Cover — Gnomad Feastmasters
Introduction — Warring gods pay no heed
1
CONTENTS
OF HIDDEN FOLK4
No One’s Foole5
Map: The Trails of Ghyran9
THE PERENNIAL BANQUET11
A Great Feast14
Gastrognomic Symposia15
SEASONS OF SPOILING17
DELTAS OF OPPORTUNITY20
Gnomiad Trail21
Feral Trail23
Blazed Trail25
Fallow Trail27
Shimmering Trail29
A Dish of Tongues31
KIN, HERD AND HEARTH33
Stoic Custodians33
The Roving Gourmets36
Pioneers of Discovery38
Crossroads of the In-Between Places41
The Rooted Conspiracy43
Perilous Paths45
Corral and Cauldron47
The First Taste of Excess48
THE RULES49
FACTION RULES51
Battle Traits51
Battle Formations53
Heroic Traits53
Artefacts of Power54
Spell Lore54
Prayer Lore55
Monstrous Traits55
Gnomadic Tinkers56
Manifestation Lore56
WARSCROLLS57
Yonella Lightfoot57
Owain’jax, Son of the Jade Forest58
Mephistio Hartstock59
Trail Master60
Head Chef61
Boscage Hermit61
Halfloaf Thief62
Hollowain War-Wagon63
Trencher Proudfeet64
Abstemious Scouts64
Gryph-hound Hobelars65
Canopy Riders65
Hawthorn Hotpots66
Drove Kin67
Drove Archers67
LeyLord Ancient68
LeyLord68
Spirit of Ghyran69
Spectral Briar Hedge69
Detritus Denizen Swarm70
Habbinkerr Sentry70
Gastrognome Encampment71
HOW TO COLLECT73
THE FORAGER’S FEYT75
Battle Traits & Enhancements76
Spearhead Warscrolls77
PATH TO GLORY79
The Anvil of Apotheosis79
Path of the Grand Feastmaster85
Path of the Caravan Kin86
RULES OF RENOWN87
Army of Renown: Feral Trail Charcuteers87
Army of Renown: Blazed Trail Cauterisers89
Regiment of Renown: Pilfin the Uninvited91
RULES REFERENCE92
BATTLE PROFILES93
DESIGNER’S COMMENTARY95
COMPILED AND WRITTEN BYDarren Watson
STORIESNo One’s Foole (p.5) and A Dish of Tongues (p.31) by Daniel Summerbell · A Great Feast (p.14) and The First Taste of Excess (p.48) by Mark Wilson
LOREDarren Watson, Mark Wilson
RULE WRITINGDarren WatsonDave ‘StyrofoamKing’ Joria (Forager’s Feyt, Feral Trail Charcuteers)
ORIGINAL ART DIRECTIONOwen Jackson
ARTSam Manley (cover), Dániel Kovács (pp.7 and 8)
DIGITAL ARTArtist Empire (pp.3 and 6), Darren Watson
MINIATURE ARTISTSAdam Cunis, Benjamin Savva, Darren Watson, The Tyromancer Dan, Veillotron
PHOTOGRAPHYHugh Wyeth, Owen Jackson
EDITING AND PROOFREADINGDarren Watson
PRODUCED BY GNOMES WORKSHOP
With thanks to everyone who playtested, gave feedback, or whom I have forgotten. Don’t get old – a good memory is to be cherished.
FOR THE FOURTH EDITION OF WARHAMMER AGE OF SIGMAR · 2026
First published 2026 · Published independently by Darren Watson · @PositiveVictim on Bluesky and X
This is an unofficial, non-commercial work made by hobbyists for hobbyists. It is not produced by, endorsed by or affiliated with Games Workshop Limited. GW, Games Workshop, Citadel, Warhammer, Warhammer Age of Sigmar, Battletome, Stormcast Eternals, Sylvaneth, Skaven, Ogor Mawtribes, Lumineth Realm-lords, Kharadron Overlords, the Mortal Realms, and all associated logos, illustrations, images, names, creatures, races, vehicles, locations, weapons, characters, and the distinctive likenesses thereof, are either ® or ™, and/or © Games Workshop Limited, variably registered around the world. All Rights Reserved. Used here without permission; no challenge to their status is intended. All original text, artwork and photography remain the property of their respective creators.
2
Trail Masters charge on war-cockerel mounts beneath a burning sky

“Under blazing Aqshian skies a wing of Trail Masters swoops to dispense well-merited vengeance atop their berserk Dawnspur Wattlecrest mounts.”

3
OF HIDDEN FOLK

The Gnomad Feastmasters are a secretive people of the hidden Trails, custodians of the great herds and the quiet places between war. Long ago, they were cast from the World-That-Was into Ghyran, where merciful spirits and the land itself concealed them. They have wandered for so long that the memory of humankind has faded, but not their duty: to follow the migrations, tend the wounded earth and preserve the countless small lives that greater powers overlook.

Gnomads seek neither dominion nor renown. Their caravans travel from Habbinkerr Grove to Habbinkerr Grove, guided by Trail Masters and borne upon Hollowain War-Wagons that renew the hidden ways beneath their wheels. When danger threatens, these wandering communities close into Gastrognome Encampments. Drove Kin and Drove Archers hold the line, Trencher Proudfeet and Canopy Riders strike from flank and sky, while Abstemious Scouts range far ahead. Head Chefs, Boscage Hermits, LeyLord Ancients and their Sylvaneth allies lend wisdom and strength. Every blade is raised in defence of the Trail, never for conquest.

For an age, the Gnomiad Trail and the other hidden Trails concealed the gnomads from the hungry eyes of the realms. The Necroquake changed everything. Cracks tore through the old protections, exposing fertile sanctuaries to marauders, monsters and those who see only bounty to be taken. Suspicious of outsiders and reluctant to surrender their secrecy, the gnomads nevertheless know that retreat alone will not save the herds. Stout defenders of all things pure, the gnomads now guard their hidden ways with a vigilance born of hard necessity.

4
No One’s Foole

Slice a Manchet very thin and lay it in the bottom of a dish, and wet them with Sack, Poyle Creame, with Eggs, three or foure blades of Mace, a pinch of Hanyas; season it with Rosewater and Sugar, stir it well together to prevent curdling; then pour it on the Bread and let it coole; then serve it up to the Table.

‘Jared Prisefault, you put that down this instant!’

Jared jerked his hand away from the copper tin as if it were red hot. ‘Sorry, Chef,’ he mumbled. ‘I just…’

Melton glared up at him, a grown man’s rage condensed into a figure no more than four feet high.

‘You thought what?’

‘Nothing, Chef.’ Jared hung his head.

Anger faded from the pudgy face. ‘Do you even know what you were toying with?’

‘No, Chef.’

‘That’s Hanyas, you young idiot. A tiny pinch adds a delicate sharpness to a dish. Two pinches will make you spew.’ The halfling wrinkled his nose. ‘From both ends.’

‘Sorry, Chef.’

‘You live and learn. That’s what apprentices are for. Now, where is that layabout Klaus? He should have had that jugged hare on the table ten minutes ago!’

Jared blanched. ‘He’s in the cold store, Chef. He’s… not well.’

The head cook pursed his lips. ‘Drunk?’

There was a pause.

‘Yes, Chef.’

Melton sighed. ‘Well, there’s nobody else.’ He stripped off his stained apron and hung it over a stool. ‘I’ll have to take it up myself.’

‘I can do it, Chef!’ Jared’s eyes were shining.

Melton looked him up and down, suppressing a smile. ‘It’s not for the likes of you to wait on the fine Lords and Ladies,’ he said, as kindly as he could. ‘But you know your way around a kitchen. No, you bring the Foole out from the cold store, then take a pot of coffee from the stove and ladle it into Klaus. I can’t be running up and down stairs all night!’

Two spiral flights separated the kitchen from the great hall. By the time he reached the top, the halfling was puffing hard. He rested the dish on the top step for a moment, took a deep breath and entered the hall.

‘I say, I say!’ A braying voice rose above the hubbub as Melton set the jugged hare down on the table. A young man, his face flushed with wine, addressed the figure in the high-backed chair at the centre of the feast. ‘I didn’t know your jester was serving us tonight, Lord Yelten. Are the kitchens a little short-handed, what?’

Laughter exploded around the hall. Melton bowed stiffly and made to withdraw.

A growl from the high-backed chair stopped him.

‘You aren’t Chaligny.’

‘No, my lord.’

‘Then who in the hells are you? What are you?’

Melton bowed again. ‘My name is Melton, Lord. A Gno…’ He swallowed. ‘A… mongrel creature, your worship. I have the honour to serve as your chef.’

‘And to serve at table, it seems. Well, I won’t have a fool interrupt my dinner without him giving us a little entertainment.’ He cupped his hands around his mouth and roared: ‘Chaligny!’

A hidden door in the wooden panelling sprang open, and a diminutive figure tumbled out.

A duardin, dressed in motley and clutching a mandolin, sporting an enormous ginger beard.

The company giggled expectantly. Looking closer, Melton realised that the duardin was clean-shaven, the beard false. He drew in his breath.

‘Chaligny,’ continued Lord Yelten, ‘you have competition for your place! I’ll warrant this fine fellow is a better dancer than you. Play him a tune, and let’s see him caper.’

Obediently the duardin struck a few notes on his mandolin. Dozens of eager faces turned to Melton. Scalding humiliation washed over him. He blushed scarlet.

A few laughs echoed in the awkward silence. Chaligny’s eyes met Melton’s, silently pleading as he hopped and jiggled with the music. Melton’s feet felt as if they were encased in lead. He wished the weight would break the floorboards under him and send him tumbling back to the kitchen below.

‘Come on,’ snarled Yelten, ‘let’s see a few steps. We haven’t got all night!’

Melton stared back, the choler rising within him. Yelten blinked. His nostrils flared.

Chaligny moved first. He snatched up the wooden serving spoon from the jugged hare and tossed it at Melton, who caught it instinctively.

‘A duel, my lord,’ he cried. ‘This cook has danced better than I. My honour will not stand it.’ He hefted the mandolin like a battleaxe. ‘I must fight him or lose face.’

The rising fury in Lord Yelten’s face vanished in a snort of amusement. ‘Quite right, Chaligny. Have at him!’

Chaligny took a tentative swipe at Melton, who blocked it without thinking. A second blow caught Melton on the backside, making him stagger forward. The crowd roared.

Furious, Melton lashed out at the duardin with his wooden spoon. It bounced off the mandolin with a musical twang, to howls of laughter from the crowd. He struck again, hitting the duardin on the cheek, spattering jugged hare across his face and beard. Chaligny somersaulted backwards, exaggerating the force of the blow to comic effect. He staggered in circles a few times and threw himself to his knees in front of Yelten.

‘I yield, my lord. Spare me from the halfling’s fury, I beg of thee.’

Melton found his tongue at last.

‘With my lord’s permission, I must withdraw to prepare the next dish.’

Yelten waved a hand dismissively. His attention was on his neighbour, who was wiping tears of mirth from her eyes. Melton fled for the cool darkness of the stairs.

Jared emerged from the cold store, Klaus unsteadily in tow. He saw Melton and frowned.

‘What are you doing, Chef? You aren’t trying to leave? Lord Yelten will be furious.’

Melton took the last pot chain off the hearth and linked it to its fellows.

‘Yes, Jared,’ he replied. ‘I’ve let them keep me here for longer than I should. The road is calling me.’ He linked one end of the long chain to a meat hook and tested the joint with a grunt.

‘But Chef…’ Jared’s voice cracked a little. ‘I don’t understand. How will we cope without you?’

The gnomad winked at him. ‘I daresay his lordship is used to hiring a new cook from time to time.’ He reached up and pinched Jared’s cheek. ‘And one day, it will be you. You’ve got the makings of a good cook in you. Farewell.’

Jared looked shell-shocked. ‘Can… can I help, Chef?’

Melton raised an eyebrow. ‘You can keep an eye out for the sentry while I’m going over the wall. If you see him, whistle. But no heroics.’ He turned to Klaus. ‘The Foole is on the sideboard by the door. Take it up, and don’t drop the damn thing.’

Jared watched the little figure disappear into the darkness. A clink of chain reached him as the makeshift grappling hook found its mark among the crenellations. He stared into the darkness for some minutes, but saw nothing more. Then he busied himself tidying up the kitchen, surreptitiously dabbing at his eyes from time to time. He opened a cupboard. His gaze fell upon the copper tin of Hanyas.

It was empty.

5

“Halfloaf Thieves may ‘acquire’ rare and outlandish accoutrements to better blend into the fantastical landscapes which they traverse.”

6
Gnomads ambushed in the deep thicket
“They spilled from the forest apron like hungry daemons. Blood-curdling cries bemoaning their famishment assailed our ears and in retreat our honour was lost. For our ambush was discovered and our quarries’ vengeance was intolerable as they pursued us mercilessly through the dark thicket.”
– The shamed Marquis de Cassé, issuing his lament to Ghoul King Nemeth
7
The fight spills through the canopy
8
Gnomiad Trails of Ghyran – map, left half
9
Gnomiad Trails of Ghyran – map, right half
10
THE PERENNIAL BANQUET

The sun that blessed the World-That-Was drowned within an ocean of tears as it was toppled from the sky. Howled lamentations accompanied bells pealing in desperation as the Three-Eyed King wrought the final apocalypse. Mallus lolls now in its place, a fiery, ruined thing, boiling in its fury, devoid of the once merry song of the Moot.

A NUMERICAL SACRIFICE

In the first apocalypse, entire civilisations perish and ruin’s flotsam is cast asunder. Paralysed Gods concern themselves only with their children, and any living thing left forsaken is cast into the pit.

In a time before myth, the progenitors are abandoned to inescapable doom. The Lesser Betrayer, Khaal Phranx, turns his back on the lamentations of his subjects. That Eicheschatten was burned and the Moot’s pastoral idyll desecrated is remembered still. Tales of melancholy and sorrow are immaculately commemorated, in this present era, in towering dishes dripping with metaphor. After the cataclysm of the End Times, the Greater Betrayer, Sigmar, augments the treachery of his corporeal embodiment and declines to find a place at the pantheon’s table for Nuffle, Deity of the Last Chance. Before the reality of the World-That-Was is forever snuffed out, the terrified refugees of the Moot are pursued by throngs of slavering Gors into the deep Alter Forest where they cling together and pray for deliverance. Their earnest pleas are heard by a despairing Nuffle and in a compact demanded of him by his thirsting cousins, his godhood is surrendered to the void in a fell exchange.

Eleven extended familial groups are spared, and two single digits are forever woven into the fabric of Chaos by myriad clawed hands.

Mallus’s survivors tumble from reality and are mercilessly tossed through the maelstrom of the black void. As they plummet, the halflings’ piteous squeals attract predators of the aether. Several are snatched as playthings and are consigned to an eternity of unbearable agonies. Disorientation and abject despair grip the survivors of this ordeal in the seasons that follow. They are lonely, in an alien heaven stripped of civilisation. Depression sinks its hungry teeth into the remnants of Nuffle’s ark. The fearful newcomers soothe their trauma with their undiscriminating dedication to the little things of the new forest, gradually adopting the role of guardians. Though the Jade Kingdoms are their new true home, they do not learn of it and cling to the rocks of former culture. These halflings make not a ripple upon the surface of the known realms in the golden days of yore. They are busy and conscientious in their labours – nurturing the burgeoning flora and fauna, the small things: the pollinators, the primary producers, the mellow and the mild. For that long era, though Alarielle traverses the Jade Kingdoms, the inconsequential and quiet communities remain in their ignorant and harmonious seclusion, shrouded from her explorations within their unremarkable enclave. Tiring of solitude, the Queen of the Radiant Wood sows the soulpods to reunite her with her children from the World-That-Was. Sacred groves and glades blossom and the sleeping Sylvaneth wake from their dormancy.

11

In this pompous age of vainglorious godhood, mighty empires are built, and brutish races ascend to hold dominion over vast swathes of land. With grim inevitability, these mortal kings succumb to base instincts. Alliances crumble and treaties are wrecked. The rich tapestry of peace begins to irrevocably unravel and is consumed within the raging fires of turmoil that follow. It is the lowly Seedlingkin who first stumble upon these newcomers, as the taint of Chaos begins to infect the realms. The Seedlingkin have no word for halflings, knowing only the small folk of root and burrow long vanished from the old world, and they name these survivors after them. The little folk never thought themselves half of anything, and none cares to correct a friendly giant. Majesty is unknown to this quietly indignant grove, divorced from the glorious deeds of its kin. They are never set to battle by their mother but rather bound to the soil, to the seething masses of crawling bugs, the dark-forest fungi, the unknotting of weeds and other unvaunted labours. Upon witnessing the gnomes’ devotion to the same, and sensitive to Ghyran’s own innate counsel, they tell their brother-groves not of their discovery, and the existence of this community within the Jade Kingdoms remains veiled. Mother-Alarielle remains absent, making parley at the court of the Greater Betrayer or else brooding upon his decrees and machinations within the Verdant Palace.

METAMORPHOSIS

The diaspora finds purpose in exile, their eyes cast low so that their people may rise, unseen and unobserved. Purposefully blind to the wicked horrors haunting Sigmar’s accursed realms, the new custodians become vessels for Ghyran’s survival.

Far from the gaze of a distant Goddess, and with the soft song barely audible in the low places, the Seedlingkin form close bonds with the genial stowaways. The gnomes are set to honest labour in a hidden corner of Ghyran’s garden known as the Root Holme. They prove exemplary custodians of the meek and the mundane. As countless seasons pass, the gnomes’ memories of Mallus blur and literal history becomes lost to fable and proverb.

The gnomes remain wholly ignorant of godly schemes and of the precipice of Chaos until the realms are fair set ablaze. The Jade Kingdoms are ravaged by blight, their crystal waters tainted, and the blood of their children saturates the soil. Untold billions of their denizens are slaughtered or afflicted with cankerous plagues. Entire species are consigned to the stygian depths. As Chaos threatens to overwhelm Ghyran, Trails are fabricated by the Seedlingkin in metaphysical tandem with the immaterial will of the Realm itself. Arteries of sanctuary burst across the war-torn surface of Ghyran, hidden in plain sight within the grim fabric of reality. Lest the dull beasts stumble from light to darkness, the Seedlingkin burden the gnomes with a vital task. Soon to lay down the hoes of the Root Holme forever, the gnomes will become gnomads.

Uninvited guests have set the realms burning. The gnomads turn the other cheek to the unimaginable horrors and focus only on the safe custody of their new charges. Solemnly and resolutely, they strive not to interfere in the furious maelstrom that howls across a ravaged land. Rather, they ensure that the Trails flourish regardless and patiently await an end to the centuries of war. As desperate battles are fought the length and breadth of Ghyran, the gnomads think only of the litany of sweet pasture and the dutiful task of rebirth. Favourable auguries are celebrated with elaborate feasts. Regard for Ghyran’s plentiful bounty passes from mere consumption to veneration and eulogy. Gateways between realms are discovered and new networks of Trails are pioneered. The increasingly doughty and weather-beaten communities of the gnomads surrender any lingering amenities of the World-That-Was to the rigours of perpetual migration.

12
THE LIGHT OF
DISAMBIGUATION

As the Greater Betrayer’s crusade plunges the realms into endless war, the hidden ones emerge from their long concealment.

Whether by the withering of the Trails’ magicks, or by confidence and curiosity both, gnomads inexorably join the tumult of races contesting for Ghyran’s spoils. Sigmar’s reckless immortals descend to Ghyran to wage bitter war against Nurgle’s foetid legions. Cacophonous thunder peals through the leaves of the Jade Kingdoms and the ruin of Mallus is illuminated a brilliant gold by storms of astral lightning. Alarielle emerges from the besieged Athelwyrd, and together the allied forces of Order scour the blight of Nurgle’s New Garden. The Everqueen reigns supreme over a much-cleansed dominion as the pestilent tide begins to ebb. The Seedlingkin, deprived of glory and already quiet for an aeon, are wary of the resurgent Goddess’s wrath, choosing instead to maintain their dissimulation. The Trails continue to thrive and the gnomads follow them to every corner of the Jade Kingdoms, and beyond.

Generations of gnomads happen upon the Realmgates, and via those conduits the migrations begin to span realms. The Shimmerfalls of the Genesis Gate are first discovered by the legendary Smorgan Petakcraic, who, it is said, lost near half his bodyweight in those wakeful days after first glimpsing Shyish beyond its threshold; no caravan followed him towards that deathly realm. In the Verdant Bay, the first among Trail Masters, Caan Hadriel, reconquers the Sargasso-Citadel and emancipates the Orca-Maesi from the yoke of Scourge Privateer slavery. Upon him is bestowed the honorific Tyromancer Nautilius, and upon his descendants the name Nautilae.

