The Shattered City of Athenheim
Athenheim is a fanmade Warcry campaign setting in Shyish, inspired by the ruined trade-cities and scavenger-haunts of the Realm of Death.
This document replaces the lore and setting of The Ravaged Coast, while keeping all rules, mechanics, tables, abilities, and numbers exactly the same. Only names, themes, and flavour text have been rewritten for the setting of Athenheim.
Once a shining Sigmarite trade hub in Shyish, Athenheim was torn apart by surging death‑magic during the Necroquake. The city’s districts collapsed into chasms, streets drowned in soul‑mist, and its great plazas fractured into drifting islands of stone. Today, scavenger bands, repentant zealots, and grim treasure‑hunters stalk the haunted ruins in search of relics, riches, or redemption — though few return unchanged.
The Athenheim Campaign
Use the Warcry Core Book (pp. 98–113) with the following changes:
Warband Rosters
Keep all steps the same except:
- Heroic Traits
Pick from the Athenheim Heroic Traits table instead of the Core Book’s table. - First Quest
Choose from the updated quests below. - Encampment Location
Your initial encampment is The Fallen Gate instead of the “Outskirts of the Gnarlwood.”
If using an existing roster, change your encampment to The Fallen Gate.
Athenheim Heroic Traits
| Heroic Traits |
|---|
| Grave-Stirred Veteran Marked by the death-winds that tore through Athenheim, this fighter reacts to danger with grim, unnatural swiftness. Add 2 to the Attacks characteristic of melee attack actions made by this fighter while an enemy fighter that used an ability or reaction this battle round is within 6" of them. |
| Mist-Driven Strider Soul-mist coils at this fighter’s heels, urging them forward like a whisper from the underworld itself. After this fighter uses an ability, add 2 to their Move characteristic for the rest of the battle round. |
| Death-Defiant Zealot Having survived the city’s fall, this fighter clings to life with a tenacity that borders on the miraculous—or the cursed. The first time this fighter would be taken down each battle, roll 2D6. You can remove the roll in damage points allocated to them. If the roll is a double, this ability can be used a second time this battle. |
| Revenge-Marked Hunter The death of an ally sends a cold spark surging through this fighter’s veins, fuelling their strikes with merciless precision. The first time each battle round that another friendly fighter is taken down, add 2 wild dice to your saved wild dice. |
| Pain-Drunk Wretch The lingering energies of the Necroquake have warped this fighter’s senses, turning suffering into a twisted kind of strength. Roll a dice each time an attack action scores a critical hit on this fighter. On a roll of 4+, allocate 3 damage points to the attacker. |
| Ossuary Warlord This fighter commands through dread and example; when they strike down an enemy, others fall into line—or fall silent. The first time an enemy fighter is taken down during each of this fighter's activations, this fighter can use the ‘Inspiring Presence’ ability without needing or using any ability dice. |
The Aftermath Sequence
When completing the aftermath sequence while playing campaigns in Athenheim, follow the rules in the Core Book, pages 102-109, with the following changes.
-
Send Fighters Forth to Explore Athenheim
This section replaces the ‘Exploring the Gnarlwood' section of this step.In this step, you can pick 1 fighter and send them forth to explore. Pick which fighter is being sent forth and make an exploration roll by rolling on the Athenheim Exploration table below. Some of the results on the Athenheim Exploration table may prompt you to roll on the Athenheim Lesser Artefacts table. Other results are marked as a [location], which means the fighter has discovered a suitable place to which your warband can relocate their encampment.
When a fighter discovers a location, you have the option to relocate your warband's encampment to that location or to interact with that location as specified in its rules.
You can find the full rules for encampments on page 110 of the Core Rules. If a rule allows you to send forth more than 1 fighter to explore, make all your exploration rolls before deciding whether to relocate to or interact with any location you discover. If you decide to relocate, this must be done after the effects of the other exploration rolls are resolved. In addition, you cannot relocate more than once per aftermath sequence.
