conditions with aid from the magic of Ghyran. The once-submerged Realmgate has now been destroyed by the fall of the nullstones.

    Shining Plateaus

    With the arrival of the nullstones, the plateaus are all but destoryed. The moauntain itself, the Realmgate, and the Spires that had come up into the region.

    High on the side of a snow-capped mountain, the Hysh Realmgate has given rise to the Shining Plateaus. These blindingly bright plateaus, perpetually ablaze with embering flames, surround the peak with their intense, ever-burning light. The plateaus have created expansive fields, perfect for large-scale confrontations. The mountain’s icy exterior contrasts starkly with the surrounding fire, creating a dramatic landscape where the Hysh Realmgate’s influence is felt through the unending radiance that bathes the region.

    Metallic Caverns

    To the east, the influence of the Chamon Realmgate has given birth to the Metallic Caverns. Within these subterranean realms, metals of every type ignite in various colored flames, casting an eerie glow through the shifting caverns. Rare metals and Emberstone are interspersed throughout the caverns, which are in constant flux due to the magical interactions of the metals. This ever-changing environment presents a treacherous maze for explorers, reflecting the dynamic and unpredictable nature of Chamon’s magic.

    Ash Storms

    The Ulgu Realmgate has shrouded a once-thriving forest in dense, shadowy ash storms. The forest now appears lifeless beneath the thick clouds of ash, its once-vibrant foliage reduced to a ghostly, desolate landscape. Yet, beneath these ashen layers, rich deposits of Emberstone lie hidden, offering a stark contrast to the bleak surroundings. The Ulgu Realmgate’s dark magic permeates the storms, creating an atmosphere of foreboding and mystery

    The arrival of the nullstones have begun to dissipate the storms.

    Skaven Spires

    Four massive spires have erupted across Vulkaris, originating from the depths of Blight City. These spires, characterized by their grotesque Skavenblight architecture, now pierce through the ruins of ancient cities. The fusion of Skavenblight and the remnants of the Kingdom of the Fourfold Path creates a disturbing amalgamation of the old and the new. The spires stand as imposing symbols of the Vermindoom’s impact, marking the land with their twisted presence.

    Lasretat

    The Lasretat spire is the one closest to the Ulgu Realmgate and currently Eshin controlled.

    While the leader of this Spire is a Grey Seer, in truth many of the Spire’s operations are run through Clan Eshin. The Clan secretly controls the various lieutenants and subordinates in the Spire.

    Cithrik – Destoryed

    The Cithrik Spire was closest to the Hysh realmgate and Verminus controlled. The tower, and the realmgate are now destroyed. 

    Slekit

    The Slekit spire is the one closest to the Ghyran Realmgate and currently Pestilins controlled – though their hold is tenuous.

    The leader of this Spire is a Grey Seer. However based on their geographical position they rely on constant potions & alchemy from Clans Pestilins. They has essentially made this Great Clan the de-facto leader of this Spire

    Vexshik

    The Vexshik Spire is closest to the Chamon realmgate and currently Skryre controlled.

    The leader of this Spire is a Grey Seer. However the entire Spire relies on machinery provided by Clan Skyrye. If the Grey Seer steps out of line with the Great Clan’s plans for this continent, they will be made powerless

    Your Creations

    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!

    Duel at the End of Ash and Sigils

    He tasted blood, and he spit it out. Beside him, Xshaeta’s head was hanging limp. Isthubar turned his neck towards the Blightking, hissing at him.With extreme effort, he staggered to his feet. An ugly, blubbering belly laugh greeted him as he once more faced the...

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    Path of Sigils

    “Who did this?”The Skaven struggled in pain, his extremities broken and limp. It was no challenge to make him talk; it was obvious the coward had seen too much already.The Templars had followed the fleeing plague monks to this clearing, where the skaven had tried to...

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    Stonefall, Three Days Out

    Three days. That was how long Rittichik had been cowering in the hole he'd dug into the dirt under a pile of fallen tree trunks, waiting for the dust to settle enough to be able to get his bearings. Stale fear-musk filled his nostrils, the earth around him soaked with...

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    Stonefall, Ground Zero

    Breathing harshly, Rittichik reached out a shaky paw and finally, after much digging, unearthed himself from the dirt and debris.For several weeks, on the orders Arch-Warlock Laskitt Gear-Slash, he'd been leading his cadre of Acolyte-Trainees around, following other...

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    Path of Ash

    The day of Judgement was upon them. Clearly, the Templars could witness its arrival with the cold white streaks of the meteor showers as they impacted upon Vulkaris. Anathema. With all the battles fought in Vulkaris, the creation of the Citadel, the most important...

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    A Storm of Desolation

    A Storm of Desolation

    The skies over Vulkaris darken as the heavens split with an otherworldly crack, as a roar rips across the continent. It does not take long for the source of this calamity to reveal itself as a super-massive nullstone meteor shower. These stones, cold and unyielding,...

    read more

    The Citadel of Metamorphosis

    Within Vulkaris, somewhere between the Vexshik Spire and the Realmgate to Chamon, a grand Citadel of dark blue Crystal pulsating with arcane might has arisen from the metallic ground. This Holy place of Chaos is known as the Citadel of Metamorphosis and is the base of...

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    Metamorphosis

    Upon a vast formation of metallic rocks overlooking the landscape below, Templar Champions Xshaeta the Observant and Isthubar the Steadfast stood next to the Fyreslayer Gelvan Brazenmantle, their attention mostly directed at the Spire of Vexshik. The eldritch wonders...

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    Poxfang Tunnels

    A Skaven den located in the Realm of Aqshy by Clan Pandemic by request of Ratsputin. the congregation here is The Blighted Ratkin and is lead by Plague Bishop Slink-whisker  

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    Ratsputin the Schemer

    A powerful Grey Seer that has been around since the time of the great fall Spirefall. Some say he found something during that time while taking advantage of the early lumineth civil war but none can be curtain. 

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    Battle of Reaver Wastes

    "Aim-fire on that group of she-aelves mom!" Demanded Ratsputin while pointing his staff at a charging group of sisters of slaughter. "Yes-yes bless the the holy rain of filth and show them the way my bothers" proclaims plague bishop Slinkwhisker has the plague claw...

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    Ship’s Log of Enskeri Runesworn

    Ship's Log of Enskeri Runesworn, Grumblefleet Admiral and Cartographer Log Entry 234: The Metallic Caverns, near the Vexshik Spire The Vexshik Spire looms before us, its machinations grinding endlessly. This spire does not just change the environment—it commands it....

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    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

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    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!