Caravans return from the Realm of Aqshy, through the Hammerhalian Stormrift Realmgate, laden with spice, everflame and desiccated berries, quite under the noses of the Betrayer’s dead-eyed giants. In this golden age of exploration the gnomads thrive. The mycelial networks impel regrowth, herds and flocks boom, and the gnomad communities grow bold with them. Tzeentch relearns of Nuffle’s children and ten thousand Azyrite Swallows career into the side of the Jade Temple in a grisly riot of feather and gore. Nagashizzar, hitherto unknown to gnomads, implodes, sending a radial shockwave of death pulsating through the realms. In an instant, the deep roots of Ghyran’s Trails are destabilised. Weakness corrupts them and some begin to decay. Others are lost to the reawakening of long-buried tombs, and ancient barrows stir to the drone of the restless dead. Their occupants, so very, very hungry, blissfully gorge themselves on the herds before horrified gnomads can react. Swathes of mycelium perish and Trails that pass over such lands become infertile and barren. New terrors – sentient invocations – blaze across the realms unchained. Magicks become known to the gnomads and through the Boscage Hermits the Lore of Terraforma is honed. Trinkets and articles of ancestry glitter with amplified significance and begin to channel lost enchantments. The relationship between the Trails, the mycelial networks and Ghyran’s cycle of birth and rebirth becomes demystified.

The powerful tremors of the Necroquake rupture the delicate fabric of the Trails’ shroud. Through these tears in Ghyran’s protective magic come spilling the many-varied horrors of the realms. Hundreds of migration routes become entirely unveiled, naked to the legions of predators that descend to feast on the vital lifeblood. Like never before, the gnomads bear arms and call upon their phlegmatic forest allies for aid. Warped pans are beaten into spear-tips by sweating smiths and ducks plucked furiously by overworked fletchers. In this new Age of Sigmar, the forces that sucked the halflings of yore from the World-That-Was seek now to renege on Nuffle’s deal, and to bring about a reimagining of the horrors of Eicheschatten.

13
Stamped: Reviewed by Adjudicator
PROCEEDINGS OF THE ADJUDICATOR’S COURT
A GREAT FEAST – THE TESTIMONY OF SUB‑EXEMPLAR NHORT
In the matter of Spearman Nhort, Sub-Exemplar · heard before the Adjudicator
Gorgon’s Bight Detachment

The Adjudicator glared at the defendant with barely concealed derision. Like others on campaign in these leanest of times, he had a grumbling belly and sallow, greying cheeks. He nodded to the accompanying warden who promptly gave the judged man a tap – a lusty tap, mind – with the butt of his pike.

‘Rise!’ the officer commanded, with splendid theatre, and labouring with a glacial inertia, the wide-eyed trooper managed to obey.

‘Best-of-Fellows Tarafis, we shall hear what Spearman Nhort, Sub-Exemplar, has to say for himself. I am given to understand it is quite the tale.’ The Adjudicator exchanged a mocking glance with the Best-of-Fellows whose lip curled proudly in reply. Spearman Nhort’s tongue wobbled but no words fell forth. With a pudgy hand he flicked at a bead of sweat that had formed, somewhat incongruously, on his plump forehead.

‘Out with it, Sub-Exemplar,’ the Adjudicator chided sharply. ‘Don’t keep the Best-of-Fellows and I from our dinner!’ Spearman Nhort’s heart sank, and tears of injustice began to well up in his eyes. He took a quavering breath, regarded his betters, and began.

‘I swear, Sirs, that one of Sigmar’s own bolts may strike me if I utter a false word, for everything I say is true. Sirs will note that after the battalion’s last action against the Beast Drove territories the battalion was compelled to fall back in disorder… eh, that is to say withdraw from the fighting, Sirs. As you can see from my missing ear, I suffered a mighty grievous blow and was knocked senseless. I knew not of where I was and all recollection of the retreat, eh, that is to say the withdrawal, is lost to me.

‘I remember nothing of how I came to be in that wagon. In and out I came, Sirs, of this world and that of slumber – the only memory being the fair hand of the tiny one spooning that porridge into me. Sirs, I cannot do it justice. Thick and creamy and uncommonly good, sweetened with molasses and dotted gaily with soft fruits. For it is that, that I thank for my recovery, I’m certain. Over many days these quiet, little people would fill me so full of the stuff that my stomach groaned. On no account would they tell me where they came from, nor where they were headed. A queer folk, all told, Sirs. I partook of a great banquet, a Great Feast they called it, the likes of which no man has seen. Three days it lasted, dish after glorious dish. Crispy pies brimming with honeyed damsons, great wobbling platters of steaming buns.

‘Pungent cheeses that set my mouth fit to drool. Each dish was met with a chorus of song, and stories too; though I do admit, Sirs, to not recollect them as cup was a’plenty. “Shir-betz” they called them, unworldly drinks that popped and spat, cooled with virgin ice, fine meads also and powerfully thick porters. I confess I was three shades giddy and merry as a wet pig. The final dish, Sirs…’

Sub-Exemplar Nhort wiped the saliva from his chin before continuing.

‘’Twas a whole she-ox rubbed with salt and dressed with rare herbs, warmed-through with spice. Its own butter basted it, jewelled with fat and meat that fell from the bone and…’

‘Enough!’ bellowed the Adjudicator. He held his head in his hands until his composure was regained. ‘Enough,’ he repeated quietly in a hungry whisper. He regarded the man before him with disgust as he contemplated what punishment he might mete out.

‘Sub-Exemplar Nhort, first-hand accounts of your disappearance cannot be found. Stores were looted in the withdrawal and though I may suspect you of making free with their contents, I cannot sentence you for it. The regimental physician concurs that your wound would have knocked you senseless and that, I suppose, accounts for your absence from camp.’

The Adjudicator rested his chin atop his pressed palms as he scrutinised the trooper before him.

‘Sub-Exemplar Nhort, you might have escaped punishment if not for your fantastical tales. A race of travelling, beardless dwarfs! Do you think our scouts would not have encountered such careless merriment?’

The Spearman took an involuntary half step forward, but his protestations were met by the Adjudicator’s staying palm.

‘For conduct unbecoming a Sub-Exemplar, I dock three-quarters campaign pay. For untruths uttered in the company of officers I sentence you to a half-season in penal ranks.’

In an instant, Spearman Nhort’s healthy glow blanched of all colour.

‘Tomorrow you will join the diversionary vanguard detachment at Gorgon’s Bight. I would advise you to abstain from next day’s rations entirely, Sub-Exemplar Nhort, that you may become fleeter of foot. Good day, Spearman!’

SO ENTERED INTO THE RECORD
14
GASTROGNOMIC SYMPOSIA

For the gnomads, food is not mere sustenance and its consumption no idle habit. In each delicious mouthful, a remembrance; in each delectable quaff, a promise. Gastrognomic traditions bind distant and diverse communities together as one table, and with one true purpose.

THE GREAT FEASTS

Rare indeed is it for an outsider to witness a gnomad Great Feast. Incredible tales do escape the large gatherings of this diminutive folk, though they are scarcely believed by the listener. But be it a wandering minstrel or a desperate outcast, a Sigmarite lost or a Sigmarite found, uncommon is the long-leg who is witness to such an occasion. Sigmarites, for all their avowed promises of silence at the cost of a groaning belly, are a weak race, and once returned to their lands burn so hot with desire to unburden themselves upon their brethren that fantastical whispers fall from their lips, waxing lyrical about their incredible experiences in the temporary company of this migratory people.

Of these implausible reminiscences are legends made.

Gnomads traverse vast distances to attend such feasts. Great caravans meander along the trampled arteries of the realms, drovers at the fore, leading a vanguard of the great herds. Titanic Crag Ibexes laden with the accoutrements of entire encampments heave like colossal land-ships, winding a steady course towards the prospect of festivities. Their dwellings – fine yurts of impeccable manufacture – their families and stores, their animals and livestock, even their communal kitchens are broken down and hitched to these powerful beasts when a gathering of communities is called. But this is no hardship for the gnomad folk, much used as they are to roving through the lands, carrying with them their lives, their loves and their traditions.

A book is a heavy thing to carry, and easily spoiled. Its ink does fade, and its pages grow green with rot. That a recipe may be enshrined in such a precarious curio is unthinkable for a Feastmaster. They keep their recipes in the one place that cannot rot: a Feastmaster’s memory. The culinary maestros are no mere cooks, rather custodians of gnomad heritage – which is passed from master to novice through generations and told in the medium of food. A dish would be nought if not for the story it embodies, and a gnomad learns much with each spoonful or lick of greasy fingers. Master orators too, these elders; tales accompany the food, and music also – whether it be the strum of the banjo or the joyous caterwaul of the pipes.

The biggest of gatherings – those that herald the coming of seasons, a new birth or the passing of a venerable chef – last for days. When gnomad betrothals are called, little will stop the wanderers’ attendance. Such occasions put to shame dreary Sigmarite carnivals, for such merriment is made as could wake the restless dead. Dressed in their gayest finery of dazzling colours, feet freshly combed and waxed, bachelors seek to catch the eye of discerning maidens.

Cheerful ordeals are set, and a proud young buck might return ahead of his peers, thoroughly wasp-pricked with the freshest honeycomb. A bride-to-be may choose from her suitors and, by necessity, need not limit herself to one handsome fellow. Life on the Trails is precarious, and sweltering savannah might turn to frozen tundra before lovers are reacquainted. Gnomads leave Great Feasts red-faced and glassy-eyed.

GROANING BOARDS

Only once every morsel of food is enjoyed, every drop drunk, every lip smacked and every belly groaning, does the collective part, to seek again fresh pasture along the hidden pathways of the realms.

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Much can be made of a gnomad’s prodigious appetite, but it is folly to imagine them as simple gluttons. To merely consume would be anathema to their ritualistic relationship with food. When gnomads stuff their faces, it is not born of base greed nor primal instinct, but is rather a joyous and intentional act, paying homage to both the origin of nourishment and the fabled culinary talents of the Feastmaster. The fayre is magnificent in spectacle and trouser-bursting in quantity. To compare gnomad chefs to their long-leg cousins is to grossly understate their skills. They are artisans of pastry, doyens of dumplings, masons of pie and loaf, and high priests of the syrup pudding. From their bulging larders to their immaculate kitchens, the feasts play host to towering creations and huge, bubbling, communal pots of delicious stews and broths. Honeyed, many-layered sweets and wondrous designs sculpted from ripe fruits might prelude the end of such an occasion – usually the ninth or tenth course – and are followed by merriment of cup and weed and of melody, long into the night.

Such is the bond between gnomads and their cloven companions that the many-varied beasts which they follow are said to gladly offer them their bounty. The richest milk is used to craft radiant butter, coloured sunburst. Pots of the stuff are carefully sealed and their vintage captured on labels as coming from this prize nanny or that. A dedicated wagon carries the cheese and none can bear to walk alongside it for long lest they be driven wild with hunger by its humming aroma. Of meat, they eat little outside of such feasts, slaughtering only the old or infirm and by necessity the outcasts or rogues amongst the cattle.

Sanctity enshrouds these processes and immense care is given to the rituals. Suffering is minimal and nothing is wasted. The consumption of this precious resource is always accompanied by odes to its progenitor and fond memories of how well it might have lived amongst tall grasses and the dancing blossoms of the prairies. Some say elements of metamorphosis occur during digestion and the diner is imbued with the finest characteristics of the provider; emboldening or strengthening, or making fleeter of foot. By contrast, Sigmarite banquets are debased affairs that pompously proclaim man’s dominion over nature – and to witness one is a rum do for any gnomad.

The flesh of many beasts is squished and squeezed, animals squashed into one another in a grisly celebration of wealth. The brightest-eyed lambs might be sliced asunder and their cavities filled with all manner of foul thing, or else hares may be dressed, stitched together with the wings of birds that they be crude effigies of more highly regarded fauna. Gnomads are a congenial folk and are hard pushed to anger… but nothing stokes the rage of ruddy-cheeked Halfloaf Thieves more than the spit and pop of long-leg sausage. All manner of befoulment can be found in them: the butcher’s sweepings, a careless rat, rheumy-eyed hounds… even, it is whispered, unwanted children. Beastly!

Gnomad Drovers circle their wagons against ghoulish attackers
Fortified by the Head Chef’s words and wares both, indefatigable gnomad Drovers form a steadfast wagon-laager to perplex and frustrate their ravenous admirers.
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SEASONS OF SPOILING

The Necroquake tore open the hidden Trails and exposed their tender bounty to the slavering appetites of Sigmar’s realms. Yet wounds, though cruelly given, may crust and close. Through patient husbandry, solemn labour and the alchemic ministrations of the Hollowain War-Wagons, the gnomads set themselves to darning Ghyran’s ruptured tapestry. New growth crawled over the scars. Habbinkerr Groves flourished anew beside mended pathways, and the first timid migrations returned to lands abandoned in the wake of death’s great upheaval. The gnomads believed the worst had passed. Beneath their calloused feet, something laughed.

A BITTER HARVEST

The first warnings were small enough to be dismissed. Barley ripened grey upon its stalk. Wheel-ruts filled overnight with greasy water though no rain had fallen. Milk soured in the udder and fresh butter sweated a viridescent oil. At several Habbinkerr Groves, mushrooms erupted in obscene profusion, their pallid caps marked by curious rents resembling gnawing mouths.

Boscage Hermits pressed their ears to root and bole and heard only confusion. Messages travelling along the mycelial networks arrived knotted and incomplete. A warning sent from the Root Holme might emerge three valleys distant as a shriek of hunger. Tidings of a Great Feast became instructions to bury the ovens. In some places, the whisper of Ghyran was crowded out entirely by an incessant scratching.

The herds knew before their custodians. Ancient migrations faltered. Dromedhari refused the familiar turns of the Blazed Trail and spat foaming abuse at their Drovers. Hirvi scattered from quiet pasture and stampeded into winter storms. Even the steadfast Crag Ibexes baulked at empty ground, iron-hard horns lowered towards foes no gnomad eye could perceive.

Abstemious Scouts ranged ahead and returned with thin lips and troubled stares. Some spoke of tracks that began in the middle of untouched paths. One scout, fevered and trembling, emptied his pack before the elders of the caravan. Every ration within had been eaten, yet its wrapping remained perfectly tied. The old ones muttered of capricious Trails and the lingering spite of the Necroquake. The younger ones reached for their bows. The scratching grew louder.

RUIN FROM BELOW

Far across the Realm of Fire, the heavens convulsed. The proud garrisons of the long-legs looked to their walls, their engines and their golden immortals. Instead, the ground split its grin from horizon to horizon. Mountains buckled. Cities sagged into chasms. The firmament was stained by a sickly brilliance, as though some monstrous lantern had been lit beneath the skin of reality.

From that impossible wound came vermin beyond counting. The ratmen did not march so much as spill. They poured through the broken lands in shrieking multitudes. Bells pealed with such malignancy that unborn creatures twisted in the womb. Every vile clan of that treacherous race hurried forth to claim dominion over the ruins.

The self-proclaimed greater peoples named this catastrophe the Vermindoom. They declared an hour of ruin and made ready for magnificent wars, for desperate crusades and all the other pageantries by which the mighty disguise their failures. The gnomads knew it by another name. To them it was the Seasons of Spoiling.

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The Blazed Trail suffered first. Its already-thin concealments blistered and tore as the Realm of Fire lurched beneath the Skaven assault. Trails which had once meandered through the Great Parch buckled into impossible geometries. Caravans might pass a scorched acacia at dawn and find the same tree awaiting them at every mile until nightfall. Hollowain War-Wagons laboured to renew the wounded routes, but the land no longer answered with gratitude.

Something else had entered the conversation. Warpstone lodged within the Trail’s metaphysical roots, and its corruption crept along the hidden arteries, borne through soil, water and mycelium. Sickly light pulsed beneath pathways in Ghyran. Feral Trails in Ghur developed cankerous offshoots which led only to lightless warrens. The waters of the Shimmering Trail reflected moons that did not exist. Along the Fallow Trail, graves opened not to release their dead, but to admit living things from below. The Necroquake had fractured the shroud. The Vermindoom entered through the cracks.

VERMIN AT THE TABLE

The first Habbinkerr to fall was Bollen’s Rest, a generous grove at the meeting of three major Trails. For eleven generations its orchards had provided ruby apples, sweet roots and a particularly celebrated blue-veined cheese. Caravans timed their circuits to arrive at its pressing-season, and more than one Symposium had been convened beneath its boughs. The Trail Masters counted it a waypoint of the first rank; the Drove Kin simply called it good ground.

The grove was preparing for a feast when the ground opened beneath the kitchens. The ovens vanished first, swallowed whole with three bakers and the entire winter store of candied plums. From the steaming gulf erupted a tide of clawed bodies. Clanrats spilled into the grove while hulking brutes tore apart larders and gobbled anything they could seize – grain, candles, harness leather and one another. Panic overtook the gathered herds. Oxen thundered through tents. Terrified woolbeasts tangled themselves in guy ropes, dragging whole family yurts into the mud.

The gnomads rallied with admirable speed. Drove Archers climbed onto overturned wagons and loosed feathered wrath into the heaving swarm. Drove Kin formed around the youngest and oldest, cleavers and crooks rising and falling in bloody rhythm. Trencher Proudfeet plunged through the orchards in a storm of horn and steel, their Crag Ibexes trampling armoured ratmen into the mashed fruit beneath. Above them swept the Canopy Riders. Crownwing Eagles shrieked as their riders drove keen-tipped lances into the press. A Trail Master on a Dawnspur Wattlecrest charged along the grove’s collapsing terraces, his furious mount reducing every foe before it to a haze of red ruin, feathers and broken teeth.

Yet for every Skaven slain, another crawled from the pit. Hawthorn Hotpots were rolled to the breach and fired until their barrels glowed. Scalding stews burst amongst the invaders – meat, marrow and caustic herbs clinging to fur and flesh. The enemy squealed, maddened by smells they could not decide whether to fear or devour. Still they came.

Only when Brindlecap Mossroot, the Boscage Hermit of Bollen’s Rest, staggered from the grove’s deepest hollow did the elders understand. Warpstone growths had infested the root-heart. The Habbinkerr was not merely under attack; it had become a mouth through which the Skaven could pass.

No axe was raised and no torch brought near. Instead, every surviving hand was turned to the grove’s salvation. Hollowain War-Wagons were drawn wheel-to-wheel around the breach. Their Glamour Shrouds unfurled in overlapping waves, coaxing thorn, root and living stone across the gnawhole. Brindlecap Mossroot sank his hands into the poisoned soil and begged the grove to sleep.

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For nine days the gnomads laboured. The infected roots were gently separated from the healthy whole, not hewn but persuaded apart through patient sorcery. The oldest trees withdrew their sap from blackened limbs and surrendered those branches willingly to the earth. Beneath the grove, roots knotted themselves into a living seal, layer upon layer, until the gnawhole’s green glare was smothered. Bollen’s Rest did not die. It slept.

The surviving caravans departed with its seeds, saplings and the precious cultures from its cheese stores. Behind them remained a silent grove wrapped tightly within its own roots, guarded by Brindlecap Mossroot, who swore to remain until the first clean bud opened – or until Ghyran called him elsewhere.

No Great Feast marked the victory. Yet before leaving, every gnomad placed a morsel of food upon the sleeping earth. The scratching continued below.

WAR BENEATH THE WHEELS

Thereafter, no Trail was assumed safe. Abstemious Scouts were sent not only ahead of the caravans but beneath them, squeezing through root-tunnels in search of warpstone spoor. Some did not return. Others emerged with their hair turned white and their ration bags mysteriously full of meat they refused to name.

Halfloaf Thieves accepted darker labours still. They crept through gnawholes to silence Skaven mapmakers and steal warpstone instruments. The enemy had begun to understand their worth.

To the Skaven, the hidden pathways were roads unseen by rival armies. Grey Seers dreamed of seizing them whole; Master Moulders coveted the beasts

that travelled their courses. Hollowain War-Wagons travelled in close companies, their Glamour Shrouds woven together over wounded pathways while Boscage Hermits worked to draw the corruption from root, soil and mycelium. Where a Trail could not yet be cleansed, it was coaxed instead into dormancy, its entrances folded beneath fern and thorn, and the migrations turned towards longer and more perilous routes. Some Trail Masters ordered entire branches hidden from use, so that caravans woke to find the road behind them sunk into dreamless slumber, cutting them off from kin with whom they had shared fires only days before. Such Trails were not abandoned but entrusted to Ghyran’s keeping until healing might begin.

There were arguments. There was sorrow. There were even empty places at the dinner cloth. But there was no surrender. Owain’jax, Son of the Jade Forest, strode to war wherever the corruption bit deepest, his ancient roots crushing warpstone growths to glittering powder; yet even he could not cleanse every wound, and the venerable LeyLord Ancient’s sorrow could be heard in the creak of his limbs whenever another Trail was lulled into dormancy. Still the pact remained. Ghyran’s progeny must migrate, and the meek creatures of the world must be shepherded, however loudly gods war or vermin scratch beneath the soil. The Necroquake taught the gnomads to bear arms; the Vermindoom taught them that not every wound can be healed at once.