Athenheim Exploration Table
| D66 | Result |
|---|---|
| 11–13 | Soul-Flooded Vault The cracked paving stones give way beneath your fighter as a surge of ectoplasmic floodwater erupts upward—cold, grasping, and hungry. Roll eight dice. For each roll of 1, make an injury roll for this fighter. |
| 14–16 | Dust and Detritus The ruins hold no shortage of broken trinkets, splintered masonry, and long-dead remnants. Most of it is useless, robbed of power long ago. This result has no effect. |
| 21–46 | Unearthed Relic Half-buried in bone-dust or wedged between collapsed stones lies a relic faintly humming with lingering necromantic charge. Roll once on the Athenheim Lesser Artefacts table. |
| 51–52 | Sunken Mausoleum A shattered crypt, its upper chambers partially collapsed and its depths flooded with soul-mist. Its recesses may hide both treasure and restless dead. [Location] Sunken Mausoleum: This fighter discovers a Sunken Mausoleum. You can spend 5 glory to relocate to this location. Otherwise, this fighter may plunder it for loot. If they do so, roll a dice. On a 1–2, make an injury roll for this fighter. On a 3+, roll once on the Athenheim Lesser Artefacts table. |
| 53–54 | Smuggler’s Ossuary In the city’s final days, desperate traders hid contraband in forgotten bone-vaults and crumbling crypt-tunnels. Some caches remain—if you dare to look. [Location] Smuggler’s Ossuary: This fighter discovers a Smuggler’s Ossuary. You can spend 5 glory to relocate. Otherwise, they may plunder. Roll a dice: on a 1–5, roll once on the Athenheim Lesser Artefacts table; on a 6+, roll once on the Athenheim Greater Artefacts table. |
| 55–56 | Witch-Light Tower A spectral beacon-tower once used to guide pilgrims and wardens through Athenheim’s undercity paths. Its cracked lens still flares faintly with corpse-light. [Location] Witch-Light Tower: This fighter discovers a Witch-Light Tower. You can spend 10 glory to relocate. Otherwise, they may use it to survey the district. If they do so, you can re-roll either or both dice for exploration rolls you make the next time you complete the aftermath sequence. |
| 61 | Plunging Ossuary Pit A narrow shaft descends into a seemingly endless drop filled with drifting bone fragments and glimmering spirits. Riches may lie below—or doom. [Location] Plunging Ossuary Pit: This fighter discovers a Plunging Ossuary Pit. You can spend 10 glory to relocate. Otherwise, they may dive for treasure. Roll a dice: on a 3–5, roll once on the Athenheim Lesser Artefacts table; on a 6, roll D3 times instead. |
| 62 | Ruin-Scarred Convergence Here the Necroquake’s energies still crackle, a nexus of warped death-magic where reality folds uncomfortably upon itself. Some thrive here; others are undone. [Location] Ruin-Scarred Convergence: This fighter discovers a Ruin-Scarred Convergence. If your warband is from Grand Alliance Chaos, you can spend 15 glory to relocate. Otherwise, this fighter may scavenge. Roll a dice and add 1 if your warband is from Chaos. On a 1, make an injury roll. On 2–4, roll once on the Athenheim Lesser Artefacts table. On 5+, roll once on the Athenheim Greater Artefacts table. |
| 63 | Grave-Harbour A half-sunken district where spectral echoes of river-barges and soul-ferries drift through the fog. The dead are drawn to this place—and the living can sift through what remains. [Location] Grave-Harbour: This fighter discovers a Grave-Harbour. If your warband is from Grand Alliance Death, you can spend 15 glory to relocate. Otherwise, this fighter may scavenge. Roll a dice and add 1 if your warband is from Death. On a 1, make an injury roll. On 2–4, roll on the Athenheim Lesser Artefacts table. On 5+, roll on the Athenheim Greater Artefacts table. |
| 64 | Broken Redoubt A once-mighty stronghold now cracked open like a tomb. Its wards failed during the city’s fall, leaving only rubble, echoing chambers, and forgotten plunder. [Location] Broken Redoubt: This fighter discovers a Broken Redoubt. If your warband is from Grand Alliance Destruction, you can spend 15 glory to relocate. Otherwise, this fighter may scavenge. Roll a dice and add 1 if your warband is from Destruction. On a 1, injury roll; on 2–4, Lesser Artefact; on 5+, Greater Artefact. |
