The Empire of Man may be the largest human realm in the Old World, but right now, it’s in serious trouble.
The Age of the Three Emperors is over, replaced by the uneasy Anarchy that has Elector Counts and city-states bickering, borderlines shifting daily, and the major powers forever rattling sabres. With darker forces waiting in the north, it’s never been a more turbulent – or a more thrilling – time to muster an Imperial army. We sat down again with the Warhammer: The Old World team to dig deeper into what’s going on.
According to the writers, this period is not the Age of the Three Emperors. That ended in IC1979, when attempts to place Magritta of Marienberg on the throne led to backlash from the Cult of Sigmar, fragmenting the Empire further. Now in the “Anarchy,” there’s no recognized Emperor at all. Four major power blocs jockey for dominance, while numerous free states in the south do what they want.
“All these states still call themselves the ‘Empire,’” the team explains, “but each one believes it has the best claim.”
Shifting Alliances
Life goes on for everyday folk, but alliances can change overnight. That might mean one region is nominally loyal to an Elector on a Monday and to a different liege on Tuesday. Despite this chaos, people still unite to repel invaders—whether Beastmen, Orcs, or worse—because if you threaten the Empire enough, these fractious counts do remember they’re all in this together.
Nuln’s Story Mission
A scenario included in the Arcane Journal focuses on Nuln, an important free state that basically says: “We’ll handle our own problems, thanks.” Nuln’s artillery shipments keep much of the Old World’s armies supplied, so it’s powerful enough to ignore petty disputes. But Beastmen raids, arms shipments gone missing, and conspiracies in the woodlands force Nuln to put local politics aside and face the threat head-on in a big scenario battle.
Classic Miniatures & Iconic Characters
Imperial Ogres
One highlight is the return of the Imperial Ogres from White Dwarf #122 (February 1990). They show off the diverse—and sometimes downright bizarre—nature of the Empire’s cities. These Ogres wear flamboyant uniforms, representing how they settle in human lands and adapt to local customs. They’re mercenary powerhouses the Empire is only too happy to put to work.
Grand Masters & Commanders
The new wave also features older Grand Master and Commander miniatures—but not the named Karl Franz–era heroes. The team wants new special characters (like Hans von Löwenhacke and Harald Gemunsen) to take center stage in this time period, so they’re bringing back more “generic” but beloved sculpts you can field as any Chapter Master. It’s a smart way to keep the Old World distinct from the Warhammer era dominated by Karl Franz.
Wizards Before the Colleges of Magic
One major lore tweak is the role of Wizards in this pre–Magnus the Pious setting. The Colleges of Magic haven’t been established yet, so arcane learning is more ad hoc and regionally dependent. In the new releases, you’ll find:
- Battle Wizard (or “typical” mage wearing flamboyant robes, echoing classic Warhammer design)
- Elementalist (channeling bestial magic, sporting a big chunk of amber in his staff, hinting at the future of Jade or Amber wizards)
- Necromancer (not necessarily evil in this era, often just communing with spirits for lore or advice… though it’s a slippery slope)
Each wizard includes a fun little familiar—it might be a birdlike creature, a mutated homunculus, or something else that underlines their style and magical school. The design team specifically wanted to show how each wizard’s aesthetic and practice might eventually shape the formal Colleges that come later.
The New Transfer Sheets: Endless Customization
The Empire is a patchwork of provinces, principalities, and city-states, which means every regiment can bear unique heraldry. That’s where the new transfer sheets come in:
- State Seals & Icons: From Ostland to Hochland, Reikland, and beyond, you can brand your units with insignia that stands for your Elector or free state.
- Town Names: Even smaller locales can appear on your banners, showing exactly where your halberdiers call home.
- Scripture: Yes, real readable texts on tiny transfers—prayers for Sigmar, Taal, Rhya, Morr, you name it.
You can also adapt them for specific Knightly Orders—Knights Panther, White Wolves, the Fiery Heart, etc.—or smaller orders of your own invention.
Where It’s Headed
Though the Empire is fractured at this moment, the tapestry of alliances and local cultures is rich, offering endless narrative hooks. Whether you choose to:
- Lead Nuln’s Artillery Train against Beastmen
- Form a Knightly Order from your own free city
- Assemble a gaggle of Ogres in Imperial colors
- Model wizards and their familiars from all corners of the Old World
The Arcane Journal: Empire of Man and its accompanying miniatures have you covered. Expect more expansions in the future, including an in-depth look at High Elves. For now, rest assured that the Old World’s biggest human realm is about to hit the gaming table with fresh lore, scenarios, and reimagined classics.
Stay Tuned: Pre-orders for the first wave of Empire releases go live this Saturday, and more Old World Almanack articles—like an upcoming feature on the High Elves—are already in the works. So assemble your swords, load your cannons, and call your wizards—because the time of The Anarchy might be the perfect era to stake your claim in the Empire of Man.
And remember, Frontline Gaming sells gaming products at a discount, every day in their webcart!