Across the Mortal Realms the caravans move still, Drove Kin marching beside the wheels, Drove Archers watching every ridge, Hawthorn Hotpots bubbling ominously in the vanguard. At night the gnomads gather close about their fires. They eat, for tomorrow may bring hunger. They sing, lest the scratching drown all merriment. They recount the names of sleeping groves through dishes whose ingredients they carry in hope of planting anew. Far behind them Bollen’s Rest sleeps on, its first clean bud still unopened, its Hermit still waiting. Beneath them the enemy gnaws at the roots of the world. Above, the caravans roll onward.

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DELTAS OF
OPPORTUNITY

The mysteries and wonderment of the realms have long been witnessed through the sanctuary of the Gnomad Trails. Through invigorating migrations the gnomads plough life-bringing courses across the breadth of Ghyran and beyond. In savage times these arteries may split, spasm and falter, exposing the Gnomad Feastmasters to the true horrors of Sigmar’s lands.

The Realm-Spanning Trails

The Gnomiad Trail is the root from which all others stray. The Feral and Blazed Trails were pioneered through Realmgates by bold caravans following living migrations beyond Ghyran. The Necroquake opened a stranger course: one wounded branch bled unbidden into Shyish, where the gnomads discovered the beast-souls of every realm hunted and claimed by Nagash. The Fallow Trail grew from their resolve to guide those dead charges home or onwards to peace. Only thereafter did the gnomads deliberately seek Hysh, cultivating the Shimmering Trail so its pitiless light might reveal the origins and proper destinations of spirits made lost. These later Trails carry fainter protections than their Gnomiad parent, but duty does not lessen merely because concealment does.

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GNOMIAD TRAIL
Gnomiad Trail emblem — a woven cornucopia upon a wooden shield

Wheezing final breaths upon their deathbeds, few living things can reflect upon a life of near-unbridled contentment, their eyes wet with happiness. Striking memories of sweeping emerald valleys and of towering, cloud-wreathed peaks. Reminiscence of times spent following their peaceful charges through luxurious carpets of dazzling wildflowers. Dancing pollen lit gold by burnished sunsets. A life of comradeship, of merriment, of duty and of fulfilment. To begin and end one’s days renewing the bountiful Gnomad Trails is to touch fortune indeed.

The Gnomad Trails have neither true beginning nor end, for such distinctions are anathema to these rejuvenating arteries which weave a secret path through the realms. The oldest of them burst from the Root Holme like lightning bolts at the dawn of the Age of Chaos, before the apocalypse, engineered in collaboration between the Sylvaneth Seedlingkin and merciful Ghyran herself. From spiralling spurs, tributary paths form passage through many-varied landscapes. Major Trails may proliferate into deltas of untrodden, twisting routes, or else set an arrow-like course for hundreds of leagues. Though the ancestral lands of the Root Holme are remembered still, in dishes devoted to them by the Head Chefs, gnomads in the Age of Sigmar have long submitted to the intuitive will of the beasts they follow.

Hidden in plain sight, concealed by Ghyran’s own ambient magic, the Gnomad Trails tenderly crisscross her surface and traverse her oceans, routes of sanctuary for her many docile children. They exist as antediluvian idylls, and along them the great flocks, herds and schools migrate. Under their hooves the scarred lands are renewed, withered roots blink with life and dormant seeds gasp at existence. The essential nourishment from the natural cycle of life and death is the body and blood of Ghyran’s black soil, and the gnomad caravans are the ploughs which sow a newly fertile landscape. In their wake, ruined ground which has slumbered a nightmare of aeons rises proudly, its leaves reaching up to the sun and richly drinking of Ghyran’s torrents. Upon sparkling cobalt waters, flotillas of tiny vessels pursue playful marine life, and following behind them, tendrils of kaleidoscopic coral burst from sterile sea-beds.

The Trails are fantastic constructs – at once veiled by sorcery and yet corporeal in nature. The gnomads tread lightly where they go, following migrations that span continents and holding custody of their droves and the Trails, both. Though a storm

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of Chaos howled across the realms, the gnomads turned their eyes from the defilement, content enough to pursue their secretive odysseys and single-minded enough to maintain this steadfast course. At the confluence of larger, more stable Trails, Habbinkerr Groves are tended by reclusive Boscage Hermits. At these waystations gnomad caravans converge in numbers to share news and goods… in unhurried fashion and over many necessary courses. No matter is settled before the third pot is emptied, nor any farewell made without leftovers. Though solitary and distinct from their convivial brethren, the Boscage Hermits are in constant commune with their Seedlingkin confederates, and latterly the secretive aelven Wanderers and the sagacious LeyLord Ancients.

Such was the strength of these vital arteries that passengers moved along them unmolested throughout the Age of Chaos. The many-eyed sorcerers of the Nevergreen Mountains have not blinked in the concealed presence of them, nor have the reality-shifting daemons of the Scabrous Sprawl attained insights from beyond the rift. Millions of hooves bite, unbeknown, into the ground beneath the gloomy edifice of Greywater Fastness, rejuvenating the soot-blown orchards and leaving their bleary-eyed smallholders perplexed at the sudden bounty they proffer. The Phoenicium and the Living City are known to the gnomads in a one-sided relationship of distrustful observance.

It is also known, to a privileged few, that some Trails intersect in capricious union with other planes of existence. Veillotron’s Trail famously led that celebrated Head Chef to the threshold of the Genesis Gate… and beyond. The Necroquake catastrophe changed everything. Its decrepifying shockwave pulsated through the very core of the Jade Kingdoms, stunting new growth, curling leaves and leaving swathes of forest ashen, bitter and spiteful. Some Trails were twisted and deformed, some were snuffed out entirely – terminating abruptly into stygian voids of fathomless depth. The ground beneath many Trails ruptured, exposing the herds to monstrosities beyond the splintered façade – and through these slim fractures, fell creatures slunk to gorge themselves on Ghyran’s progeny. Violence knocked loudly at the door to gnomad communities and they were driven to respond.

At first they were reluctant, turning their eyes from the true horror of Sigmar’s dominions, but once witness to rolling tableaux of unbridled slaughter, their herds’ carcasses bloated and blackened, they responded keenly. The rapid adaptation from carefree travellers to determined guardians was remarkable. Shepherds’ crooks and short-bows assumed dual roles, and Halfloaf Thieves were born, to pilfer articles of war from those long steeped in its misery. Still, the gnomads’ joie de vivre has not been entirely forgotten; for there is a time and a place for everything, and for merriment and feasting that place is just over that next hill, yonder. The faltering Gnomad Trails are the lifeblood of the verdant realm – but for how long can their vital denizens remain veiled from Sigmar’s tumultuous machinations?

Gnomad revellers sleeping off a feast beside their barrels
Liquid sunshine gradually gives way to the soft caress of Ghyran’s morn, as the survivors of the Broos community’s merriment see in the new day on the outer fringes of the great Caerdyf Habbinkerr.
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FERAL TRAIL
Feral Trail emblem — crossed pick and spears bound in drover’s rope

Wanderlust bit hard on the more inquisitive gnomad communities once the timeless presence of the Realmgates was discovered. Bold and weatherworn Trail Masters looked long into their unfathomable, shimmering majesty as Ghyran’s Trails disappeared into the beyond. It is said the one-eyed Teoneder Orangi was the first pioneer to set a tentative gnomad foot past the threshold and the first to witness Ghur’s teeming primordial jungles and soaring, storm-crowned peaks. Legendary dishes tell that he was the first to lead a caravan through the toppled, weed-choked monuments of long-dead empires that dotted the gouged earth of its bone-blighted canyons.

For some creatures of the nine realms, as for their guardians, the vital lure of Ghur is intoxicating. Though the threat of natural death is more palpable, more urgent in Ghur than in other realms, humble beasts submit themselves to its irresistible grasp in incalculable numbers. Autochthonous predators, never dethroned from the natural apex by ceaseless incursions, stalk the dark places. Colossal herbivores, rugged carpets of impenetrable fur or calcified latticeworks of gleaming scales, lumber over the ever-changing topography.

Where the droves lead, the gnomad caravans follow, safeguarding their herds, discovering rare ingredients and conducting furtive trade and illicit skulduggery. The fertile contours of the Realm of

Beasts are initially responsive to the caress of Ghyran’s lingering touch, bursting into an abundance of flora in the wake of the caravans… but this is short-lived. Ghurish Trails are mere footsteps in the rain – insubstantial and temporary, destined to swiftly disappear as the restless lands devour the feeble wards of lesser realms and force submission to Ghur’s irrepressible will.

Providence was it that augured the intersection of Trail and Mawpath? An unlikely and uneasy alliance of gnomad and ogor was founded following decades of bitter bloodshed, retaliation and recrimination. Battles were fought over continents between the Sovanheng and the Splintergut mawtribe. From the ashes of sorrow, a slow-dawning relationship quelled the violence. The peacemaker – their mutual devotion to food – was anointed with best-brewed grog.

Outcast or uncommonly inquisitive ogors – with ideas above their station – began to throw their lot in with the funny little pixies. These exiles found little competition for the choicest cuts from the caravan butcher-shops and were quickly dumbstruck at the free availability of juicy spine-marrow and

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Gnomad Crag Ibex riders charge alongside ogor allies
The fearless Crag Ibexes of the Trencher Proudfeet hurtle into battle to stem the bite of winter’s advance.

luscious mating organs. Their uncomplicated tastes were irrevocably twisted with the addition of szalt, phiperi, Ambermani and popzing-shurbitz. Their palates became so posh and queer that they were shunned by their Mawtribes, none of them able to muster the willpower to turn their backs on rich gnomad cuisine.

It is whispered that some deep-country Halfloaf Thieves have gone native in the other, blood-curdling direction, succumbing to the Glutthold, seduced by the carnivorous ecstasy of the glistening Mawpot.

It was in Ghur that the gnomads first encountered the Crag Ibex. These noble beasts haunted the misty scree escarpments and reigned supreme over precipices of fool’s footing. Over generations, gnomads and Crag Ibexes formed bonds of trust still evident to this day. Domesticated specimens are much valued for their temperament and fortitude, and not least for their ferocious loyalty and iron-hard horns. They shoulder many a burden, hauling the community’s trappings along the meandering

Trails. Ghurish gnomads have seen the Mountains of Maraz and the Sea of Bones. They have traversed the ruined sky bridges following colonies of Moon Apes on their great diaspora. The Solar Guard of Jercho have been met, and well met. Glimmerlings and Torope Gold have been located, and traded, and… borrowed.

The incongruous partnership of the hidden and the hefty has endured in this treacherous realm. The most pliant and well-adjusted of the brutish ogor guardians may accompany, and even lead, communities for many a season. Their bough-clubs, studded with cruel pig-iron spikes, make merry music alongside the fizz of draw-strings and the screeching swoops of Crownwing Eagles, perplexing enemies with a variety of opponents rarely encountered.

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BLAZED TRAIL
Blazed Trail emblem — a flaming cauldron

Ghyran’s benign influence is attenuated once the threshold of reality is breached. Protections which shield the Trails from maleficence are scant in this realm of fiery tempest. On some Trails salivating predators might catch glimpses of meek folds through a porous mesh of faltering magic, whilst on others the bounty within might be on naked display and entirely unprotected save by the spear tips of lusty drovers.

The gnomad communities who ply the channels of Aqshy have been quick to set aside the memory of Sigmar’s betrayal. Here they freely consort with his children, the honourless long-legs, in the pursuit of mercantile trade and acquisition. Caravans have become newly wealthy, returning to Ghyran laden with exotic ingredients: daggerbite, dawnspice and heaving bunches of flammaberry.

To their dutiful brethren of Ghyran, returnees from the Realm of Fire can appear brash and reckless, given to uncharacteristic outbursts of temper and dangerous passion, such is the influence of time spent in a landscape of quick-blood and urgency. Still, they are admired and rightly lauded for their bravery. Their Trail Masters are duly respected by

their more cautious peers and the Head Chefs of Aqshy Trails are held in high regard; their marvellous creations reddening the cheeks and sweating the brow of intoxicated and awestruck partakers.

The emboldened caravans bravely follow their tentative charges from the Aqua Ghyranis out into the arid lands, irrigating those lands with the lifeblood of renewal as far as the lip of the Great Parch, to the ruined gates of Bataar and Aspiria. The arts of war have been quickly adopted and ruthlessly implemented by ambitious Trail Masters, who, in the reflection of Aqshy’s fury, have stooped to pre-emptive attacks on those they consider future threats.

The Brimstone Peninsula has witnessed the first tense exchanges between gnomads and the Stormcast Eternals, the blank-eyed vessels of Sigmar’s wrath. Upon the barren Flamescar Plateau, the Hollowain War-Wagons have fought pitched battles against apoplectic Doombulls and thundering Bloodcrushers, forever in ruinous limbo following Korghos Khul’s bitter defeat. Beyond their benefactors’ guiding hand, the drovers of the Blazed Trails face dangers like no others and reap rewards in kind.

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Gnomads of this scorched land are among the most courageous of their kinfolk, invigorated and fiercely determined to discharge their duties. The fauna which inhabits Aqshy is of hardy stock and can be lethal when roused to anger. The preternatural understanding between the gnomads and Aqshy’s denizens is one of mutual respect, though always subject to natural instinct. A whole cornucopia of creatures is led along the desiccated Trails. Swaying columns of Dromedhari move languidly over sizzling dune seas. Congregations of Cancii – immense crab-like creatures – scuttle across the cracked earth of the Fyretines on their curious exodus to spawn, and to die, in the sulphurous waters of the Shatterglass Archipelago. Hardy amphibious caravans, clad in otherworldly attire of obsidian-glass visors and suits of woven ignaxia, follow Nampharine Krokodilae along magmasmic tributaries.

Petty empires rise and fall in these lands of bravado and confidence. Riotous bloodshed is a constant companion to the long nights under Evigaine’s burnished moonlight. In the blistering days its inhabitants toil and stew and scheme. Though the gnomad caravans are encountered by outriders whose ancestors tumbled from the World-That-Was, little heed is paid to them. Constantly warring chieftains are wholly preoccupied by ambition and lust, driven by the heat of battle and the urgent conquest of myriad thorns left in the ebbing, crimson tide of Chaos’s reverse. They care little for a tiny people with modest aspirations and pitiful goals, wasting their existences tending to the mundane needs of dull beasts best suited to a hook in the slaughterhouse.

Scorn is a gnomad’s shield and underestimation their sword, and both are kept keen upon the long road. Though unrequited pride beats like a drum in their hearts, they deign not to rise to the disdain aimed at them by Sigmar’s lackeys, though should they falter… they will earnestly endeavour, with cauldron and scalding stew and a quiet word to the patient beasts that bear them, that the agitator does not live to tell the tale.

A Blazed Trail caravan encounters a Flesh-eater Courts Chasse Ardente on the plains of Pumys
Upon the barren plains of Pumys, a Flesh-eater Courts Chasse Ardente is encountered under the long shadows of approaching twilight.
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FALLOW TRAIL
Fallow Trail emblem — hoofprints, a herd-bell and a dormant bulb ringed in rope

The Necroquake did not merely split the hidden Trails. In places, it pulled them loose from the realms through which they had been so carefully threaded.

One such wound opened beneath a caravan travelling the Gnomiad Trail. No Realmgate marked the crossing. No shimmer of sorcery announced a threshold. The grasses simply paled beneath the wheels, their seed-heads bowing though no wind passed over them. Birdsong thinned to a single distant note. Cooking fires gave heat but cast no light, and the shadows of the droves lengthened in directions contrary to the failing sun.

The gnomads travelled on, believing the Trail merely sick. Only when a calf long dead appeared beside its grieving dam did they understand that they had passed into Shyish. At first the apparition was mistaken for some cruelty of memory. It walked with neither sound nor weight, its milk-white form visible only where the evening gloom gathered thickest. Yet the living cow knew it. She lowed until her throat was raw and pressed her muzzle against the empty air where her lost young trotted beside her. Other spirits soon emerged. Pale Hirvi moved through copses of bone-white trees. Flights of translucent birds crossed skies without stars. Herds long vanished from Ghyran wandered beneath dead moons, repeating migrations remembered only by the land. Some passed peacefully and paid no heed to the living caravan. Others crowded close to its wheels, fearful and bewildered, as though the scent of beasts and hearth-smoke offered the first familiar comfort they had known since death. Even the wariest spirits drew near the fires.

The gnomads discovered that these were no simple memories. The beast-souls were being drawn away. To Nagash, all that had died was his by right. The gnomads considered this self-evidently absurd. No beast had bent knee to the Lord of Undeath in life. No migrating herd had acknowledged his borders, nor had any humble pollinator entered into compact with his morbid empire. Death did not make them chattel. The body returned to soil, water, flame or tooth. The spirit, too, must be permitted its natural course.

Thus did the gnomads’ ancient duty widen. A migration did not necessarily end when the heart grew still. The wounded Trail became a place of refuge. Living herds and spectral ones travelled side by side beneath the protection of the caravans. The presence of mortal beasts soothed their dead kin, while the familiar sounds of bells, whistles and rattling cookware drew lost spirits from the wastelands. Drove Kin guarded the wheels from the revenant hunters that followed. The dead, at last, had shepherds too.

Drove Archers loosed polished shafts into shrieking corporeal shapes that swooped from the darkness above. Abstemious Scouts ranged ahead through ruined afterlives, marking routes with crumbs that never mouldered and strings of tiny bells whose chimes could be heard by the dead alone.

Across the underworlds of Shyish, the imperious will of Nagash reached for all that death surrendered. Spirits were swept from ancient grazing grounds and dragged from quiet resting places.

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Predatory gheists harried them through the gloom, and necromancers came to fasten spectral harnesses around once-noble creatures. The servants of the Great Necromancer gathered the dead as other tyrants might levy coin, grain or blood. The first passage was precarious. Some beast-souls remembered the scent of their native realm and eagerly followed it home. Others had died far from the lands of their birth or had wandered Shyish for so long that memory had thinned to instinct. A Ghurish predator might recoil from a gate into Ghur, having forgotten that fear and hunger were the twin songs of its homeland. An Aqshian herd-beast might seek the cold tranquillity of an underworld rather than return to the fiery plains where it first drew breath.

The gnomads did not force them. They walked beside the lost, observed their habits and waited for recognition. A spirit was offered water it could not drink, food it could not eat and the steady companionship of creatures still living. Head Chefs prepared remembrance dishes from whatever scraps of the beast’s former life could be understood. The smell of charred dawnspice might awaken an Aqshian memory. A bowl of sweet meadow roots could turn a Ghyranite soul towards green horizons. Sometimes a tune played upon the pipes proved more useful than all the counsel of Hermits. Those who remembered were guided onwards. Some returned to their native realms, where their spirits dispersed peacefully into the magic that had first shaped them. Others belonged properly to quiet animal afterlives hidden within Shyish, untouched until Nagash’s growing dominion intruded upon them. There the gnomads left them beneath dreamless trees or beside endless rivers, giving thanks before withdrawing.

The Trail came to be known as the Fallow Trail. It was no barren way. It was a path of rest. Along its course, growth did not burst riotously from the earth as it did upon the Gnomiad Trail. Its gifts were quieter. Bones settled gently into soil. Grieving spirits ceased their wandering. Seeds preserved within dead fruits remained whole through centuries of darkness. Groves stood leafless but not lifeless, their roots sleeping beneath the dust until some distant spring should call them awake.

Habbinkerr Groves upon the Fallow Trail are rare and strange places. Their Boscage Hermits tend pale orchards and gardens of dormant bulbs, preserving species thought lost in the living realms.

Cheese matures there without spoiling, fruit dries upon the branch and sealed jars hold flavours belonging to seasons that the living realms have long since forgotten.

Great Feasts are muted affairs, rich in remembrance rather than lamentation, and quieter still for the guests who cannot eat. Each dish recalls not only dead kin but lost herds, extinct flowers and creatures whose names survive nowhere else.

Nagash’s servants pursue these caravans with tireless malice. Nighthaunt hunters descend upon the spectral droves, their chains and hooks fashioned to seize spirits from the path. Ossiarch collectors seek the strongest beast-souls, deeming courage, endurance and predatory instinct useful matter for their obscene artifice. Soulblight nobles hunt the dead as they once hunted the living, considering incorporeal quarry a diverting novelty.

Yet the Fallow Trail endures. It appears as an empty road, an abandoned pasture or a faint depression across fields of dust. Its concealment lies in stillness. Those who seek power overlook what seems dormant, while the patient gnomads know that rest is not surrender and silence is not absence. The living caravans tread softly. Beside them walk the dead.

Compact rites of passing · Trad. Erosian Communities

For this Old Drover the worries are over.

Ghyran – a song she sings of meadows and clover.

Lay down in sweet grasses and drink your fill.

Lord Nuffle rolls his bones; your shade be at his will.

In your death, fair-one, be not vexed.

Whisper it; Eleven! Eleven! And good luck in the next.