| 65 | Abandoned Sanctum This cracked sigmarite shrine somehow still stands amid the ruin, though its statues weep dust and its bells ring without wind. [Location] Abandoned Sanctum: This fighter discovers an Abandoned Sanctum. If your warband is from Grand Alliance Order, you can spend 15 glory to relocate. Otherwise, scavenge as normal (injury on 1; Lesser on 2–4; Greater on 5+; +1 to the roll if from Order). |
| 66 | Silent Refuge A rare hollow untouched by the city’s howling spirits. For now it is quiet—though quiet places seldom stay so for long. [Location] Silent Refuge: This fighter discovers a Silent Refuge. You can spend 20 glory to relocate. Otherwise, this fighter may scavenge: roll D3 times on the Athenheim Lesser Artefacts table and once on the Athenheim Greater Artefacts table. |
Lesser And Greater Artefacts And Their Tables
This section replaces the Lesser Artefacts and Lesser Artefacts Tables section of this step.
When a result on a lesser artefacts table grants your warband a lesser artefact, follow these rules. Each lesser artefact is marked as either [consumable] or [perishable] or [corrupted].
[Consumable] lesser artefacts require the bearer to use an action or bonus action for them to take effect. Once the action has been made, that lesser artefact is immediately removed from your warband roster.
[Perishable] lesser artefacts might also allow a fighter to use them as an action, or they might have a rule that is always in effect and does not require an action to use. In both cases, [perishable] lesser artefacts can be used in multiple battles and are not immediately removed after being used. Instead, in step 6 of the aftermath sequence, you must make a perish roll for each [perishable] lesser artefact on your warband roster to see if it is removed or not (page 112 of the Core Book).
‘Greater artefacts' simply refer to artefacts of power from the Athenheim Greater Artefacts Table.
[Corrupted] artefacts are those that have been warped by the ruinous power of the Vermindoom. These follow the same rules as [perishable] artefacts. In addition, if a perish roll is made for a [corrupted] artefact and that artefact is not removed from your warband roster, then make D3 injury rolls for that fighter.
[Corrupted] artefacts can be purified. The ability to purify corrupted artefacts is linked to encampment and exploration results. When a [corrupted] artefact is purified, it is no longer [corrupted] and the bold rules text in the rules for that artefact have no effect.
Other Rewards
Lastly, you may find results on lesser artefacts tables that are marked as a [reward]. Instead of granting a lesser artefact, these results give a different reward as detailed.
Athenheim Lesser Artefacts Table
| D66 | Result |
|---|---|
| 11–16 | Gravemote Compass A cracked shard of soul-glass suspended in a rusted frame. It tugs toward concentrations of lingering spirits—though its pull grows harsher the longer one listens to it. [Corrupted] The bearer can use this artefact once when they are picked to join a battle group. If they do so, roll a dice. On a 4+, that battle group is deployed last. In addition, this battle group can always be deployed wholly within 3" of any battlefield edge, more than 6" from all enemy fighters. |
| 21–23 | Cackling Shade-Familiar A spiteful fragment of a dead soul has attached itself to your fighter, lashing at anyone who comes too close. Its laughter is thin and cruel. [Corrupted] Once per battle, the bearer can use this artefact as a bonus action. If they do so, pick a visible enemy fighter within 6". Roll a dice. On a 4+, allocate 1 damage point to that enemy fighter. Then allocate 2 damage points to that enemy fighter. |
| 24–26 | Ruin-Scry Lens This fractured viewing crystal once belonged to an Athenheim sentry. Now, flooded with necroquake echoes, it shows glimpses of distant places—and visions of the city’s downfall. [Corrupted] If the bearer is sent forth to explore and the roll is 46 or less, you may change the first dice of the D66 roll to a 5. In addition, add 6" to the maximum range of this fighter’s Ranged weapons. |
| 31–32 | Hollowgrave Chalice A ceremonial cup used in death-rites. Now its water never runs out—and never tastes the same twice. The draught heals, but it gnaws at the drinker’s spirit. [Corrupted] Once per battle, the bearer may use this artefact as a bonus action. Remove D3+3 damage points from the bearer. Then remove D6 additional damage points from the bearer. |
| 33–34 | Boneweight Cudgel Formed from the splintered mast of a soul-barge or perhaps a giant’s femur, this club strikes far harder than it should. [Corrupted] If a melee attack made by the bearer scores two or more critical hits, roll a dice. On a 6, the target cannot activate this battle round. Add 1 to that roll. |
| 35–36 | Strangling Gravevine A length of animated sinew-like cord, woven from withered roots and soul-fibres. It coils hungrily even when unattended. [Corrupted] If a melee attack made by the bearer scores one or more critical hits, roll a dice. If the roll is equal to or greater than the target’s Toughness, allocate D6 damage points to that fighter. Add 1 to that roll. |
| 41–42 | Shatterglass Orb A volatile sphere of condensed spectral energy. When hurled, it explodes into razor-edged shards of ghost-light. [Consumable] Use as an action. Pick a visible point within 6". For each fighter within D6" of that point, roll a D3. On a 3+, allocate that many damage points. |
| 43–44 | Pyreheart Draft A vial of alchemical fire stolen from one of Athenheim’s ruined crematoria. It ignites the drinker’s soul in a halo of burning spite. [Consumable] Use as a bonus action. For the rest of the battle, at the end of each of the bearer’s activations, allocate D3 damage points to each fighter within 1". (Yes, including the bearer.) |
| 45–46 | Pulsing Brood-Cyst A swollen, twitching mass recovered from the undercity. Whether it contains a larva or a curse is unclear—and rarely good news. [Consumable] Use as a bonus action. Pick the bearer or a visible enemy fighter within 3". Roll a dice: if you picked the bearer, on 1–2 allocate D3 damage to them, otherwise heal the bearer equal to the roll. If you picked an enemy fighter, on 1–2 nothing happens; otherwise inflict damage equal to the roll. |
| 51–52 | Tanglehook Grapnel A rusted hook and chain dredged from a collapsed guard tower. It is barely reliable, but still capable of one desperate climb. [Consumable] Use as an action. Pick a platform within 12" vertically higher than the bearer. Place the bearer on that platform. Fighters with the Beast or Mount runemark cannot bear this artefact. |
| 53–54 | Gravesalve Paste A pungent balm brewed from mosses and fungi growing in Athenheim’s shadowed crypts. It heals cleanly but burns like damnation when applied. [Consumable] Use as an action. Remove every damage point allocated to the bearer. They cannot use abilities or reactions for the rest of the battle. |
| 55–56 | Ash-Shard Caltrops Splinters of emberstone tainted by death magic. When stepped on, they erupt in a burst of searing grey flame. [Consumable] Use as a bonus action. Pick a point on a terrain feature within 6". Parts of that feature within 3" of that point become deadly terrain for the rest of the battle round. |
| 61 | [Perishable] Witherblade This sickly iron blade seems to rot the air around it. Each swing threatens to crumble both victim and weapon alike. [Perishable] Add 3 to the damage allocated by each critical hit from the bearer’s melee attacks. |
| 62 | Erratic Grave-Imp A skittering creature formed of dust and resentment. It “helps” in unpredictable ways—sometimes startling enemies, sometimes interfering entirely. [Perishable] Once per battle, use as a bonus action. Roll a dice. On 1–2, the bearer may make the Counter reaction once this battle without forfeiting an action. On 3+, pick an enemy fighter within 6" carrying treasure—they drop it, and the bearer picks it up. |
| 63 | Soul-Clogged Fusil This weapon was once finely wrought, but now choked with spectral sediment. It fires—mostly—but never safely. [Perishable] Once per battle, use as an action. Roll a dice. On 1–2, allocate D6 damage points to the bearer. On 3+, pick a visible enemy fighter within 12" and allocate damage equal to the roll. |
| 64 | Chart of the Lost Paths A tattered vellum covered in shifting script. It redraws itself constantly, pointing toward hidden caches beneath the dust. [Perishable] If the bearer is sent forth to explore, you may instead follow the map. Roll a dice instead of making an exploration roll. On 1–2 nothing happens. On 3+, roll once on the Athenheim Lesser Artefacts table. On 6+, also roll once on the Athenheim Greater Artefacts table. |