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SHIMMERING TRAIL
Shimmering Trail emblem — a sundial ringed with dishes of the feast

The Fallow Trail revealed a duty for which the gnomads were ill-prepared. They could defend beast-souls from Nagash’s hunters, calm the frightened and shelter the weary. Yet many had wandered too long to remember where peace might be found.

Death had confused them. The Necroquake had torn old pathways apart, while Nagash’s grasp dragged spirits far from their proper course. Creatures born in one realm and slain in another carried memories of both. Ancient migratory beasts remembered routes that no longer existed; some belonged to species extinct before the Age of Myth, their homelands altered beyond all recognition. Instinct alone could not guide every soul.

The gnomads therefore turned their eyes towards Hysh. This was no accidental wandering. For the first time, Trail Masters deliberately sought a realm not to follow living migrations, but to gain knowledge essential to their sacred charge. Boscage Hermits communed through mycelial networks. Abstemious Scouts studied skies and reflections, while Halfloaf Thieves acquired maps, lenses and astronomical instruments from those with no pressing need to retain them.

At length, a caravan passed through a Realmgate into the Realm of Light. Hysh received them without kindness. The first plains were so bright that colour seemed stripped from the world. Distances folded beneath the glare. Mountains appeared close enough to touch yet remained a month away. Shadows pointed wrongly. Pools reflected caravans that had not arrived, and the shadows of passing creatures persisted long after their owners had disappeared. The gnomads quickly understood that revelation and comprehension were not the same.

Hysh exposed much, but explained little. Here the impressions carried by beast-souls became visible. Spirits from the Fallow Trail cast strange radiances across the mirrored earth. Ghyranite creatures trailed green-gold light like pollen. Aqshian souls glowed with banked heat, leaving brief embers in the dust. The dead of Ghur bore shifting outlines of predators, prey and rivals remembered in life. Those touched by Nagash cast two shadows. One followed the light. The other stretched towards Shyish.

With patient observation, the gnomads learned to read these signs. They followed coloured threads across salt plains, through crystalline forests and over mountain passes sharp with brilliance. The expedition became a route, and the route was slowly coaxed into a Trail. Thus was the Shimmering Trail deliberately made.

It was unlike the Gnomiad Trail. Ghyran’s paths concealed themselves beneath root and abundance. The Shimmering Trail hid by excess of perception. A pursuing host might see a caravan crossing an open plain, yet march for days and nights together

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without ever drawing nearer. Droves appeared doubled upon opposing horizons. Reflections moved where no water lay, while true paths could be followed only by looking away. At noon the Trail vanished beneath perfect illumination; at dawn it multiplied into a thousand equally convincing routes. Even those within it were not always certain which image was real. Hollowain War-Wagons moved cautiously, their Glamour Shrouds softening the pitiless radiance and gathering stray light into protective veils. Polished panels hung beneath their canopies, fine beadwork broke dangerous reflections, and coloured glass distinguished true wheels from mirrored counterparts.

Gnomads of the Shimmering Trail became patient interpreters of pattern. They charted celestial alignments, studied shadows and learned which colours marked each realm’s spiritual signature. Head Chefs devised dishes whose flavours revealed themselves in sequence: translucent broths with herbs suspended at precise depths, crystal sugars layered by lunar conjunction and mirrored pastries served in pairs so diners might debate which was the original. Such debates could last several courses. Aqshian visitors seldom allowed them to.

Hysh’s living migrations soon drew gnomad attention. Prism-shelled tortoises crossed white deserts in pursuit of a sun visible only through their carapaces. Mirror-plumed birds turned valleys to sudden daylight as their wings caught the dawn. Transparent grazers wandered salt flats, betrayed only by the shadows of bones and organs within their crystal flesh. Many Hyshians regarded these creatures as symbols, resources or philosophical puzzles. The gnomads recognised them as animals. This distinction caused friction. Before the Trail was made, no glamour could hide a caravan beneath that pitiless light, and so the gnomads were found. Hyshian sages wished to classify spectral herds and measure the traces of their passage. Some proposed containing rare souls for study. Others insisted migrations conform to geomantic principles established in lengthy treatises. The gnomads endured all of it, ate what was pressed upon them and continued doing what the beasts required. To their frustration, some of Hysh’s greatest minds could not understand why a creature might know its destination without explaining it. They learned much from such company nevertheless, and rather more from watching it.

They learned to distinguish true spiritual memory from necromantic corruption, how light revealed connections between realms, and how a beast-soul retained traces of every land through which it had migrated. They learned that extinct creatures might be guided not to their birthplace, but to where the last memory of their kind endured. Yet light alone could not complete the task. A path might be perfectly illuminated and still be wrong. The Shimmering Trail became a place where reason and instinct were forced into uneasy companionship. Boscage Hermits interpreted radiant patterns. Abstemious Scouts tested each route. Living beasts made the final choice, for their senses perceived truths beyond any lens or theorem. Through Hysh, lost spirits were sorted from the spectral migrations of the Fallow Trail. Some returned to Ghyran, others to Ghur or Aqshy. Those whose resting places lay within Shyish were guided towards underworlds beyond Nagash’s immediate grasp.

In time, living herds also used the Shimmering Trail. Their passage renewed sterile places more quietly than it did in Ghyran, without any of the riotous green. Crystal flowers opened beneath their hooves, salt plains bloomed with geometric gardens and hidden springs rose in perfect circles before sinking again.

The Trail remains dangerous. False routes offer beautiful certainties. Reflections whisper of easier journeys. Travellers glimpse idealised selves and abandon the true path for lives never lived. Even seasoned Trail Masters may pursue a distant destination that forever retreats before them. The gnomads endure through humility. They do not presume that illumination grants wisdom, nor that a thing clearly seen is understood. When lost, they watch the beasts. When confused, they wait. When sages proclaim the correct road, they check whether the herd agrees. Hysh itself taught the gnomads how to see the path. The beasts taught them which way to walk.

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A Dish of Tongues
Take salted tongues and seethe them in water, then hew them small and put in a dish; add enough parsley, mint, sage and spices and finally pour vinegar over. The same is done with larger sausages, but better in winter than in summer, for this kind requires a while to be digested, and this is better in winter than in summer.

Harodin breathed deeply, savouring the scent of crushed mint fresh from his garden. He gave the stalks a final blow with the flat of his cleaver and scattered them liberally over the dish before him. A dash of vinegar, and it was done.

The grove that he tended had not seen a visitor for three moons, nor did Harodin expect another for some time. But that was no excuse for sloppy cuisine.

This was the moment of the day Harodin loved most. The delicious anticipation, with just a hint of nerves. Would the dish be exquisite? Or merely edible? He tucked the cleaver back into the leather pocket of his apron and reached for the silver tasting spoon at his belt.

The dish… would do. The salted tongues were a little past their best, but that was to be expected. No visitor to a Habbinkerr Grove would dream of seeking sanctuary there without presenting a suitable gift. But no visitors meant no fresh supplies, and Harodin’s stock was dwindling.

Still, he had certainly got the best out of what he had, and that was the true art, in Harodin’s mind. Head Chefs might compete on who could deliver transcendence on a silver platter, garnished with truffles and flavoured with rare spices. But could they turn a handful of grass and a pail of swampwater into a passable stew? Harodin thought not.

He was about to sit down to his solitary meal when a tap at the window made him drop his dining spoon. Sitting on the frame was a tiny brown bird, smaller than a sparrow. It tapped again on the glass. As if in a dream, Harodin opened the casement. The bird hopped inside. Clutched in its beak were half a dozen red-gold strands, which it deposited gently on the counter.

Harodin’s eyes widened.

‘Is that… saffron?’ he murmured. ‘Then tha’ art an honoured guest indeed! Come in, come in.’

It amused him to see the tiny creature flutter onto the back of a chair, as if it really were a guest. Perhaps, he thought, it had been too long since he last had company. Solitude was often the lot of a Boscage Hermit, of course, but good companions were the greatest garnish, as his grandsire used to say.

‘Bide thee there,’ he said aloud, ‘and I’ll fetch thee out some grain.’

The bird, it seemed, had other ideas. It flapped over to the edge of the dish of tongues, and made as if to eat. ‘Now, now,’ said Harodin, shooing it back to its chair. ‘If that’s thy wish, I’ll fetch a bowl for thy own.’

The bird pecked at the dish, plucking out the slivers of chopped tongue with every appearance of relish.

‘Tha’ art a strange little bird, to have such a taste for meat,’ mused Harodin, as he cleared away the plates. ‘But,’ he added, as the bird gave a bob, quite like a bow, and fluttered back to the window, ‘tha’ hast manners, I’ll grant.’ He opened the window and the bird flew out, disappearing among the trees of the grove without a backward glance.

The following day, Harodin was less surprised, and more than a little pleased, to hear a tap at the window. The bird perched there was a little fatter than the day before, and the brown feathers had a bluish tinge, but Harodin would have sworn it was the same animal.

It brought him half a truffle, and Harodin returned the favour with a tiny bowl of saffron rice.

The day after that, it came again. A fraction bigger, a little more brightly coloured, carrying a ripe vanilla pod. Harodin fed it a broth made from the last of his hens, seethed into tenderness and flavoured with grated truffle. After that, it became a regular guest at his table.

On the bird’s ninth visit, it spoke.

‘Hello,’ it squawked, in a passable imitation of the Azyrite tongue. By now it was about the size and shape of a parrot, with a beautiful blue-gold plumage.

Harodin nodded and smiled, but did not reply.

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He understood, of course, but did not like to speak the language if he could avoid it. Instead he passed the bird a roast dormouse, which it ate with relish.

The next day, the bird tried Khazalid. Harodin stroked his smooth chin, to show he was no duardin, and fed it his last scraps of cheese, beautifully toasted.

A few days after that, the bird landed with a thump, carrying the body of a hare in its talons. Harodin accepted the gift gratefully, even though the animal had clearly been dead a few days.

‘Hello,’ croaked the bird, trying the Sylvan tongue. Harodin shook his head, and passed the bird a bowl of lobscouse, made with the last of his salt beef.

By the eighteenth day, the bird had tried most of the languages of the Mortal Realms, including a few that Harodin did not recognise, and one he could have sworn was Queekish. But today was different.

‘Hello,’ said the bird. Harodin smiled and put down his forkful of jugged hare.

‘How do tha’ come to speak the Habbish?’ he asked.

‘I speak many tongues,’ said the bird, preening its multicoloured feathers. ‘It is a gift from the gods.’

‘A fine gift indeed,’ said Harodin, politely.

‘You are a gnomad, then?’ the bird asked, with a tilt of its head. Harodin bowed. ‘What is your name?’

‘Harodin,’ replied the Boscage Hermit. ‘What is thine?’

‘Some call me Kairos,’ replied the bird. ‘I have never met a gnomad. Will you tell me about them?’

Over the weeks and months that followed, Harodin told Kairos of the stories recited by the Feastmasters, of the great gnomad caravans and of the solitary life of a Boscage Hermit. In return, Kairos described his travels to faraway places; he spoke of the strange sights he had seen, and the strange people he had met. Travel was in Harodin’s blood, and if there was one thing he found harder than the solitude of a Boscage Hermit, it was being tied to one place. Kairos’s companionship made both of these burdens far easier to bear.

By the time winter had begun to fade, Harodin’s supplies were exhausted. He was feeding them both on root vegetables from his garden, and whatever game Kairos could pluck from the air or snatch up from the ground. By now he was the size of an eagle, almost as tall as Harodin. He could quite easily carry a mountain goat or a wild boar piglet back to their table.

Today, however, he arrived far earlier than usual, in a flurry of wings, his talons empty. He rapped furiously on the window.

‘Quick,’ he said, ‘I must warn you. A hunter is coming.’

Harodin, who had been enjoying a quiet smoke between finishing lunch and starting to make dinner, took his pipe from his mouth. ‘I know many hunters,’ he said. ‘Why art tha’ feart of this one?’

‘He is trying to kill me,’ said Kairos. He shivered, making his feathers sparkle. ‘He has always tried to kill me. Will you keep me safe?’

‘The Lore of Hospitality keeps thee safe here, my friend,’ said Harodin, placidly.

‘You don’t understand,’ quavered Kairos. ‘He’s a monster. A fiend. You have to help me. Please, take this.’ He dug in the feathers covering his breast, brought out a small, dull green rock, and dropped it into Harodin’s hand. It caught the light in funny ways, making it hard to look at for long. ‘Crumble a little of that into his food. Just a little, and I will be free of fear for the rest of my days.’

Harodin looked shocked. ‘Come, Kairos, that’s no way to treat a guest.’

‘It won’t harm him,’ insisted the bird. ‘Just make him change his ways. Change him for the better.’

The jangling of a bell announced the presence of a visitor at the outer gate.

‘Please,’ begged Kairos. ‘He’s here. You have to help me. You have to hide me!’

Harodin unhooked his chef’s apron from behind the door, tying the straps around his waist with all the deliberation of a knight donning his armour. He checked his cleaver was still in its leather pocket. ‘I ain’t afraid,’ he said. ‘Come along with me, into the larder.’ He led the bird inside and shut the door behind them.

The bell jangled again. And again. At last, Harodin emerged from the larder. Stony-faced, he made his way to the gate, and threw back the bolts.

Outside stood a tall figure. Over one shoulder was slung a hunting bow, and over the other a quiver of arrows. At its feet lay a stag, fresh blood seeping from a wound above its heart.

Harodin bowed. ‘My Lord Rhandir,’ he said. ‘Tha’ art most welcome here. As is yer gift. The grove has not seen visitors for many months now.’

The aelf placed a hand over his heart. ‘Harodin, my dearest, stoutest friend. It gives me joy to see you.’ He smiled, and went on: ‘I hope your supplies are not so low you cannot feed a hungry traveller?’

‘I confess the shelves are almost bare,’ Harodin replied. ‘But never fear. For you, my Lord, I have just the thing.’

He winked.

‘A fresh roast fowl.’

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STOIC CUSTODIANS

Weather-beaten and worn, a gnomad’s life on the hard trail reaps rich rewards and vast experience. The revitalised earth is abundant in its gratitude and this conspiracy, in tandem with the Mortal Realms, ensures the Feastmasters’ flame burns brightly. Lucky is the denizen of Sigmar’s tumultuous kingdoms for whom purpose rings so clear.

A Trail Master mounted upon a Dawnspur Wattlecrest
TRAIL MASTER ON DAWNSPUR WATTLECREST

In the wake of the Necroquake’s malignant ruptures, the Trails changed forever. At a stroke, untold legions of depraved and ravenous beasts slipped through tears in the Trail’s fabric to stalk and to devour. Myriad new dangers demanded that the safety of the caravans be entrusted only to the most practical and clear-thinking gnomads.

These perpetually burdened leaders carry the weight of their kin upon their muscular shoulders. Often flanked by stout adjutants, they can be found uttering orders to windburnt Canopy Riders or in intense discourse with seasoned Trencher Proudfeet. A Gastrognome Trail Master’s labours are unending, from immense decisions about migratory routes to petty arbitration of caravan squabbles. Truly, these stoic and determined characters are never more content than when free of temporal mundanities and mounted upon their berserk Dawnspur Wattlecrests.

Descended from the domesticated fowl of the World-That-Was, these colossal avians are bred for their boggle-eyed ferocity, their territorial rage ripping interlopers limb from limb in a feathered blur of beak and talon.

The cacophonous dawn chorus sung by these wildly dangerous steeds is music to a gnomad’s downy ears. For they not only serve as a warning to predators, but they also tell a hungry belly that breakfast is near!

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Trencher Proudfeet charge upon their Crag Ibexes
TRENCHER PROUDFEET

Those same ruptures demanded defences of a harder kind, and in the times that followed, the elite Trencher Proudfeet were born. Though no loftier than others of their kin, their arms are thicker and their hearts stouter still. Only these battle-hardened gauchos are entrusted with the insanely dangerous task of breaking the immature Crag Ibexes, to partner their doughty steeds in protecting the caravans. To ascend to such heights – metaphorically speaking – is the dream of young ’uns, and these swaggering lads catch the eye of many a blushing maid. The scarce metals of the caravans are used to fashion their finely plumed tin hats and forge the keen edges of their lances. Their hapless foes suffer a twin deliverance – that of calcified horn and lethal steel, as the Trencher Proudfeet hurtle down sheer cliff faces in an avalanche of vengeance.

A Hollowain War-Wagon drawn by Crag Ibexes
HOLLOWAIN WAR-WAGONS

The gnomad caravan is the lifeblood both of the wandering communities and of the realm’s fauna. These great, serpentine armadas wind slowly over dusty savannah and through mountain passes, or else glide over fathomless oceanic trenches. In their wake the Trails are fertilised, exposed to the rejuvenating cycle of life and death. Natural barriers provide no obstacle: thorny brambles curl away, capricious waters calm and part, and granite boulders crack and splinter to forge a traversable pathway. The Hollowain War-Wagons plough their life-bringing furrows the length and breadth of Ghyran, their Glamour Shrouds forming a living conduit between the sterile earth and the vital cycle of birth and rebirth.

Steadfast oaken wheels carry whole populations, veritable mobile townscapes, self-sufficient in every particular. Bakers and smiths, tailors and carpenters, apothecaries and nurse-maids all. Lusty bachelor Drovers may bunk together in armoured wagons – ostensibly at the ready… when gaps in grub and japery allow. These stouter vessels withstand dark storms of arrows and are heavy enough to rebuff a headlong Mournfang charge, their beams of hardest lignum vitae bound with high-tensile mycelial fibres into nigh-on impenetrable mobile redoubts.

When surrounded, their Glamour Shrouds unfurl across the land; thorn, root and yielding earth rise to shelter nearby gnomads while every hiding place is stripped from trespassers. When the great warning drum is banged, the Crag Ibexes draw such vessels into a defensive laager, restless and eager to assail intruders with their calcified skulls. In dire straits – or when tempers rise – gnomad Drovers pop hatches beneath the belly to sally forth and clout a fleeing enemy senseless.

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Drove Kin stand ready before their steading
DROVE KIN

The most-many gnomads are Drove Kin, guiding their docile charges along fertile routes and protecting them from all manner of ravenous beasts. Experts in bushcraft and never more comfortable than when ensconced in the wilderness, these doughty guardians bear calloused feet that attest to their eternal migrations. It’s hungry work – like all work, mind – and a gnomad’s formidable metabolism demands near-constant satisfaction.

Fair told, the pastoral life of the Drove Kin is an idyll that few in the roiling realms can best. It is not an existence free of peril, however. An errant lamb may give cause for a missed breakfast. In the direst of circumstances, when the kettle’s fire may invite lurking predators, dinner may be substituted with dry rations and lunch-pudding leftovers.

Drove Kin are genial folk, but denial of sustenance may drive them into brooding funks or else into furious rages. When this lack of grub is caused by the necessities of protecting the caravan and kin, woe betide the enemy fool enough to incur a hungry gnomad’s wrath.

Drove Archers with bows at the ready
DROVE ARCHERS

Where the Drove Kin hold the line, the Drove Archers keep the ridges. Every caravan trains its keenest eyes to the bow, for a beast brought down at distance is a beast that never reaches the herd – and one that may yet be dressed, hung and stewed before dusk. Their staves are cut from best Ghyranite hickory and strung with braided mycelial fibre, and their arrows are fletched with duck-down from the mess wagons.

They shoot in ranks from behind wagon, wall and thorn, loosing in flights on the Trail Master’s whistle. Volleys are counted in mouthfuls: a hungry archer looses faster, so the Head Chefs see them fed last and first both, that their tempers stay as sharp as their broadheads.

A Drove Archer is chosen young, picked out for a steady hand and a patient stomach, and set to loose at gourds hung from the tail-gate of a moving wagon until the shot needs no thought at all. Thereafter they walk the flanks of the herd, one ear cocked for the Trail Master’s whistle, the other for the supper bell.

They take no glory from the kill. A ridge held without a single arrow loosed is reckoned the finer day’s work, for the caravan rolls on unmolested and the pot is filled by honest droving instead. When the loosing is done, the archers walk out to gather what they have felled – and every shaft besides, for good hickory is scarcer on the Trails than courage.

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THE ROVING GOURMETS

Dusty codices and desiccated scrolls are anathema to these chroniclers. These cuisiniers of the communities are living vessels of the sacrament of consumption. Lore is preserved in sustenance, and their dishes are essential components both of merriment and song, and of mourning and war.

Mephistio Hartstock directs a Hawthorn Hotpot crew
MEPHISTIO HARTSTOCK

The foremost of contemporary Head Chefs, Mephistio Hartstock is the maestro atop the very pinnacle of culinary artistry. Peers from all across the Trails will eagerly seek his counsel should the opportunity present itself, and often leave his genial company dazzled and thunderstruck, their wobbling vessels renewed with gastrognomic zeal.

Mephistio is equally immense in body and character, and is rarely seen without an expansive smile adorning his ruddy-cheeked chops. The greatest of his kind is no stranger to the battlefield, directing elite cadres of Hawthorn Hotpot crews with an infectious charisma and untroubled confidence. The clarion call of his baritone war cries whips lesser chefs into a boiling fervour, and they will hurry to the vanguard, eager to catch the eye of this living legend. He uses his hulking girth to inspire gnomad drovers along the line, putting invigorating nourishment in their bellies and roaring fires in their hearts. An enemy shall know pain when it buckles under the weight of Mephistio Hartstock’s Community Cleaver.

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A Head Chef brandishes a steaming pot
HEAD CHEFS

Gnomadic secrets pass from mouth to ear and from pot to plate, never through the eyes. The Head Chef is the prime conservator of these traditions and reigns supreme in the caravan’s kitchens, reciting with perfect clarity the extensive recipes to hard-pressed cooks, through the clang of pans and the whistle of kettles.

Such a duty is of grave significance. Keeping the stamina of their charges fuelled is a constant task, and the fires of the kitchens never die, even on the road. If deprived of nourishment, the gnomads may grumble, or else become listless and fitful, spelling danger for a folk for whom readiness is paramount. Head Chefs provide inspiration, recounting tales of brave deeds past, or motivating the caravan for what tomorrow may bring – each tale revealed in a dish, each course its own chapter.

The scrutinising gaze of a Head Chef can cause rivulets of sweat to pour down the neck of a trembling junior chef, for an apprenticeship in the kitchens is much coveted and the demands intense. Head Chefs may become revered, and their presence on the field of battle galvanises gnomad fighters, inspiring stout steadfastness in even the greenest of braves. Wielding formidable Community Cleavers, Head Chefs do not shy from the thickest of frays, be it hewing foes or filling the complaining bellies of weary troops.

Hawthorn Hotpot crews stand ready at their cauldrons
HAWTHORN HOTPOTS

To waste food, as any honest gnomad knows, not only offends the great Nuffle’s ever-rumbling belly, it is plainly daft. True said, some ingredients are not for eating – whether it be long-boiled bones, iron-hard shells of gargant whelks or the stubborn roots of Ghurish razor palms. Such leftovers are condensed into gelatinous concoctions of fearsome potency. Some are blended with liquidised offal, others infused with mycelial spores or the saliva of Ibex gut snakes. In dangerous times, Head Chefs may even carefully preserve those ingredients so psychotropic or lethal that they can only be handled when clad in basilisk-scale mittens. Stored in sealed, tin-bottomed casks, these specially brewed onager rounds travel in padded wagons lest they ooze their powerful contents along the trail. Such sensory confluences would surely attract the attention of the ravenous and the repelled in equal measure.

Though these foaming feasts are varied in their composition, one thing is common throughout – they’re always served piping hot. Sent heavenward by junior chefs to rain down through fizzing, scum-streaked skies, the casks explode on impact, disgorging their boiling contents upon a stupefied and scalded enemy.

37
PIONEERS OF DISCOVERY

Accompanied only by their reluctant shadows, the solitary amongst the Gnomad Feastmasters creep softly upon untrodden pathways. They bring nothing but inquisitiveness and acumen and leave nothing but memories and cadavers – of those who seek to infiltrate the Trails. Touched by madness and blessed by Nuffle’s watchful tutelage, the reclusive ones are destined for a life of exhilaration and jeopardy.

A Halfloaf Thief slips through the shadows
HALFLOAF THIEF

Solitary yet charismatic, these stealthy buccaneers exude a confidence born of experience. The Halfloaf Thieves are the doyens of gnomad society, and once returned from this swashbuckling adventure or that, they take their place at the right hand of the Trail Master – to graciously absorb adoring glances or bask in the elaborate toasts to their honour. Most are of a laconic nature, preferring to allow others to embellish their deeds in fantastic tales. When they do speak at length it is normally within a hushed conclave of caravan elders, over many mealtimes, naturally.

Halfloaf Thieves are drawn from the ranks of scouts – those fortunate enough to be touched by the guiding hand of Nuffle himself. They are equally able to operate within the deepest of shadows or amongst the thickest of crowds. One mission may demand that they remain as stationary as a rock awaiting their quarry; the next may see their silver tongues coaxing secrets from the lips of blushing courtiers. An assignment is never turned down, whether the reconnaissance of a nearby enemy, the poisoning of their supplies, the drawing of their blades along a particular throat, or the acquisition of an extraordinary ingredient. A Halfloaf Thief’s silent footsteps tread lightly in foreign lands, taking them to the reeking cities of Sigmar and worlds beyond the reach of Ghyran.

When the reverie is over and Gryph-pups are licking clean the plates of the feast, when feast-goers’ contented bellies rise and fall in slumber, and when the waxing moon is at its zenith, the Halfloaf Thief is cruelly denied sleep’s embrace. When the mead’s soothing edge is dulled, a Halfloaf Thief’s façade falls into grim desolation; their fingers tremble and desperation frays the threads of their courage. For these gnomads have witnessed the true horrors of these shattered realms – how long can such nightmares remain confined to dreams?

38
Gryph-hound Hobelars ride out with bows drawn
GRYPH-HOUND HOBELARS

Nothing can surprise a Gnomadic caravan whilst the ever-vigilant, eternally faithful Gryph-hound maintains watch. The noble and indefatigable beasts live as one with their two-legged brethren, coexisting on equal terms. New litters are celebrated, and any runts are nursed with the choicest marrow. Bonds form unguided, with pups innately drawn to the bolder amongst adolescent gnomads. In time, these multi-disciplined duos will become pre-eminent in hunting, reconnaissance and vanguard counterattacks. They work in tandem with Abstemious Scouts and Crownwing Eagles, communicating in an indecipherable array of whistles, howls and screeches. Gryph-hounds allow their charges to ride atop them, the gnomads showering their enemies with a storm of short-bow fire, whilst in close quarters hapless foes are assailed by a flurry of claws and horrifying beak attacks.

Whilst largely denizens of untrodden pathways, Gryph-hounds are not uncommonly found accompanying a Head Chef. Not only are such guardians adept at protecting stores from temptation, they are also handy to have on hand to blame for any accidental miasmatic eruptions after a hard day’s feasting!

Canopy Riders sweep in upon their Crownwing Eagles
CANOPY RIDERS

Scouting is a precarious pursuit that sets such bold pioneers apart from their brethren. Where bravery touches folly, at the very apex of lunacy, are the wide-eyed riders of the majestic Crownwing Eagles. A gnomad and their mount have a symbiotic relationship of mutual trust and form bonds broken only by death. That fate can come quickly and suddenly, and so both are grateful for sharing wondrous days soaring on Ghyran’s thermals. Gnomad children marvel at these idols, eyes shielded from the sun to watch them diving and swooping at the head of the caravan. Though immensely popular with their grateful and slightly awestruck kin, Canopy Riders can be paradoxically awkward and detached. Touched by the same madness, they can appear out of step when engaged in conversation, laughing at the wrong moment or else staring off into the middle distance. Rarely betrothed due to their hazardous callings, these heroes of the wing plough a somewhat lonely furrow. The latticework of scars borne on their weather-beaten faces tells stories of fierce battles and dicing with death. The shafts of their spears are cut with many notches and their obsidian, flint or bone tips are keenly sharpened. Though destined forever to be prematurely extinguished, the fire in the heart of a Canopy Rider burns bright.

39
Abstemious Scouts steal out of a ruin
ABSTEMIOUS SCOUTS

The boldest of gnomads, those who blend an indomitable constitution with an uncanny knack for good fortune, may develop into Abstemious Scouts. All ways ahead are sown with dangers which must be silently scrutinised, averted or nullified. Operating on stygian nights, these stoic loners tread softly through undisturbed shadows, and only the moon witnesses the ribbon of cold light that catches their long flensing knives as they slit the throats of foul foes. Many carry short bows of blackthorn and horn, to stalk and silently slay their quarry from deep cover; an archer’s thick wrists bear testament to their lethality.

By necessity, Abstemious Scouts don garb that blends with their surroundings, or the mysterious hoods and capes fashioned by Boscage Hermits. These emulate the landscape ahead of the caravans, whether cloaks of dense foliage, the woven skin of dried lizards or a suit of fish scales and tentacles.

The plucky individuals sacrifice comfort, driven by duty to their kin and by the obligations of their natural and supernatural gifts. To outsiders they appear cold, aloof and sullen, for it is many a hardship they suffer, foreigners to the warm hearth.

Abstemious Scouts are said to eat things that would turn a common gnomad’s stomach: stale bread, stinky cheese and even warm ale are among the victuals these tight-lipped pioneers endure with stubborn pride.

They are regarded as some of the hardiest and most disciplined members of gnomad society, ranging far beyond the hidden Trails and the comfort of their communities, sometimes alone in hostile territory for weeks. For most gnomads, hunger is exceedingly difficult to tolerate; food lies at the heart of community, memory, celebration and spiritual life. Yet a Scout must ration provisions and endure long separation from the abundant tables. That restraint is considered extraordinary, and their willingness to accept hunger as the price of protecting those who travel behind them earns particular respect.

“The skies, they were darkened with our thousand lofted arrows, Regent. Boughs, trunks and hollows were keenly found… but of the half-men, they vanished in a conspiracy of undergrowth. My head is bowed before you, O lord.”

– High (former) Sentinel Dynktos
40
CROSSROADS OF THE
IN-BETWEEN PLACES

Sedentary gnomads may step away from the path, choosing instead a life in close communion with unseen confederates. In collaboration with Ghyran’s children, they exist to lessen the burdens of a Gnomad Feastmaster, filling their bellies with nature’s lavish bounty and brightening their lives with thaumaturgic wonderment.

Blossomwing, the Pen of Auspice, wings spread
YONELLA LIGHTFOOT

A precursor to early Halfloaf Thieves, Yonella Lightfoot was the boldest of her caravan, never shying away from any perilous task that satisfied the mutual protection of herd and kin. It was thus fated that she was tracking a predatory pack of feral Chaos Warhounds, far along the Amber Littoral coast, when she first glimpsed her caravan ablaze. The evil torchlight of Khorne’s Marauders danced upon the blood-slicked sands, and their profane howls penetrated the silence of nightfall. Her community was defiled and slaughtered, and of her true love, Markku Sklavinautor… not a trace.

Bitter madness gripped her then, and she resolved to consign herself to the deep, whereupon she first encountered the Pen of Auspice. The beating wings of a great swan – a scion of the World-That-Was – welcomed her, as is said to be the fate of all gnomads who surrender unto death, but they led her not to Shyish. Instead, the Pen of Auspice adopted a corporeal form and led her from the brine.

In the Age of the Greater Betrayer, Yonella Lightfoot is a sibylline wanderess communing directly with Ghyran. Together, Yonella and Blossomwing – the Pen of Auspice – traverse incredible distances, darning the holes in the Trails’ protective fabric and vengefully slaying followers of the Dark Gods. The duo are infused with timeless, shamanic magicks granted by a grateful realm. Fellow gnomads are awestruck and unsettled in Yonella’s presence. Though her dedication to rejuvenation is unquestioned, the taint of death eternally follows in her wake.

41
Owain’jax, Son of the Jade Forest, striding with drawn blade
OWAIN’JAX, SON OF THE JADE FOREST

The splendour of Sigmar’s Age of Myth saw the Jade Forest annihilated by clearance fires and its orphaned roots pummelled by the brutal foundations of duardin engineers. Fleetingly resurgent saplings were cruelly disturbed by clattering pistons and choked in their infancy with the toxic ash of great-forges. The sun fell on that first burgeoning empire and did not rise for a millennium, as the Age of Chaos followed, saturating the gouged lands with filth and disease. Owain’jax, Son of the Jade Forest, is the first son of the new age, revered by the gnomads as a confidant and staunch ally.

A witness to a thousand winters, Owain’jax’s majesty displays traces of vast age. Patches of dried and curled bark, spots of diseased leaves and a perceptible lean speak of his antiquity. His lower branches droop in sorrow for all that he has witnessed and from the pain of withholding the gnomads’ secret from his kin.

This LeyLord was the first to be sown after the apocalypse, his seed pushed into the sterile ground by the nurturing fingers of a solitary Boscage Hermit. The cherished and protected name of the progenitor is known to few, but her empathy is carried by all who grow or live in the Jade Forest. The dedication of the Jade Forest’s architect endures, and so, in her memory, does Owain’jax, Son of the Jade Forest, endure as he strides purposefully into battle alongside his diminutive and beloved cousins.

A Boscage Hermit at his grove, staff in hand
BOSCAGE HERMIT

Some venerable Head Chefs insist it is the destiny of young ’uns born under the waxing midwinter milk-moon. Others tell of a seed lineage that gives rise to this predestination. No gnomad can simply become a Boscage Hermit. They alone are chosen by Ghyran, and once the song is heard, withdrawal from the Trails is certain. Ghyran’s favoured disciples become increasingly distant, forgoing mead and merriment until one day they simply melt away, led by a Seedlingkin LeyLord Ancient responding to the silent song.

Boscage Hermits are regarded as very odd amongst their droving peers. They lead solitary lives attending to the Habbinkerr, tending crops and communing with nature. Ghyran’s whispers have imbued Boscage Hermits with the capricious gift of magic and revealed the secrets of the mycelial networks. Boscage Hermits are able to transmit messages along these fibrous arteries, to tell of caravans departed or else to sing out the good news of a Great Feast (and what might be on the menu). They will act as intermediaries between the Trail Masters and legations of forest folk, interpreting the subtle sway of their boughs and communing in kind. Boscage Hermits are the gnomads’ farmers and their quartermasters. Their well-tended groves provide much of use to a gnomad caravan and as such occupy key locations at the intersection of major Trails. The grateful land works in sublime conjunction with them, at a stroke, enveloping signs of agriculture and surrounding all with towering walls of boscage.

42
ROOTED CONSPIRACY

Beneath the oldest boughs, ancient promises are remembered. The gnomads are not alone in their guardianship of Ghyran’s meek progeny, for amongst the deep forests dwell mighty confederates who have kept their secret, shared their burden and, when necessity demands, answered violence with violence.

A Spirit of Ghyran risen in wrath
SPIRIT OF GHYRAN

There are wounds against the living realm which cannot be forgiven with patience. Forests can be replanted, poisoned streams coaxed again to purity and even a wounded Trail lulled into healing slumber. Yet occasionally some act of desecration is so wanton, some slaughter of Ghyran’s innocent progeny so complete, that the land answers not with renewal, but with rage.

Then may stride forth a Spirit of Ghyran.

To the gnomads these colossal beings are objects of reverence and considerable apprehension. They are not summoned as one might call a faithful hound, nor commanded like soldiers beneath a Trail Master. Rather, their coming is presaged by strange disturbances in the living world. Roots burst through stony ground. Sap rises in trees long dead. Herd beasts fall suddenly silent and Boscage Hermits abandon their breakfasts mid-mouthful to press listening palms against the earth. Something vast has heard the injury.

Spirits of Ghyran are the murderous aspect of renewal made manifest. Their immense limbs are hardened by ages into living weapons, and blows capable of splintering fortress gates are delivered with the terrible certainty of falling timber. Those who have burned sacred groves, butchered protected migrations or driven corruption into the Trails may discover that the benign abundance of Ghyran possesses very sharp thorns indeed.

Gnomads do not celebrate such interventions with the customary revelry. When the slaughter is ended, they approach quietly, tending broken roots and leaving offerings of seed, spring water and simple food amongst the churned earth. For the appearance of a Spirit of Ghyran is salvation, certainly, but it is also an admonition.

The Realm has noticed.

And something has made it angry.

43
A LeyLord Ancient wreathed in Ghyranite light
LEYLORD ANCIENT

Few amongst the gnomads can claim true understanding of the slow discourse of the forest. Fewer still have heard the ponderous counsel of a LeyLord Ancient. To them the passing of a gnomad generation is little more than the turning of a leaf, yet the small folk have earned a place in their vast memories quite disproportionate to their stature.

It was amongst the overlooked Seedlingkin that the secret of the gnomads was first kept, and certain LeyLord Ancients continue that oldest of conspiracies. They speak rarely and never hurriedly, communicating as readily through the groaning of roots as with words. Boscage Hermits may spend several days in earnest conversation with an Ancient before discovering that the opening exchange of pleasantries has only just concluded.

When the Trails are wounded, these sagacious forest lords stir from their long meditations. In battle they are towering fonts of Ghyranite sorcery, calling forth the forest’s wrath against those who would despoil the migrations.

Their secret has been kept through ages of fire, pestilence and death, and an Ancient is not inclined to surrender a confidence merely because the rest of the world has become inconveniently noisy.

A LeyLord risen from the boscage
LEYLORD

Where a LeyLord Ancient embodies the forest’s immeasurable patience, a LeyLord demonstrates what occurs when that patience is finally exhausted. These hulking custodians haunt the deepest reaches neighbouring the Gnomiad Trail, standing so motionless amongst bole and boscage that generations of birds may nest upon them before a single branch betrays awakening.

The gnomads hold these taciturn giants in enormous affection, knowing a particular LeyLord as they might an eccentric and extremely large uncle. Gifts are sometimes left amongst their roots: a small keg of excellent porter or a particularly admirable pie. Whether such offerings are appreciated is impossible to determine, although the disappearance of the porter has inspired considerable speculation.

When ravenous interlopers breach the Trails, all genial conjecture ends. LeyLords stride from the woodland with the implacable violence of an avalanche.

A LeyLord understands the importance of silence. Yet when a gnomad horn sounds desperately beneath the trees, these phlegmatic guardians seldom remain rooted for long.

44
PERILOUS PATHS

The magic of the Gnomad Feastmasters is rarely one of domination. A Trail cannot truly be commanded, nor can the living things which dwell within it be expected to obey merely because some robed fool waves a staff and bellows at them. Such behaviour is considered both extraordinarily rude and an excellent means by which to be bitten. Outsiders who observe a Boscage Hermit murmuring to a thornbrake depart convinced they have witnessed nothing of consequence. They are quite correct, until the thornbrake takes an interest in them.

A Spectral Briar Hedge risen from barren ground
SPECTRAL BRIAR HEDGE

Gnomad spellcraft rests instead upon familiarity, obligation and reciprocity: the gnomads tend the hidden places of Ghyran, and when danger presses close the Trail remembers its keepers. Hedges twist themselves into fortifications, groves awaken to terrible purpose, and the smallest custodians of rot and renewal stir in their thousands beneath the soil. To a gnomad these are not magic, but neighbours answering a call.

Along the oldest Trails, dense walls of hawthorn and briar have absorbed so much ambient magic that the distinction between plant and protective spirit has become decidedly uncertain. Called upon, a Spectral Briar Hedge erupts from barren ground where moments before there was none.

These hedges know their friends. Branches bend aside for gnomads; an enemy receives no such courtesy, and hacking at the thicket only invites whipping branches and barbs.

A well-kept hedge looks after its own.

“I have slept beneath stars, beneath canvas, and once beneath an ogor. Give me a hedge. A hedge asks nothing, judges nothing, and has never once attempted to eat me. It will take your cloak if you are careless, and keep your secrets whether you wish it or not – but stand behind one at dusk, with something unpleasant coming down the Trail, and tell me honestly you would rather have a wall.”

– Bramblewick, Boscage Hermit of Dunnock’s Close
45
A Habbinkerr Sentry risen from the Habbinkerr Groves
HABBINKERR SENTRY

Where the oldest Trails cross, there stand the Habbinkerr Groves. For centuries Boscage Hermits and passing caravans have tended these places, and beneath such groves lies an accumulation of obligation older than many mortal kingdoms. When the gnomads are threatened, that debt may be called upon. Roots tear free and coil together as bark, vine and timber gather about a blazing knot of Ghyranite power until the Sentry pulls itself upright.

No craftsman fashioned such a creature. It is the grove remembering that it has been loved. Its fury spares gnomads and the creatures under their protection, and the better the surrounding land has been tended, the more violently the Sentry answers.

Gnomads know that when the Trail is in peril, sometimes the land gets up and does something about it.

A Detritus Denizen Swarm boiling from the loam
DETRITUS DENIZEN SWARM

No gnomad Head Chef requires instruction in the value of leftovers. Everything returns. Everything feeds something. Beneath every Trail seethes an unseen multitude whose endless labour turns yesterday’s death into tomorrow’s abundance. These are the Detritus Denizens. When awakened by gnomad magic they come in numbers sufficient to make even the stoutest warrior reconsider the advantages of wearing trousers.

The ground appears to move. A living carpet of tiny bodies boils from the loam. Where the swarm meets an enemy, it simply finds the gaps: under greaves, through buckles, beneath plates, into boots. No armour is so finely made that a determined creature cannot find somewhere unpleasant to enter.

To the gnomads there is nothing macabre in this. Admittedly, the Denizens normally perform such work after something has died; the gnomads are quite content to reverse the order.

46
CORRAL AND CAULDRON

For all their ceaseless wandering, gnomads are no strangers to the comforts of home. Home simply happens to be wherever the kettle boils, the bread rises and enough familiar faces can be gathered around a fire.