| 65 | Icon of Ruin A broken symbol scavenged from a profane shrine. Its presence warps nearby relics, feeding on desperation and hubris. [Perishable] Pick a non-[consumable] lesser artefact, a greater artefact, or any non-[corrupted] artefact. If the chosen artefact is [purified], it becomes [corrupted]. If it is neither [purified] nor [corrupted], it becomes [corrupted] and gains: Add 3 to the value of abilities used by the bearer (to a maximum of 6). |
| 66 | Shyishan Keelhauler A battered skiff from Athenheim’s subterranean bone-canals. Still usable—for now. But every journey risks the waters below swallowing it whole. [Perishable] If the bearer is not sent forth to explore, they may be sent forth in addition to another fighter. If an exploration roll for the bearer results in an injury roll, or if this artefact’s perish roll is 1–3, the craft sinks. Remove it from the roster, then roll a dice. If the roll is greater than the bearer’s Toughness, nothing happens; otherwise, the bearer drowns and is killed. |
Athenheim Greater Artefacts Table
| D66 | Result |
|---|---|
| 11–16 | Tattered Shadecloak Stitched from shreds of funerary banners and soul-touched cloth, this cloak billows as if in an unseen wind, carrying its wearer in great, drifting strides across the ruins. [Corrupted] Do not count the distance moved vertically for the first move action the bearer makes each battle round. Add 1 to the Move characteristic of the bearer. |
| 21–23 | Grave-Anchor Boots Iron-bound greaves inscribed with binding sigils. When the wearer braces, they root themselves to stone, bone, or shattered masonry alike. [Corrupted] While the bearer is the target of an attack action, they cannot fall. Add 2 to the Move characteristic of the bearer. |
| 24–26 | Ossuary Marshal’s Coronet Once the badge of office for a high warden of Athenheim, this twisted circlet commands instinctive obedience—though its runes seem to shift when unobserved. [Corrupted] The bearer can use this greater artefact as a bonus action only if they have not used an ability this activation. If they do so, the bearer can use the ‘Inspiring Presence’ ability without needing or using any ability dice and without needing the Hero runemark (). When the bearer uses the Inspiring Presence ability, they can pick another friendly fighter within 12" of the bearer that is not visible. |
| 31–32 | Dustblind Ring When raised, this ring releases a sting of corpse-dust and chill air, leaving the eyes of distant bowmen streaming and raw. [Corrupted] Subtract 1 from the Attacks characteristic (to a minimum of 1) of missile attack actions that target the bearer. Subtract 1 from the Attacks characteristic (to a minimum of 1) of missile attack actions that target visible friendly fighters within 3" of the bearer. |
| 33–34 | Undercrypt Girdle Forged from the hide and bone of an underworld behemoth slain beneath Athenheim, this belt thrums with brutal, half-tamed strength and volatile impulses. [Corrupted] Add 2 to the Strength characteristic of the bearer. When this fighter uses an ability, before spending the ability dice, roll a dice. On a 1–2, that ability has no effect and the ability dice are still spent. On a 3+, the bearer can use that ability without spending or using any ability dice. |
| 35–36 | Ward-in-a-Bottle Within this bottle swirls a tiny, drowned fragment of Athenheim—a floating street, half a plaza, ghost-water lapping at miniature walls. Tiny figures move within when the light catches it just so. [Corrupted] Once per battle, the bearer can unleash a flood as a bonus action. Each other fighter on the same platform as the bearer falls. If the bearer is on the battlefield floor, subtract 2 from the Move characteristic (to a minimum of 1) of each other fighter within 6" of the bearer for the rest of the battle round. |
| 41–42 | Draught of Crashing Souls When gulped in one agonising swallow, this thick, briny spirit-stuff fills the bearer with the raw force of a spectral tide—powerful, but impossible to sustain. [Consumable] Once per battle, the bearer can use this artefact as a bonus action. If they do so, roll a dice. Increase the Attacks and Strength characteristics equal to half the value of the roll for melee attacks made by the bearer until they run out of breath. After the bearer makes an action, roll a dice. On a roll of 1–3, they run out of breath. Subtract 1 from the roll for each subsequent action made by the bearer. |