A Gastrognome Encampment, wagons drawn into a protective ring
GASTROGNOME ENCAMPMENT

When a caravan halts for more than the briefest respite, its ordered procession blooms into a Gastrognome Encampment. Great bundles are unlashed from the backs of patient beasts, wagons are drawn into protective arcs and stout yurts rise from the earth with practised speed. Cooking fires are kindled almost before the last wheel has ceased turning. Soon the air is rich with woodsmoke, roasting roots and simmering stock, while washing flaps between poles and younglings tumble noisily beneath the feet of exasperated elders.

These temporary settlements are the beating hearts of gnomad life upon the Trails. Here worn boots are patched, bows restrung and cracked crockery mourned with an enthusiasm usually reserved for fallen kin. Drovers barter gossip over steaming bowls, Scouts surrender hard-won intelligence in exchange for second helpings, and Head Chefs preside over bubbling cauldrons with all the solemnity of monarchs holding court. What to an outsider might resemble a disorderly clutter of tents, carts, livestock and cookpots is, to a gnomad, a place of profound order and familiarity.

Yet even at rest the wandering folk are never truly still. A Gastrognome Encampment is constructed with departure already in mind. Every rope has its place, every awning may be struck within moments and every treasured possession must ultimately earn the burden of its own weight. At the first warning cry, cheerful domesticity can vanish beneath martial purpose. Wagons are hauled tight, stores dragged behind cover and narrow approaches clogged with barrels, baskets and whatever furniture proves sufficiently stout. Those who had moments before argued over dumplings take up bows and carving knives without complaint.

The Trails themselves seem reluctant to surrender such places. Grass rises quickly where tent pegs are withdrawn, wheel-ruts soften beneath creeping moss and the scent of cooking smoke is swallowed by leaf and loam. Within hours little may remain to show that scores of gnomads had slept, feasted and quarrelled there. By the following dawn even those traces are often gone.

Only a few stubborn crumbs might betray them.

And no gnomad worth their salt would leave those behind.

47
The First Taste of Excess

Osanja curled her little fists into tight balls as she tried to keep her voice from trembling. But fear had already electrified her and the pale hairs on her arms kissed the warm night air.

‘We must go, Brinna,’ she said, as earnestly as she dared. Her anxious eyes darted back down from the bluff to the marshlights of the fledgling path.

‘Brinna, please!’ she hissed, tugging on her true-love’s sleeve.

Brinna’s gaze was locked, though, on the unholy spectacle played out in the valley below and with eyes transfixed, the gnomad maiden’s jaw slowly fell into a hungry gape. Words seemed to roll around her full lips as thoughts attempted to articulate the profound display of depravity on show.

‘What… where… is she putting that… thing?’ Brinna enthused.

Osanja peeked over the lip of the crag and gasped.

‘Brinna!’ she scolded, horrified and flushed in equal measure, but she could conjure no reaction from her dearest.

‘Brinna!’ The next cry was accompanied by a slap of hopelessness and desperately tender words followed. ‘Duck-foot, my poppin, my love, come now, this place reeks of danger and…’ Osanja trailed off and swallowed a sob. Tears wove an unhappy delta down her dimpled cheeks as she looked into the dark brown eyes of her love. The flames of the fire danced in them and her pupils were dark pools of promises already sealed.

‘Please!’ Osanja sobbed, but Brinna was enraptured. Osanja screamed and stumbled backwards into a knot of reeking blossom as the She-daemon climbed lizard-like to the redoubt. Its wet lips dripped tales of ecstasy but its cruelly barbed whip snapped the breeze with its sharp crack. Its slender, vein-clotted finger lifted Brinna’s chin and it breathed a slow, sensual breath into the gnomad’s vital lungs.

‘Get away from her!’ Osanja roared, hurling rock and stick; even the best egg-pan was unhooked and launched at the creature of undoubted Chaos. More of these fiends climbed the edifice and moved towards her, their limbs distended and their movements at odds with the natural passage of time.

Fighting desperate sobs and wracked with a furious shame, Osanja turned her back and ran for the safe embrace of the twisted Trails, vowing forever to seek out and avenge her one true love.

It is whispered that these ever-unrequited lovers were thereafter conjoined in opposition. Some say Brinna succumbed to the embers of her desire that always burned within, and that she serves now as cup-bearer to a great blubbering mass atop a foul and sophomoric palanquin. A tragic caravan, in its own way. For Osanja the Mirthless, the lithest of gnomads, a laconic existence in the darkest shadows of the most overgrown and thorn-knotted Trails. A reliever of sin, Osanja’s boning blade of blackest steel has silently ended life’s pleasures for many a vile despoiler.

48
THE RULES
USING THIS BATTLETOME
The pages that follow contain everything you need to take a Gnomad Feastmasters army to war in the Mortal Realms. Gather your caravan, muster your Trail Masters and put the kettle on. The rules are divided into the following sections:
FACTION RULES (pg 49-54)
Every Gnomad Feastmasters army shares the battle traits found on the following pages – the hidden Trails, the strength of the caravan and the abilities that come of standing shoulder to shoulder with your kinfolk.
Alongside them are the battle formations that shape your army, and the enhancements available to your heroes and War-Wagons: heroic traits, artefacts of power, spell lore, prayer lore, mount traits, Gnomadic tinkers and manifestation lore.
AN UNOFFICIAL BATTLETOME: Stronger together, and considerably harder to see. A caravan of cooks, foragers and drovers who would sooner feed you than fight you – and will do both.
These rules are an unofficial labour of love, written for friendly games of Age of Sigmar. Check with your opponent before deploying a caravan of hidden halflings, use the current core rules alongside them, and treat any disagreement in the spirit the gnomads would: settle it over a decent meal.
A Head Chef brandishes a steaming pot
Head Chef
WARSCROLLS (pg 57-71)
Each unit in your army has a warscroll listing its characteristics, weapons and abilities. From the Trail Master and their Head Chefs to the Drove Kin, Canopy Riders and the Detritus Denizen Swarm, every gnomad has a part to play – and few of them are much use alone.
The warscrolls are ordered as follows:
•  Heroes (pg 57-62)
•  STOUT units (pg 63-64)
•  FORAGER units (pg 64-65)
•  Hawthorn Hotpot (pg 66)
•  DROVER units (pg 67)
•  OLDGROWTH units (pg 68-69)
•  Manifestations (pg 69-70)
•  Faction terrain (pg 71)
6+
Some units in the GNOMAD FEASTMASTERS faction have a ward save printed on their warscroll, shown by the WARD keyword at the bottom and, for ease of reference, in a red circle beside their main characteristics. GNOMAD units gain WARD (6+) while they are charmed, and some abilities improve or replace that ward.

“The shroud has split. We close it together, as one. Nobody is coming to help us – nobody ever was. Take the ground beside your neighbour and hold it: the Trail has fed us all our lives, and today we pay for the meal.”

– Trail Master Burdock Emberdell, at the Breaching of Brackenholt
49
THE FORAGER’S FEYT (pg 75-78)
Spearhead battles are small, quick and unforgiving of mistakes. The Forager’s Feyt is the gnomad Spearhead army, with its own battle traits, enhancements and warscrolls – everything you need alongside the core rules and a Spearhead battlepack.
PATH TO GLORY (pg 72, 79-86)
Path to Glory links your battles into a campaign, and your caravan earns renown as it travels. The Anvil of Apotheosis is here for building a hero of your own, alongside the Path of the Grand Feastmaster and the Path of the Caravan Kin.
ARMIES OF RENOWN (pg 87-90)
The Feral Trail Charcuteers and the Blazed Trail Cauterisers are each presented as an Army of Renown: a way to field a specific host of gnomads, with its own rules, restrictions and enhancements, for those who wish to follow one Trail in particular.
REGIMENT OF RENOWN (pg 91)
Pilfin the Uninvited may be taken by other armies as a Regiment of Renown – assuming, of course, that anybody notices him arriving.
Halfloaf Thief
A Gnomad caravan camp: wagons, tents and a cauldron over the fire
50
The Aethermal-kinetheriser spluttered into oscillating locomotion and the Kharadron Grundstok Gunhauler began to elevate. Tethered to the keel was a plump heifer, its veiny teats groaning with cream. The Captain’s greedy lips widened in surprise at what was to follow. A Crownwing Eagle dived like lightning through the low cloud, its shining talons ripping clean through the craft’s pneumatik umbilical. A crested Gryph-hound, no more than a blur, burst from the forest apron and its rider severed the tow-rope with a single flash of his crystalline-tipped lance.
Raising a gloved mitt to a bruised brow, the Captain watched as cloaked figures, smaller even than he, emerged silently from the dense foliage cocooning the stricken Skyvessel. Whatever else was to happen that fateful day, Yskan Melk-krava was off the menu.
FACTION RULES
BATTLE TRAITS
Gnomad Feastmasters armies can use the following abilities:
☀Passive
THOSE LUCKY SCOUNDRELS: Tales abound of gnomad warriors felling monsters with a single fortunate blow, grinning all the while as if they knew exactly what they were doing.
Effect: If the priority roll is a tie and your opponent is not using a GNOMAD FEASTMASTERS army, you decide who will take the first turn in the current battle round. In addition, if either player takes 2 consecutive turns for any reason, each friendly GNOMAD unit is charmed for the rest of that battle round. While a friendly GNOMAD unit is charmed:
Ignore negative modifiers to hit rolls and wound rolls for that unit’s attacks and to that unit’s control score.
That unit has WARD (6+).
Passive
NIMBLE: A gnomad who has never known the weight of a boot can vanish into so much as a hoofprint. Chase one through a thicket and you will find only the thicket.
Effect: While a friendly GNOMAD BAREFOOT unit is wholly within 1" of a terrain feature, it is affected by the ‘Cover’ terrain ability. In addition, while a friendly GNOMAD BAREFOOT unit is affected by the ‘Cover’ terrain ability, that ability applies to it even if it charged this turn, and if the unmodified hit roll for an attack that targets that unit is 1-2, the attack fails and the attack sequence ends.
☀Passive
IT’S BEEN A LONG DAY: Hunger with a spear in your side stops you counting the cost. Ask one how they are faring and they will tell you about the walking, not the wound.
Effect: While a friendly GNOMAD unit has half or fewer of its starting models, or while the number of damage points allocated to it equals or exceeds half its Health characteristic (for a unit with a single model), that unit is hangry. While a friendly GNOMAD unit is hangry, add 1 to the number of friendly GNOMAD units counted for the purposes of the ‘One Root, Many Stems’ ability when that unit uses a SHOOT or FIGHT ability.
Designer’s Note: A unit is hangry only while the condition is met. It can gain and lose the condition any number of times during the battle as it is damaged or healed.
☀Passive
ONE ROOT, MANY STEMS: Pluck a single stem and the mycelium barely notices; sever enough, and the whole network convulses in answer.
Effect: Each time a friendly GNOMAD unit uses a SHOOT or FIGHT ability, for each enemy unit targeted by that ability, count the number of friendly GNOMAD units within that enemy unit’s combat range. If that number equals or exceeds any of the numbers below, the corresponding effect applies to attacks made as part of that ability that target that enemy unit. More than 1 effect can apply to a unit at the same time.
Units
Effect
2+
Add 1 to hit rolls.
3+
Add 1 to wound rolls.
4+
Add 1 to the Rend characteristic of the weapons used for those attacks.
5+
The weapons used for those attacks have Crit (2 Hits).
Designer’s Note: A GNOMAD unit shooting from outside combat range can still benefit if enough friendly GNOMAD units are within the target’s combat range. Some abilities can modify the number of units counted for this ability.
☀Once Per Battle (Army), Deployment Phase
GO WITH YOUR GUT: When it comes to digestion, gnomads know best.
Declare: You must use this ability before any units have been deployed.
Effect: Roll a D3 and apply the corresponding effect below for the rest of the battle:
1
Breakfast: Add 1 to run rolls and charge rolls for friendly GNOMAD units.
2
Lunch: Friendly GNOMAD units can use CHARGE and SHOOT abilities even if they used a RETREAT ability in the same turn. In addition, no mortal damage is inflicted on them by RETREAT abilities.
3
Dinner: Add 1 to ward rolls for friendly GNOMAD units while they are charmed.
Only 1 of these effects can apply to the same unit at the same time unless specified otherwise.
51
☀Once Per Turn (Army), Start of Your Turn, Reaction: You declared the ‘Activate Place of Power’ ability for a friendly GNOMAD HERO
ALL TOGETHER NOW: One palm on the lichen is a question the ley barely notices; a dozen, spread along its length, and the asking carries further than any single voice could reach.
Used By: That HERO.
Effect: The effect of that ability is not resolved. Instead, roll a dice. On a 1, inflict D3 mortal damage on that HERO. On a 2+, pick a visible non-FACTION TERRAIN terrain feature within 12" of that HERO and give it 1 friendly guardian token, plus 1 additional friendly guardian token for each other Place of Power that has a friendly GNOMAD HERO within 3" of it.
Designer’s Note: If 3 HEROES are each within 3" of a different Place of Power, the same terrain feature is given 3 friendly guardian tokens.
☀Once Per Turn (Army), Your Movement Phase
UPROOT IN ANGER: With a sound like a thousand roots tearing free of the earth, the ancient ones rise – slow, furious, and far too late for anyone to run.
Declare: Pick a terrain feature that has 3 or more friendly guardian tokens. Then, pick a friendly non-HERO OLDGROWTH unit that has been destroyed to be the target.
Effect: Set up a replacement unit with 1 model from the target unit wholly within 6" of that terrain feature and more than 9" from all enemy units. Then, remove 3 friendly guardian tokens from that terrain feature. Allocate 10 damage points to the replacement unit (ward rolls cannot be made for those damage points).
☀Passive
ROUSE THE GUARDIANS: The ancient trees of Ghyran do not forget those who have tended them across the ages. When the gnomads call, the forest listens.
Effect: Guardian tokens can be placed on non-FACTION TERRAIN terrain features. A guardian token is friendly to the player who placed it. A terrain feature can have a maximum of 3 friendly guardian tokens.
☀Deployment Phase
INSTINCT FOR RUIN: Something ancient stirs underfoot, and the enemy’s great beasts must tear it open.
Declare: You must use this ability.
Effect: For the rest of the battle, enemy MONSTER units can use the ‘Tear the Weave’ ability.
☀Once Per Turn (Army), Any Combat Phase
TEAR THE WEAVE: The beast drives its bulk into the earth, crushing and severing the mycelium threads below.
Declare: Pick this unit to use this ability if it has not used a RAMPAGE ability this turn, then pick a terrain feature that has an enemy guardian token and is within this unit’s combat range to be the target.
Effect: Roll a D3, then remove a number of enemy guardian tokens from the target equal to the roll.
KEYWORDS
RAMPAGE
52
BATTLE FORMATIONS
You can pick 1 of the following battle formations for a Gnomad Feastmasters army. Each battle formation grants a different ability you can use in the battle.
GNOMIAD TRAIL
☀Passive
DEEP ROOTS: Where the trails run oldest the roots go deepest – and what the land has kept, it gives back grudgingly, and whole.
Effect: In the ‘Rouse the Guardians’ ability, replace ‘a maximum of 3 friendly guardian tokens’ with ‘a maximum of 5 friendly guardian tokens’. In addition, when using the ‘Uproot in Anger’ ability, you can remove up to 2 additional friendly guardian tokens from that terrain feature. For each additional friendly guardian token removed, reduce the number of damage points allocated to the replacement unit by 5.
RECKLESS TREKKERS
☀Passive
DOUBLE OR NOTHING: Hesitation kills faster than bad luck.
Effect: If either player takes 2 consecutive turns for any reason, for the rest of that battle round add 1 to the number of friendly GNOMAD units counted for the purposes of the ‘One Root, Many Stems’ ability when a friendly GNOMAD unit uses a SHOOT or FIGHT ability.
SHIMMERING TRAIL
☀Army Composition
GIFT OF THE GAB: Honeyed words and rare wares find welcome at every Realmgate – a well-fed host rarely thinks to ask what the caravan carries, or who now walks beside it.
Effect: For each regiment in your army that includes the maximum number of other units permitted, you can pick 1 of the following: a condiment of war, a mount trait or a Gnomadic tinker.
SOULWAKE HERDERS
Passive
GUIDING LIGHT: Great luminous spirit-beasts wander close to Shyish, and only the gnomads know the paths to walk them safely home.
Effect: Ignore negative modifiers to ward rolls for friendly GNOMAD units, and enemy abilities that would prevent those units from making ward rolls have no effect on them. In addition, while a friendly GNOMAD unit is wholly within 6" of a Place of Power, it has WARD (6+). If that unit already has WARD (6+), it has WARD (5+) instead.
HEROIC TRAITS
STOCK SAVOURS (HERO only)
Passive
PRIZED PAUNCH: Years on the trail teach a canny Trail Master where the finest provisions are always to be found.
Effect: Add 1 to this unit’s Health characteristic. In addition, while this unit is affected by the ‘Dinner’ effect of the ‘Go With Your Gut’ ability, add 1 to save rolls for this unit.
☀Passive
BOG-BOUND MISANTHROPE: Some direct the masses from a fold in the land.
Effect: For the purposes of the ‘One Root, Many Stems’ ability, while this unit is wholly within 1" of a terrain feature or is affected by the ‘Cover’ terrain ability, it counts as being within the combat range of each enemy unit within 9" of it.
☀Passive
LIVING HERBARIUM: Those calloused of hand who have traversed the great trails of Ghyran innumerable times know the names of every tree, bush and bracken.
Effect: Each time a friendly OLDGROWTH unit is destroyed, if that unit was within 1" of a non-FACTION TERRAIN terrain feature when it was destroyed, give that terrain feature 1 friendly guardian token. If that unit was within 1" of more than 1 such terrain feature, pick 1 of them to receive it.
53
ARTEFACTS OF POWER
A garland of foraged herbs about a shield, cleaver and carving fork
CONDIMENTS OF WAR (HERO only)
Passive
NULLBARK SHIELD: On the boundaries of the Habbinkerr Groves grow trees that have absorbed the power keeping the Realm’s prying eyes at bay.
Effect: This unit cannot be picked as the target of a SPELL ability. In addition, a MANIFESTATION unit cannot be set up within this unit’s combat range, and cannot end any move within this unit’s combat range unless it was already there at the start of that move.
Your Hero Phase
BOFFO’S GASTROGNOMICON: Who Boffo was is lost to time, but his recipes live on through this curio, which holds their essence and aroma.
Effect: If this unit is wholly within 1" of a terrain feature, Heal (D3) this unit. Otherwise, Heal (1) this unit.
☀Passive
TROPHY TOOTH: Wearers of this charm feel an irresistible urge to clear the trail of its biggest threats.
Effect: While an enemy MONSTER unit is within this unit’s combat range, this unit is charmed.
SPELL LORE
THE LORE OF TERRAFORMA
Your Hero Phase6
BENIGN LANDSCAPE: A wizard attuned to nature can unlock the will of the land itself, coaxing root, stone and stream to answer the caravan’s call.
Declare: Pick a friendly GNOMAD FEASTMASTERS WIZARD to cast this spell, pick a visible non-FACTION TERRAIN terrain feature within 18" of them to be the target, then make a casting roll of 2D6.
Effect: Until the start of your next turn, add 3" to any distance that other friendly abilities measure from the target. A distance that another ability measures from a unit or model is not affected.
This effect is cumulative.
KEYWORDS
SPELL, UNLIMITED
☀Your Hero Phase6
HUMBLE PLEA: No gnomad presumes to command the deep roots; they only ask, mindful that the forest’s help is a gift and never a given.
Declare: Pick a friendly GNOMAD FEASTMASTERS WIZARD to cast this spell, pick a visible non-FACTION TERRAIN terrain feature within 18" of them to be the target, then make a casting roll of 2D6.
Effect: Give the target 1 friendly guardian token.
KEYWORDS
SPELL
☀Your Hero Phase6
AUSPICIOUS TIDINGS: Calling upon memories of exceptional luck, the wizard projects past triumphs into the present.
Declare: Pick a friendly GNOMAD FEASTMASTERS WIZARD to cast this spell, pick a visible friendly GNOMAD unit wholly within 12" of them to be the target, then make a casting roll of 2D6.
Effect: Until the start of your next turn, the target is charmed.
KEYWORDS
SPELL
54
55
PRAYER LORE
COPIOUS CONSUMPTION
Your Hero Phase4
ABUNDANT CUISINE: The healing properties of Ghyran’s bounty are well understood by those who traverse the Gnomad Trails.
Declare: Pick a friendly GNOMAD PRIEST to chant this prayer, pick a visible friendly GNOMAD unit wholly within 12" of them to be the target, then make a chanting roll of D6.
Effect: Heal (D3) the target. If the chanting roll was 8+, pick 1 of the following effects instead:
Heal (D3+3) the target.
Heal (D3) each visible friendly GNOMAD unit wholly within 12" of the chanter.
KEYWORDS
PRAYER, UNLIMITED
☀Your Hero Phase4
THERE’LL BE SOME FINE DINING SHOULD WE SURVIVE THIS ONE!: Round the cookfire the promise passes from mouth to mouth – survive, and we feast; and a gnomad fights twice as hard with a hot meal waiting.
Declare: Pick a friendly GNOMAD PRIEST to chant this prayer, pick each friendly GNOMAD unit wholly within 6" of them to be the targets, then make a chanting roll of D6.
Effect: Until the start of your next turn, add 2" to the Move characteristic of each target. In addition, if the chanting roll was 8+, until the start of your next turn, add 1 to run rolls and charge rolls for each target.
KEYWORDS
PRAYER
☀Your Hero Phase4
PLEASE, SIR, MAY I HAVE SOME MORE?: Bowl outstretched and hope undimmed, the faithful ask the spirits for a second helping of fortune’s favour.
Declare: Pick a friendly GNOMAD PRIEST to chant this prayer, pick a visible friendly GNOMAD unit wholly within 12" of them to be the target, then make a chanting roll of D6.
Effect: Pick 1 of the ‘Breakfast’, ‘Lunch’ or ‘Dinner’ effects of the ‘Go With Your Gut’ ability. Until the start of your next turn, the target is affected by that effect, even if it is already affected by a different effect of that ability. If the chanting roll was 8+, you can pick up to 2 other eligible units to be additional targets.
KEYWORDS
PRAYER
MONSTROUS TRAITS
COCK OF THE WALK (MONSTER HERO only)
↗Passive
SHORT FLIGHT: Selectively bred for war, most Dawnspur Wattlecrests can no longer truly fly – but some rare specimens still manage it when the adrenaline is really pumping.
Effect: This unit has FLY while it uses the ‘Charge’ ability or the ‘Power Through’ command.
⚔Passive
RUFFLED FEATHERS: In the presence of a larger threat, the Trail Master struggles to control the enraged Dawnspur Wattlecrest.
Effect: While this unit is within 6" of an enemy MONSTER unit, add 1 to the Damage characteristic of this unit’s Companion weapons, and the Hit characteristic of this unit’s Ancestral Lance is 5+.
↗Once Per Battle (Army), Your Hero Phase
THICK BLOOD: A particularly staunch constitution can be bolstered further with a specially prepared breakfast.
Declare: You can only use this ability if this unit is affected by the ‘Breakfast’ effect of the ‘Go With Your Gut’ ability.
Effect: For the rest of the turn, friendly GNOMAD units within this unit’s combat range can use CHARGE abilities even if they used a RUN ability in the same turn.
GNOMADIC TINKERS
EMBELLISHED JUGGERNAUTS (Hollowain War-Wagon only)
Reaction: Opponent declared a RAMPAGE ability for a unit within this unit’s combat range
DISSIDENCE HIVES: Subtle magics convince the pollinators of the Realm that their Queen is in jeopardy – with predictable results for anyone nearby.
Effect: Roll a dice. On a 4+, that RAMPAGE ability has no effect, it still counts as having been used.
●Passive
GHYRANITE CONDUIT: Timbers from the Habbinkerr Groves carry a direct connection to Ghyran’s primordial heart.
Effect: This unit has a Control characteristic of 10. This unit loses the WAR MACHINE keyword and gains the MONSTER keyword.
☀Passive
MURDER HOLES: Hollowain War-Wagon drivers tasked with breaking enemy lines know the value of a few well-placed gaps in the woodwork.
Effect: This unit has the RABBLE OOMPH keyword.
MANIFESTATION LORE
CARETAKERS OF THE TRAIL
☀Your Hero Phase7
SUMMON SPECTRAL BRIAR HEDGE: The humble hedge has sheltered many a gnomad, and knows how best to defend its own.
Declare: If there is not a friendly Spectral Briar Hedge on the battlefield, pick a friendly GNOMAD FEASTMASTERS WIZARD to cast this spell, then make a casting roll of 2D6.
Effect: Set up a Spectral Briar Hedge wholly within 12" of the caster and visible to them.
KEYWORDS
SPELL, SUMMON
☀Your Hero Phase7
SUMMON HABBINKERR SENTRY: The land itself can be called to rise where the oldest trails cross and the Groves stand deepest.
Declare: If there is not a friendly Habbinkerr Sentry on the battlefield, pick a friendly GNOMAD FEASTMASTERS WIZARD to cast this spell, then make a casting roll of 2D6.
Effect: Set up a Habbinkerr Sentry wholly within 12" of the caster, visible to them and more than 9" from all enemy units.
KEYWORDS
SPELL, SUMMON
☀Your Hero Phase7
SUMMON DETRITUS DENIZEN SWARM: Death and decay are part of the circle of life – a gnomad chef knows that what looks like waste is often the most vital ingredient of all.
Declare: If there is not a friendly Detritus Denizen Swarm on the battlefield, pick a friendly GNOMAD FEASTMASTERS WIZARD to cast this spell, then make a casting roll of 2D6.
Effect: Set up a Detritus Denizen Swarm wholly within 3" of a terrain feature that is within 12" of the caster and visible to them, and more than 9" from all enemy units.
KEYWORDS
SPELL, SUMMON
56
14"
12
5+
5
Riding Blossomwing between the trails of Ghyran and beyond, Yonella guides the Gastrognomic Caravans away from danger. Whimsical and unpredictable as nature itself, she fills all around her with renewed vigour to defend their way of life.
• GNOMAD FEASTMASTERS WARSCROLL •
YONELLA LIGHTFOOT
MELEE WEAPONS
Atk
Hit
Wnd
Rnd
Dmg
Hemlock Bough
3
4+
4+
1
1
Snapping BeakCompanion
4
3+
3+
1
2
Battering PinionsCompanion
6
4+
3+
–
1
Passive
BATTLE DAMAGED
Effect: While this unit has 8 or more damage points, the Attacks characteristic of its Snapping Beak is 2.
Passive
GHYRAN’S EMBRACE: Ghyran does not abandon its own. The harder Yonella is struck, the closer the living realm folds about her.
Effect: Ignore modifiers to save rolls for this unit (positive and negative). In addition, for each attack that targets this unit, subtract the attacking weapon’s Rend characteristic from the Save characteristic of this unit, to a minimum of 2+. For the purposes of other abilities, this unit is treated as having a Save characteristic of 4+.
Designer’s Note: Rend makes this unit harder to hurt, not easier. For example, against a weapon with a Rend characteristic of 2, the Save characteristic of this unit is 3+.
☀Your Hero Phase
ONE TRUNK, MANY RINGS: Every ring of Blossomwing’s heart holds a hero’s song, and at Yonella’s call they sing as one.
Declare: Pick a ROOTSONG ability from the warscroll of a friendly HERO on the battlefield.
Effect: Until the start of your next turn, the effects of that ability apply to this unit as if it were on this unit’s warscroll.
☀Passive
DAWN’S PROMISE: No caravan is ever surprised in Yonella’s company. Word that she once beat Nuffle at dice may well be true.
Effect: In the first battle round, friendly GNOMAD units are charmed.
Any Combat Phase
SHIMMERING WINGS: The Wyldskein Swan’s wings beat in a dazzling blur, buffeting back all but the largest foes.
Declare: Pick an enemy unit in combat with this unit to be the target.
Effect: Roll a dice. If the roll exceeds the target’s Health characteristic, for the rest of the phase, this unit cannot be picked as the target of combat attacks made by models in the target unit that are more than 1" from this unit.
KEYWORDS
RAMPAGE
⚔Your Hero Phase
7
THE SOIL SETTLES ITS DEBTS: Soil and air alike rise in anger against despoilers wherever the guardians keep their vigil.
Declare: Pick a visible non-FACTION TERRAIN terrain feature within 12" of this unit to be the target, then make a casting roll of 2D6.
Effect: If the target does not have a friendly guardian token, give the target 1 friendly guardian token. Then, inflict an amount of mortal damage on each enemy unit within 1" of the target equal to the number of friendly guardian tokens on the target.
KEYWORDS
SPELL
KEYWORDS
WARMASTER, UNIQUE, HERO, MONSTER, WIZARD (2), FLY
ORDER, GNOMAD FEASTMASTERS, GNOMAD
57
6"
14
3+
5
No Sylvaneth stands closer to the gnomads than Owain’jax. The Jade Forest sent him to walk the sacred trails, and he has kept that charge through wars his kin never troubled to name – a giant sworn to a folk the realms overlook.
• GNOMAD FEASTMASTERS WARSCROLL •
OWAIN’JAX, SON OF THE JADE FOREST
MELEE WEAPONS
Atk
Hit
Wnd
Rnd
Dmg
Nature’s VengeanceAnti-HERO (+1 Rend)
4
3+
2+
1
4
Vast Skewering RootsCrit (Mortal)
2
4+
2+
2
3
Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Nature’s Vengeance is 2.
⚔Passive
WRATHFUL PROTECTOR: When the trails of his wards are threatened, Owain’jax fights with a wrath that will inspire generations.
Effect: Add 1 to the Attacks characteristic of this unit’s Nature’s Vengeance while this unit is within 1" of a terrain feature.
☀Passive
ONE FOREST, MANY TREES: Where Owain’jax walks, the wildwood marches as one – kin and gnomads a single waking forest.
Effect: For the purposes of the ‘One Root, Many Stems’ ability, friendly OLDGROWTH units within this unit’s combat range count as friendly GNOMAD units.
KEYWORDS
ROOTSONG
☀Passive
BLOOD NOURISHMENT: Every foe that falls in the shade feeds the roots below, and the land remembers where it was fed.
Effect: The first time each turn an enemy unit is destroyed by this unit’s attacks, if that enemy unit was within 1" of a non-FACTION TERRAIN terrain feature when it was destroyed, give that terrain feature 1 friendly guardian token. If that enemy unit was within 1" of more than 1 such terrain feature, pick 1 of them to receive it.
Any Combat Phase
BEWILDERING SPRITES: Wyldwood sprites swarm the beast’s senses, and a creature that cannot see its foe cannot fight it.
Declare: Pick an enemy MONSTER within this unit’s combat range to be the target.
Effect: For the rest of the turn, the effect of the target’s ‘Battle Damaged’ ability applies to it, even if it does not have enough damage points allocated to it.
KEYWORDS
RAMPAGE
☀Your Hero Phase
6
SAP OF KINSHIP: The sap of kinship binds an ally into the fellowship of the feast, if only for a while.
Declare: Pick this unit and 1 other visible friendly unit wholly within 12" of it to be the targets, then make a casting roll of 2D6.
Effect: Until the start of your next turn, the targets have the GNOMAD keyword.
KEYWORDS
SPELL
KEYWORDS
UNIQUE, HERO, MONSTER, WIZARD (2)
ORDER, GNOMAD FEASTMASTERS, OLDGROWTH
58
• GNOMAD FEASTMASTERS WARSCROLL •
MEPHISTIO HARTSTOCK
Foremost of contemporary Head Chefs, Mephistio Hartstock stands at the very pinnacle of culinary artistry. Peers seek his counsel from across the trails, and leave his genial company dazzled – wobbling vessels renewed with gastronomic zeal.
4"
8
5+
2
MEPHISTIO’S WAYFARER CONEY STEW
As taught beside the embers
“Sit close, little spore. Not so close that you roast your nose, mind. A fine stew begins with a patient fire, and a patient cook begins with eyebrows.”
Mephistio hung the blackened pot where the flames could lick its bottom without swallowing it.
“First we require a coney – one plump enough to fill both hands and already cleaned and jointed. Thank it kindly. Nothing gives itself to the pot merely because you are hungry.”
Into the iron pot he dropped a thumb-sized piece of bacon fat. When it began to spit, he laid in the coney pieces.
“Do not crowd them. Each piece must meet the pot properly, else it will turn grey and sulk.”
The child watched until the meat had taken on a deep brown coat. Mephistio lifted it out and nodded towards the provision sack.
“Now fetch me one onion, a stout carrot, a little parsnip, a finger’s length of celery – and two good potatoes, scrubbed clean. Cut them small enough to sit upon a spoon, but not so small that they forget what they are.”
“Why potatoes?” asked the child.
Mephistio stared at him as though he had questioned the rising of the sun.
“WHY POH-TAY-TOES?”
The little one shrank behind the provision sack.
Mephistio drew a calming breath and lowered his voice.
“Never mistrust a potato, little spore. Boiled, browned, buried beneath embers or broken into a stew, it serves faithfully in every guise. A coney without potatoes is merely a coney awaiting improvement.”
The roots followed where the coney had browned, tumbling into the bacon fat with a crushed clove of garlic and a generous pinch of salt. When they had softened, Mephistio added two cupped handfuls of sliced woodland mushrooms.
“Mushrooms carry the memory of the deep earth. They also make thin stews taste as though they have richer ancestors.”
He scattered in a small fistful of pearl barley, added the potatoes and returned the browned coney to the pot. Over everything he poured one drinking-cup of brown ale and enough good broth to cover the meat by the breadth of a little finger.
A spoon-tip of mustard followed, with a bay leaf, a twig of thyme and three firm turns of the pepper mill.
“And now,” said Mephistio, placing the lid on, “we practise the Feastmaster’s hardest art.”