| 43–44 | Draught of the Still Grave The liquid in this vial never stirs, no matter how it is shaken. Those who drink it find the world slowing around them, as if all things were pausing at the brink of death. [Consumable] Once per battle, the bearer can use this artefact as a bonus action. If they do so, ignore positive modifiers to characteristics of fighters within 6" of the bearer until the end of the battle round. |
| 45–46 | Draught of the Howling Choir This thin tincture fills the bearer’s lungs with the stolen voices of the dead. When they cry out, it becomes a deafening, soul-rattling roar. [Consumable] Once per battle, the bearer can use this artefact as a bonus action. If they do so, enemy fighters within 6" cannot use reactions or abilities until the end of the battle round. |
| 51–52 | Draught of Flickering Paths Tasting of dust and cold river-water, this draught lets the drinker slip along forgotten routes once walked by souls departing the city. [Consumable] Once per battle, the bearer can use this artefact as a bonus action. If they do so, remove them from the battlefield, then set them up anywhere on the battlefield, more than 6" from all enemy fighters. Add 1 to the Attacks characteristic of melee attack actions made by this fighter until the end of their activation. |
| 53–54 | Draught of Ossian Weight This pitch-black liquid tastes like grave soil. Once swallowed, the bearer becomes as heavy and immovable as a tombstone in deep bedrock. [Consumable] Once per battle, the bearer can use this artefact as a bonus action before any other actions that activation. If they do so then they cannot make move actions or be allocated damage points until the end of the battle round. |
| 55–56 | Gravebrew Concoction A reckless blend of tomb-distilled spirits, alchemical reagents, and who-knows-what from the undercity. No two draughts have quite the same effect. [Consumable] Once per battle, the bearer can use this artefact as a bonus action. If they do so, roll a dice. On a 1, after a few tense seconds, there is no effect. On a 2, allocate 2 damage points to the bearer. On a 3, pick a visible enemy fighter within 3" of the bearer, then allocate 3 damage points to that fighter. On a 4, this fighter can make a bonus move action of up to 4". On a 5, roll 5 dice and for each roll of 1 allocate 1 damage point to this fighter and for each roll of 6 allocate 1 damage point to each other fighter within 5" of this fighter. On a 6, after resolving each other roll, make 6 more rolls for this artefact (this can result in further rolls). |
| 61 | Umbral Reliquary-Pack A shadow-draped pack stitched from soulcloth. Objects placed within it feel weightless—until the day the pack vanishes between one heartbeat and the next. [Perishable] This fighter can be the bearer of this artefact and two other artefacts. If this artefact is crossed off your warband roster, cross off any other artefacts this fighter is the bearer of. |
| 62 | Echo-Mirror Carapace Plates of polished, rune-etched bone that shimmer faintly with reflected movements, allowing the wearer to mimic the talents of their foes. [Perishable] The bearer can use this greater artefact as a bonus action only if they have not used an ability this activation. If they do so, pick a visible enemy fighter within 3" of the bearer. The bearer can use one ability that enemy fighter could use, including universal abilities, without needing or using any ability dice and without needing the required runemarks. |
| 63 | Grasping Ossuary Shield A slab of driftwood and stone encrusted with bone-growths that occasionally flex and clutch at incoming blows. [Perishable] The bearer gains the following reaction: Grasping Wall: Once per battle, a fighter can make this reaction after they are targeted by a melee attack action but before the hit rolls are made. For each hit roll from that attack action that misses, pick one hit or critical hit. Each picked hit becomes a miss, and each picked critical hit becomes a hit. |
| 64 | Soul-Leech Dagger Each cut from this dagger draws out not just blood, but life’s warmth, leaving the victim grey and shaking as their strength ebbs away. [Perishable] If a melee attack action made by the bearer scores one or more critical hits, subtract that number from the Strength characteristic of the target of that attack action until the end of the battle round. |
| 65 | Marshal’s Folly An overcharged Shyishan relic-weapon, its bolts grow ever more ravenous as they pass through flesh and armour. The first officer to wield it in Athenheim was torn apart by its power, along with those he sought to save. [Perishable] The bearer can use this artefact as an action. If they do so, pick a visible enemy fighter within 18". Draw a straight imaginary line 1mm wide from the centre of the bearer’s base to the centre of that fighter’s base. Roll a dice for each enemy fighter whose base is crossed by that line, starting with the nearest and working outward. On a 4+, allocate D3 damage points to that fighter. For each subsequent roll, add 1 to the roll and the damage points allocated. |
| 66 | Death-Dancer’s Blade Forged for duellists who vault from balcony to balcony amid collapsing stone, this blade rewards the most reckless footwork with a flurry of killing strokes. [Perishable] Each time this fighter makes a melee attack action, if they used a Move action as a previous action this activation, and jumped and/or fell more than 3" during that Move action, add 2 to the Attacks characteristic of melee attack actions made by this fighter until the end of their activation. |
Athenheim Encampment Locations
| Location | Location Bonus | Points Limit | Reputation Modifier |
|---|---|---|---|
| The Fallen Gate A shattered sigmarite archway marking the once-grand entrance to Athenheim. Now it stands alone amid drifting dust and half-buried roads. | Do not make encampment checks for this location. | 1,000 | +0 |
| Sunken Mausoleum Sheltered beneath collapsed vaults and broken tombstones, a scavenger band can find uneasy rest here—so long as they ignore the whispering dead. | You can re-roll encampment checks for this location. | 1,050 | +1 |
| Witch-Light Tower A cracked beacon-tower whose spectral lens still flares with pallid witch-light, revealing secrets half-hidden by swirling soul-mist. | Each time you roll on the Lesser Artefact table, you can add 1 or subtract 1 from one of the two dice. | 1,050 | +1 |
| Plunging Ossuary Pit A narrow shaft descending toward forgotten chambers of bone and shadow. The air is cold, but its depths offer clean water condensed from spectral frost. | Do not make injury rolls for friendly fighters while they are being sent forth to explore. | 1,100 | +1 |
| Ruin-Scarred Convergence Where necroquake energies still crackle and twist. Here, the hungry powers of Chaos listen for offerings with eager malice. | If your warband is from Grand Alliance Chaos, once per aftermath sequence, you can sacrifice a friendly fighter. That fighter is killed. Gain glory equal to half that fighter’s glory cost (rounded down), then roll once on any Lesser Artefacts table (including ones you normally cannot access). | 1,150 | +2 |
| Grave-Harbour A half-submerged district of spectral docks and soul-barges frozen mid-voyage. The dead cling to this place, and sometimes they answer eager hands. | If your warband is from Grand Alliance Death, once per aftermath sequence you may attempt to resurrect a killed fighter (not Monster). In step 6, pick a killed fighter and roll: if the roll is greater than the fighter’s glory cost, they are resurrected with one less renown but keeping their artefacts. | 1,150 | +2 |
| Broken Redoubt What remains of a once-powerful fortress, now split open by violence and crawling with squabbling challengers seeking to prove might through brutal contests. | If your warband is from Grand Alliance Destruction, you may hold a brawl. Roll dice equal to each fighter’s glory cost; highest single roll becomes the temporary Hero () until the end of your next battle. | 1,150 | +2 |
| Abandoned Sanctum A cracked sigmarite shrine that somehow remains standing. Bands who depart from here carry a fleeting echo of divine purpose. | If your warband is from Grand Alliance Order, after deployment you can randomly select one battle group to sally forth. Each fighter in that group makes one bonus move action. (Attackers resolve first if multiple warbands have this ability.) | 1,150 | +2 |
| Silent Refuge One of the few places in Athenheim where the soul-winds quiet and scavengers can search the ruins without interruption—at least for a time. | Each time you would roll on the Lesser Artefact table, you may instead roll on the Greater Artefact table but subtract 3 from each roll (to a minimum of 1). | 1,200 | +3 |
Quests of the Shattered City
When completing the aftermath sequence while playing campaigns set within Athenheim, follow the Core Book rules (pages 102–113) with the following changes.
Treasures of the Gnarlwood Replace this quest with Treasures of Athenheim (below).
Ascension to Glory When a player completes this quest, they must choose a heroic trait from the Athenheim Heroic Traits table instead of the one in the Core Rules.
Universal Quest: Treasures of Athenheim
Buried beneath collapsed plazas, wedged inside shattered crypts, trapped in drifting soul-mists, or simply lying exposed on the bone-dust streets—Athenheim is littered with relics left behind during its fall. Those brave or desperate enough to search its haunted wards often uncover pieces of lost power… though the city rarely gives such things freely.
While embarked upon this quest, keep track of the number of times a battle ends where:
One or more friendly fighters are within 3" of any objectives
One or more friendly fighters are carrying treasure
If a battleplan contains neither objectives nor treasure, gain a treasure point if friendly fighters are in 3 or more battlefield quarters
One or more enemy leaders are taken down
For each condition that is true, gain 1 treasure point.
Once your treasure hunt reaches 6 or more, in step 5 of the aftermath sequence you can complete this quest. Your warband has uncovered a powerful relic hidden somewhere within the ruined city.
Roll on the Treasures of Athenheim table below. If you roll a treasure that a fighter in your warband already bears, roll again until you get a unique artefact.
Treasures of Athenheim
| D6 | Treasure |
|---|---|
| 1 | Bone-forged Peg Leg Carved from spirit-hardened femur and reinforced with sigmarite nails, this replacement limb hits as hard as a hammer—and is surprisingly comfortable for those who need it. Add 2 to the damage points allocated by each critical hit from melee attack actions made by the bearer. The bearer cannot have the Broken Leg injury. |
| 2 | Shade-Sight Patch This visor-patch is woven from translucent soul-silk. To outsiders, it looks opaque; to the wearer, it reveals faint ghost-echoes and incoming blows. Add 2 to the Attacks characteristic of the bearer for the third and fourth battle round. The bearer cannot have the Blinded in One Eye injury. |
| 3 | Grave-Hook A cruel hook once used by corpse-retrievers in Athenheim’s undercity. Its soul-etched barbs dig deeper with every wrenching pull. Add 4 to the damage points allocated by the first critical hit the bearer scores with a melee attack in each of their activations. The bearer cannot have the Fractured Arm injury. |
| 4 | Death-tempered Breastplate This armour was tempered in the dying embers of Athenheim’s final forge. Cold to the touch, yet impossibly resilient. Add 5 to the Wounds characteristic of the bearer. The bearer cannot have Cracked Rib or Gut Wound injuries. |
| 5 | Underworld Feather Plucked from a great spirit-bird or some other deathly entity, the feather glows faintly with otherworldly protection. The first time each battle the bearer would be taken down, roll a dice. On a 3+, they are not taken down. Instead, any remaining damage has no effect, then remove damage points equal to the roll. |
| 6 | Ossian Harpoon This living, soul-forged weapon twitches in anticipation. Its barbs wriggle like eager fingers, dragging prey toward the wielder. Once per battle, the bearer may use this artefact as an action. Pick a visible enemy fighter within 8" as the target. The target makes a bonus move action directly toward the bearer, as if jumping, until within 1". They may move away from enemies they begin within 1" of. Then roll a dice for each inch moved. On a 3+, allocate 1 damage to the target. |