“Waiting?”
“Looking as though we meant to wait.”
The pot rested above the embers at the gentlest bubbling pace. From time to time the child stirred it, adding a splash of water whenever the barley drank too greedily. Mephistio turned the pot so that no one side bore the full temper of the fire.
“Never let it rage. A stew that gallops arrives tired. And never eat a coney raw merely because you lack the patience to cook it. Such habits lead to poor manners, poorer conversation and no invitation to supper.”
When the roots and potatoes yielded beneath the spoon, the barley had grown plump and the coney meat slipped readily from its bones, Mephistio drew the pot aside. He plucked out the bay leaf and thyme twig, then stirred through a knob of butter and a torn handful of parsley.
He filled the child’s bowl first.
“Remember this well: brown the coney, soften the roots, drown neither, and let the embers tell you when it is done.”
The child raised his spoon.
“And the final lesson?”
Mephistio grinned.
“Always cut more bread than you believe necessary.”
RANGED WEAPONS
Rng
Atk
Hit
Wnd
Rnd
Dmg
Leftovers
24"
1
3+
See below
MELEE WEAPONS
Atk
Hit
Wnd
Rnd
Dmg
Community Cleaver
3
4+
3+
1
D3
Passive
THAT’S ONE SPICY MEATBALL!: Mephistio’s palate knows no bounds.
Effect: For each attack made with this unit’s Leftovers that scores a hit, inflict D3 mortal damage on the target unit and the attack sequence ends. If this unit is charmed, inflict D6 mortal damage on the target unit instead. Then, until the start of your next turn, for each effect of the ‘Go With Your Gut’ ability that this unit is affected by, apply the corresponding effect below to the target unit:
Breakfast: Subtract 1 from run rolls and charge rolls for that unit.
Lunch: Subtract 1 from wound rolls for that unit’s attacks.
Dinner: Subtract 1 from save rolls for that unit.
☀Once Per Battle, Your Hero Phase
WASTE NOT, WANT NOT: Nothing in Mephistio’s kitchen goes to waste, and nothing in his belly goes unfinished – he will have every course, and have it at once.
Effect: Until the start of your next turn, this unit is affected by the ‘Breakfast’, ‘Lunch’ and ‘Dinner’ effects of the ‘Go With Your Gut’ ability, even if it is already affected by a different effect of that ability.
Passive
ONE BRANCH, MANY LEAVES: Mephistio’s keen eye for detail extends far beyond the kitchen – under his watchful gaze, no target is out of reach.
Effect: Add 3" to the Range characteristic of ranged weapons used by friendly GNOMAD units while they are within this unit’s combat range.
KEYWORDS
ROOTSONG
Your Hero Phase
4
THE MAESTRO CONDUCTS: When Mephistio takes to the field, even the Hotpots themselves seem to cook with greater fury.
Declare: Make a chanting roll of D6.
Effect: Add 1 to the Attacks characteristic of this unit’s Leftovers for the rest of the turn. If the chanting roll was 8+, friendly GNOMAD Hawthorn Hotpot units within this unit’s combat range also add 1 to the Attacks characteristic of their Leftovers for the rest of the turn.
KEYWORDS
PRAYER
KEYWORDS
UNIQUE, HERO, PRIEST (2), WAR MACHINE
ORDER, GNOMAD FEASTMASTERS, GNOMAD, BAREFOOT
Mephistio Hartstock and his kitchen crew
59
10"
11
4+
5
Trail Masters are tasked with keeping the caravan and the herds they protect moving, and the bellies of gnomad and beast alike full. It takes years of experience to safely lead the Gastrognomic Caravans along the sacred trails and many more to gain the trust of the Dawnspur Wattlecrests they ride into battle.
• GNOMAD FEASTMASTERS WARSCROLL •
TRAIL MASTER ON
DAWNSPUR WATTLECREST
MELEE WEAPONS
Atk
Hit
Wnd
Rnd
Dmg
Ancestral LanceCharge (+1 Damage)
3
3+
4+
–
2
Cruel BeakCompanion
4
3+
3+
1
D3
Fighting SpursCompanion
6
3+
4+
1
1
Passive
FORTUNE FAVOURS THE BRAVE: It takes courage and a great deal of luck to safely negotiate the Gastrognomic Trails.
Effect: While this unit is charmed and it charged this turn, add 1 to ward rolls for this unit.
⚔Passive
ONE TREE, MANY BRANCHES: The Wattlecrest is an extension of its rider’s will – where the Trail Master leads, it follows.
Effect: The effects of the ‘One Root, Many Stems’ ability also apply to Companion weapons used by friendly GNOMAD units within this unit’s combat range.
KEYWORDS
ROOTSONG
☀Once Per Turn (Army), Your Hero Phase
COCK-A-DOODLE-DOO!: No sound is more welcome to a gnomad than the Wattlecrest’s dawn chorus. It heralds breakfast, after all.
Effect: Until the start of your next turn, friendly GNOMAD units within this unit’s combat range are also affected by the ‘Breakfast’ effect of the ‘Go With Your Gut’ ability, even if they are already affected by a different effect of that ability.
KEYWORDS
HERO, MONSTER
ORDER, GNOMAD FEASTMASTERS, GNOMAD, STOUT
60
• GNOMAD FEASTMASTERS WARSCROLL •
HEAD CHEF
4"
5
6+
2
The busiest of gnomads, a Head Chef keeps the caravans fed and the Great Feast recipes safe – and fights from the thick of it, inspiring all around with tales of feasts past and feasts yet to come.
MELEE WEAPONS
Atk
Hit
Wnd
Rnd
Dmg
Chef’s Steel
3
4+
4+
1
2
☀Passive
ONE LEAF, MANY VEINS: A Head Chef will only sit down to a meal when everyone else has been served.
Effect: While a friendly GNOMAD unit is within this unit’s combat range, that unit is hangry, even if it does not meet the condition of the ‘It’s Been a Long Day’ ability, unless specified otherwise.
KEYWORDS
ROOTSONG
⚔Your Hero Phase
4
EMPTY BELLIES: Starvation needs no blade – it takes its due from every step a famished foe dares to make.
Declare: Pick a visible enemy unit within 12" of this unit to be the target, then make a chanting roll of D6.
Effect: Until the start of your next turn, each time the target uses a MOVE ability, inflict D3 mortal damage on it after that MOVE ability has been resolved. In addition, if the chanting roll was 8+, until the start of your next turn, subtract 2 from run rolls and charge rolls for the target.
KEYWORDS
PRAYER
KEYWORDS
HERO, INFANTRY, PRIEST (1)
ORDER, GNOMAD FEASTMASTERS, GNOMAD, BAREFOOT
• GNOMAD FEASTMASTERS WARSCROLL •
BOSCAGE HERMIT
4"
4
6+
2
Seemingly at random, any gnomad can hear the call of Ghyran. Becoming distant and estranged from their kin, they leave the Gastrognomic Caravans to tend the Habbinkerr Groves that secretly line the trails.
RANGED WEAPONS
Rng
Atk
Hit
Wnd
Rnd
Dmg
Throwing Stones
6"
1
4+
6+
–
1
MELEE WEAPONS
Atk
Hit
Wnd
Rnd
Dmg
Gnarled Staff
3
4+
4+
–
D3
Any Shooting Phase
ONE HIVE, MANY BEES: The Boscage Hermit’s connection to the natural world draws swarms of Ghyran’s finest to harry and sting those who would threaten the trail.
Declare: Pick each friendly GNOMAD INFANTRY unit within this unit’s combat range to be the targets.
Effect: For the rest of the phase, each target is armed with this unit’s Throwing Stones.
KEYWORDS
ROOTSONG
●Once Per Turn (Army), End of Any Turn
MYCELIUM NETWORK: Vast fungal highways run unseen beneath the realms, binding hermit and ancient forest spirit together, their strength flowing between them in silence.
Declare: If this unit is contesting an objective, pick 1 friendly OLDGROWTH unit and any number of other friendly Boscage Hermit units to be the targets. Each target must be contesting a different objective to this unit and to each other target.
Effect: For the rest of the turn, set the Control characteristic of this unit and each of the targets to their combined Control characteristic.
Your Hero Phase
6
FRONDESCENTIAL REFUGE: At the Hermit’s coaxing, the earth itself rises to shelter those who walk the trail – root, loam and leaf-fall drawn together into sanctuary.
Declare: Pick this unit to cast this spell, then make a casting roll of 2D6.
Effect: Until the start of your next turn, this unit is only visible to enemy units that are within its combat range. In addition, friendly GNOMAD units wholly within 12" of this unit are affected by the ‘Cover’ terrain ability.
KEYWORDS
SPELL
KEYWORDS
HERO, INFANTRY, WIZARD (1)
ORDER, GNOMAD FEASTMASTERS, GNOMAD, BAREFOOT
61
• GNOMAD FEASTMASTERS WARSCROLL •
HALFLOAF THIEF
6+
5"
4
6+
2
Considered lucky amongst a race famed for it, Halfloaf Thieves are the caravans’ eyes and ears in the lands where the trail’s veil does not reach – stealing eggs from a Griffon’s nest or an enemy’s dinner plate alike, and sowing confusion long before battle.
RANGED WEAPONS
Rng
Atk
Hit
Wnd
Rnd
Dmg
Throwing KnivesShoot in Combat
6"
3
4+
5+
–
1
MELEE WEAPONS
Atk
Hit
Wnd
Rnd
Dmg
Concealed Blade
3
3+
4+
1
2
☀Once Per Battle, Your Hero Phase
ONE SOIL, MANY SEEDS: A Halfloaf Thief’s luck is not their own – it belongs to the trail, and the trail shares it freely.
Effect: Until the start of your next turn, friendly GNOMAD units are charmed while they are within this unit’s combat range.
KEYWORDS
ROOTSONG
↗Deployment Phase
SMOKE ME A KIPPER, I’LL BE…: A rumbling belly has ended more gnomad espionage careers than any enemy blade.
Declare: Pick this unit if it has not been deployed.
Effect: Set up this unit in reserve in deep cover. It has now been deployed. Then, declare which battle round this unit will return on and which mission this unit will attempt. That battle round cannot be later than the fourth battle round. Each mission can only be attempted once per battle. This unit is destroyed at the start of the fifth battle round if it is still in deep cover, and not at the start of the fourth battle round.
Master of the Wit and the Repartee: If this mission is successful, the first time you seize the initiative, you can complete battle tactics in that turn.
His Command of the Realm Directives is Uncanny: If this mission is successful, once per battle, at the start of any battle round after command points are gained, your opponent loses 1 command point and you gain 1 command point.
How Come He’s Such a Genius? Don’t Ask Me!: If this mission is successful, pick 1 enemy HERO that has an artefact of power. That artefact of power has no effect for the rest of the battle.
KEYWORDS
DEPLOY
↗Your Movement Phase
BACK FOR BREAKFAST: Not every gnomad that ventures behind enemy lines makes it back in time to eat.
Effect: If the current battle round matches the declared return battle round, your opponent rolls a number of dice equal to the declared return battle round number. For each 5+, inflict 1 mortal damage on this unit. Then, if this unit is not destroyed, set it up wholly outside friendly territory and more than 6" from all enemy units.
☀Start of Battle Round
WHAT A GUY!: Experienced Halfloaf Thieves know that no plan survives contact with the enemy – but a good one comes close.
Declare: You must use this ability in the first battle round.
Effect: If this unit is in deep cover, roll a dice and add the declared return battle round number to the roll. On a 6+, the declared mission is successful. On an unmodified roll of 1, the mission fails.
☀Passive
NUFFLE’S CHOSEN: An unlucky gnomad does not survive long in this game.
Effect: This unit is charmed.
Halfloaf Thief model
KEYWORDS
HERO, INFANTRY, WARD (6+)
ORDER, GNOMAD FEASTMASTERS, GNOMAD, BAREFOOT, FORAGER
62
8"
14
4+
5
Built from timbers blessed in the Habbinkerr Groves, the Hollowain War-Wagons can work any ground into passable trail – bog, scree and root-tangle giving way before them. Aboard, the gnomads cross the realms in relative safety.
• GNOMAD FEASTMASTERS WARSCROLL •
HOLLOWAIN WAR-WAGON
MELEE WEAPONS
Atk
Hit
Wnd
Rnd
Dmg
Ibex Whip
2
3+
4+
–
1
Prodigious HornsCompanion, Charge (+1 Damage)
6
4+
3+
1
2
Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Prodigious Horns is 4.
☀Passive
TRANSPORT CAPACITY
Effect: This unit can transport up to 2 friendly GNOMAD BAREFOOT INFANTRY units with a combined model count of up to 16.
↗Your Movement Phase, Reaction: You declared a non-CHARGE MOVE ability for this unit
GROUND TRANSPORT: At a driver’s word the wagon disgorges its passengers mid-march, warriors spilling straight into the fray.
Effect: Pick a number of units up to this unit’s Transport Capacity that are wholly within 6" of this unit and not in combat to be the targets. Units that have been transported this turn cannot be targets.
Remove the targets from the battlefield. After this unit ends its move, you must set up each target unit on the battlefield, wholly within 6" of this unit and not in combat. Those units have been transported. A unit cannot use CHARGE abilities if it was transported in the same turn.
Passive
GLAMOUR SHROUD: Where a wagon rolls, the land bends to shelter its kin – paths smooth underfoot and the air thickens to a veil.
Effect: While a friendly GNOMAD unit is wholly within 9" of this unit, it is affected by the ‘Cover’ terrain ability and can pass through terrain features as if it had FLY. In addition, enemy units within 9" of this unit are not affected by the ‘Cover’ or ‘Obscuring’ terrain abilities.
Your Shooting Phase
GLAMOUR OVERLOAD: The shroud discharges at the driver’s word, and the ground buckles and lashes at any foe nearby.
Declare: Pick either a visible terrain feature within 9" of this unit or a visible enemy unit wholly within 9" of this unit to be the target.
Effect: Roll a dice for each enemy model wholly within 3" of that terrain feature, or for each model in that enemy unit. For each 5+, inflict 1 mortal damage on that model’s unit. If this unit is charmed, inflict 1 mortal damage for each 4+ instead.
KEYWORDS
WAR MACHINE
ORDER, GNOMAD FEASTMASTERS, GNOMAD, STOUT
63
• GNOMAD FEASTMASTERS WARSCROLL •
TRENCHER PROUDFEET
8"
3
4+
1
Once safer trails into Ghur were established and trading between gnomad and ogor became commonplace, Crag Ibexes were highly sought after as beasts of burden, ideally suited to the various punishing terrains of the trail. The unruliest are chosen by the Trencher Proudfeet as mounts to help defend the Gnomadic communities on the move.
MELEE WEAPONS
Atk
Hit
Wnd
Rnd
Dmg
Caravan SpearsAnti-INFANTRY (+1 Rend)
1
3+
4+
–
1
Prodigious HornsCompanion, Charge (+1 Damage)
2
4+
3+
1
1
↗Passive
SURE-HOOVED: A Crag Ibex treats the most treacherous terrain as little more than a mild inconvenience.
Effect: This unit can pass through terrain features as if it had FLY.
⚔Passive
INNATE TOPOGRAPHY: Crag Ibexes are as comfortable fighting on the mountain faces of Ghur as they are on the great plains of Ghyran.
Effect: Add 1 to the Attacks characteristic of this unit’s Companion weapons while this unit is wholly within 1" of a terrain feature.
KEYWORDS
CAVALRY, CHAMPION, STANDARD BEARER (1/5), MUSICIAN (1/5)
ORDER, GNOMAD FEASTMASTERS, GNOMAD, STOUT
• GNOMAD FEASTMASTERS WARSCROLL •
ABSTEMIOUS SCOUTS
5"
1
6+
1
Used to operating outside the protective magical veil of the trail and less susceptible to the relentless metabolism of their kin, the Abstemious Scout is the perfect hunter – patient, hard to spot and as silent as any Aelven forest strider.
RANGED WEAPONS
Rng
Atk
Hit
Wnd
Rnd
Dmg
Hunting Bows
18"
2
3+
4+
–
1
MELEE WEAPONS
Atk
Hit
Wnd
Rnd
Dmg
Flensing Knives
1
4+
5+
–
1
↗Deployment Phase
SILENT ADVANCE: The Abstemious Scout slips away from the caravan, vanishing into the landscape while the cook-fires are still warm.
Declare: Pick this unit if it has not been deployed.
Effect: Set up this unit in reserve lying in wait. It has now been deployed.
KEYWORDS
DEPLOY
↗Your Movement Phase
VEILED CLOAKS: The finest materials are reserved for those who hunt and forage for food along the trails. No successful hunt, no dinner.
Declare: You can only use this ability if this unit is lying in wait.
Effect: Set up this unit wholly within 1" of a terrain feature and more than 6" from all enemy units.
Passive
LAND HUGGERS: An Abstemious Scout pressed to the earth is a silent and near-invisible threat.
Effect: This unit is not visible to enemy units more than 6" from it while it is wholly within 1" of a terrain feature.
Abstemious Scout model Abstemious Scout model
KEYWORDS
INFANTRY, CHAMPION
ORDER, GNOMAD FEASTMASTERS, GNOMAD, BAREFOOT, FORAGER
64
• GNOMAD FEASTMASTERS WARSCROLL •
GRYPH-HOUND HOBELARS
9"
3
6+
1
The bond between a gnomad and their Gryph-hound is forged long before battle – out on the trail, hunting together in all weathers, learning each other’s instincts. By the time war finds them, they need no commands. They already know.
RANGED WEAPONS
Rng
Atk
Hit
Wnd
Rnd
Dmg
Short Bows
15"
2
4+
4+
–
1
MELEE WEAPONS
Atk
Hit
Wnd
Rnd
Dmg
Skinning Knives
1
4+
5+
–
1
Beaks and ClawsCompanion
4
4+
4+
–
1
↗Reaction: You declared a FIGHT ability for this unit
PUT UP THE PREY: Gryph-hounds attack in a series of darting strikes. Thanks to their low centre of gravity and strong sense of self-preservation, holding on is no problem for the gnomad rider.
Effect: After that FIGHT ability has been resolved, this unit can move up to 9". It cannot end that move in combat. In addition, pick an enemy unit that had damage points allocated to it by this unit’s attacks this phase, then pick a friendly Canopy Riders unit that has not used a FIGHT ability this turn and is within that enemy unit’s combat range to be the target. The target can be picked to use a FIGHT ability immediately after this ability has been resolved. If it does so, add 1 to the number of friendly GNOMAD units counted for the purposes of the ‘One Root, Many Stems’ ability when it uses that FIGHT ability.
Any Shooting Phase
WARNING CRY: There is an old gnomad adage used to help train would-be Abstemious Scouts: ‘It is impossible to sneak up on a Gryph-hound.’
Declare: Pick a visible enemy unit within 12" of this unit that was set up this turn. Then, pick up to 3 friendly GNOMAD units armed with ranged weapons that are within 12" of that enemy unit to be the targets.
Effect: Roll a D3 for each target. On a 2+, inflict an amount of mortal damage on that enemy unit equal to the roll.
Gryph-hound Hobelar model
KEYWORDS
CAVALRY, CHAMPION, STANDARD BEARER (1/5), MUSICIAN (1/5)
ORDER, GNOMAD FEASTMASTERS, GNOMAD, FORAGER
• GNOMAD FEASTMASTERS WARSCROLL •
CANOPY RIDERS
14"
4
5+
1
The intelligent Crownwing Eagles of Ghyran lend the caravans their keen eyes and swift talons. In return, sanctuaries within the Habbinkerr Groves are set aside where their young may grow safe from the dangers of the realms.
MELEE WEAPONS
Atk
Hit
Wnd
Rnd
Dmg
Short SpearsCharge (+1 Damage)
1
4+
5+
–
1
Beaks and TalonsCompanion
4
4+
3+
1
2
Passive
FOOT THE QUARRY: Gnomads learned long ago that the most successful hunts are born from teamwork.
Effect: Each time a friendly Gryph-hound Hobelars unit uses a SHOOT ability, for each enemy unit targeted by that ability, if this unit is within that enemy unit’s combat range, add 1 to the number of friendly GNOMAD units counted for the purposes of the ‘One Root, Many Stems’ ability.
↗Once Per Turn (Army), Any Movement Phase
WAITING ON: Only the most unhinged gnomad willingly rides the prevailing winds of the realms upon a Crownwing Eagle’s back.
Effect: If this unit is affected by the ‘Lunch’ effect of the ‘Go With Your Gut’ ability and is not in combat, it can move up to D6".
Canopy Rider model
KEYWORDS
CAVALRY, FLY, CHAMPION
ORDER, GNOMAD FEASTMASTERS, GNOMAD, FORAGER
65
Your typical gnomad enjoys three things above all else: good food, good company and good story-telling – and all three are prerequisites for the fireside gatherings at the end of a long day’s trail. Indeed, it is not much of a gathering without them.
As Feastmasters keep a tradition oral and, more importantly, aural, the tales told around the hotpots are almost as important as the ingredients stewing away inside them. Every gnomad knows that the most memorable meals are those served with the most memorable stories, and some speak of a particular harmony that emerges from telling the right story with the right meal, much as one would pair a dish with ale or wine to accentuate the flavours therein.
There are few triggers quite so quick to draw as smell. The part of a gnomad’s mind that catalogues memory sits right beside the part that answers to aroma, and so a good feast is as much a matter of the nose as of the tongue. Pair the right scent with the right story and it will carry you back through whole feasts gone by, and bring to life those who cooked them.
Small wonder, then, that the most revered chefs on any trail are those who know both their way around the pots and the beats of a well-told tale – and that the Chef’s table is always the best seat at the feast. Sit at it long enough and the counsel comes freely, whether you asked for it or not – though in truth most gnomad children have these rules baked into their hearts long before they learn to walk.
Never put salt in a marinade – it draws the moisture out of whatever you are marinating, leaving you with more hat than cattle.
Remember: unless you have a Halfloaf Thief at the Chef’s table, the most dangerous knives in the kitchen are the blunt ones.
Plop a couple of crushed cloves of garlic, a glug of olive oil and a generous pinch of salt into your water before you cook pasta.
And if you are making a sauce to go with it, always loosen it with the pasta water – the starch will help the sauce stick.
If you want the skin on your Akhelians to be crispy, first get the pan nice and hot, then do not move it once you have introduced it to the heat.
Nothing goes to waste. Bones, skin, claws, horns, cores, stalks, peels and stems – it all goes in the Mother Pot for next week’s broth.
Cooking is an art; baking is arithmetic.
Season at the start of cooking. If you salt too late, you will taste nothing but…
As a general rule, add hard spices, like those of Ghur and Aqshy, at the beginning to let the flavours out. Add soft herbs, like those of Lady Ghyran, at the end to keep the flavours in.
If you want your sauce to shine like Hysh – that is to say from within as well as without – try finishing it with a knob of butter.
A splash of vinegar will liven up most things.
Rest in peace. A beast has died for the meat on your plate; the very least you can do is let it rest before you serve it.
When it comes to the dining table, the more the merrier. When it comes to the pots and pans, less is more – do not overcrowd them.
• GNOMAD FEASTMASTERS WARSCROLL •
HAWTHORN HOTPOT
4"
6
5+
2
Cooking at ferocious temperatures with the realms’ most toxic flora and venomous creatures, gnomads have perfected the art of combining scent with destruction. Those caught by the concoctions are scalded instantly – and worse follows, depending on the blend.
RANGED WEAPONS
Rng
Atk
Hit
Wnd
Rnd
Dmg
Leftovers
24"
1
3+
See below
MELEE WEAPONS
Atk
Hit
Wnd
Rnd
Dmg
Heavy Spoons
2
4+
5+
–
1
Passive
DON’T ASK WHAT’S IN IT: If a gnomad won’t touch it, the enemy certainly won’t survive it.
Effect: For each attack made with this unit’s Leftovers that scores a hit, inflict D3 mortal damage on the target unit and the attack sequence ends. Then, until the start of your next turn, for each effect of the ‘Go With Your Gut’ ability that this unit is affected by, apply the corresponding effect below to the target unit:
Breakfast: Subtract 1 from run rolls and charge rolls for that unit.
Lunch: Subtract 1 from wound rolls for that unit’s attacks.
Dinner: Subtract 1 from save rolls for that unit.
Hawthorn Hotpot models
KEYWORDS
WAR MACHINE
ORDER, GNOMAD FEASTMASTERS, GNOMAD, BAREFOOT
66
• GNOMAD FEASTMASTERS WARSCROLL •
DROVE KIN
4"
1
5+
1
Every member of the Gnomadic community is expected to respect, work and fight for the trail. Banding together, they can often get carried away and are difficult to manage – but that same enthusiasm, well aimed, achieves great things.
MELEE WEAPONS
Atk
Hit
Wnd
Rnd
Dmg
Clubs and Mauls
1
4+
4+
–
1
⚔Passive
MANY HANDS MAKE LIGHT WORK: Enthusiasm to win the fight and eat the victory meal that comes after is the greatest weapon in a gnomad’s arsenal.
Effect: While any other friendly RABBLE OOMPH units are within this unit’s combat range, add 1 to the number of friendly GNOMAD units counted for the purposes of the ‘One Root, Many Stems’ ability when this unit uses a FIGHT ability.
Drove Kin modelDrove Kin model
KEYWORDS
INFANTRY, CHAMPION, STANDARD BEARER (1/15), MUSICIAN (1/15)
ORDER, GNOMAD FEASTMASTERS, GNOMAD, BAREFOOT, DROVER, RABBLE OOMPH
• GNOMAD FEASTMASTERS WARSCROLL •
DROVE ARCHERS
4"
1
6+
1
A Drover’s aim is honest rather than gifted, but loosed all at once, honest is enough. What their volleys lack in precision they make up for in spite, for every hedgerow along the trail grows something worth tipping an arrowhead with.
RANGED WEAPONS
Rng
Atk
Hit
Wnd
Rnd
Dmg
Drover Bows
15"
1
4+
5+
–
1
MELEE WEAPONS
Atk
Hit
Wnd
Rnd
Dmg
Carving Daggers
1
5+
5+
–
1
Passive
NETTLE STORM: A few drops of the right extract on an arrowhead can unsettle even the most battle-hardened warrior – and no Drover ever wants for ingredients.
Effect: While any other friendly RABBLE OOMPH units are within this unit’s combat range, add 1 to the number of friendly GNOMAD units counted for the purposes of the ‘One Root, Many Stems’ ability when this unit uses a SHOOT ability.
Drove Archers models
KEYWORDS
INFANTRY, CHAMPION, STANDARD BEARER (1/15), MUSICIAN (1/15)
ORDER, GNOMAD FEASTMASTERS, GNOMAD, BAREFOOT, DROVER, RABBLE OOMPH
67
• GNOMAD FEASTMASTERS WARSCROLL •
LEYLORD ANCIENT
6"
14
3+
5
Eldest of the Leywalkers, the LeyLord Ancients have trodden the hidden trails since before the first caravan rolled. Where they walk, the deep paths of Ghyran wake beneath their roots – and the small folk who tend the land walk safe in their shadow.
RANGED WEAPONS
Rng
Atk
Hit
Wnd
Rnd
Dmg
Bloom Tendril Staff
18"
4
4+
2+
1
D3
MELEE WEAPONS
Atk
Hit
Wnd
Rnd
Dmg
Scything BlowsAnti-charge (+1 Rend)
5
4+
2+
1
2
Gnarled Impaling LimbsCrit (Mortal)
2
4+
2+
2
3
Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Scything Blows is 3.
☀Passive
TRANSPORT CAPACITY
Effect: This unit can transport up to 2 friendly GNOMAD INFANTRY HERO units.
↗Your Movement Phase, Reaction: You declared a non-CHARGE MOVE ability for this unit
HOLD ON, LITTLE ONES: The Ancient strides on regardless of its passengers – who have learned to hold on, and to enjoy the view.
Effect: Pick a number of units up to this unit’s Transport Capacity that are wholly within 6" of this unit and not in combat to be the targets. Units that have been transported this turn cannot be targets.
Remove the targets from the battlefield. After this unit ends its move, you must set up each target unit on the battlefield, wholly within 6" of this unit and not in combat. Those units have been transported. A unit cannot use CHARGE abilities if it was transported in the same turn.
⚔Once Per Turn (Army), Any Combat Phase
DON’T BE HASTY: Every enemy of the forest has been fought before, and the old trees remember how it was done. Slowly, patiently, the lesson is repeated – and the blows land truer for it.
Declare: Pick each friendly OLDGROWTH unit within this unit’s combat range to be the targets.
Effect: Roll a dice for each target. On a 3+, add 1 to hit rolls for that target’s combat attacks until the start of your next turn.
KEYWORDS
RAMPAGE
KEYWORDS
MONSTER, WIZARD (2)
ORDER, GNOMAD FEASTMASTERS, OLDGROWTH
• GNOMAD FEASTMASTERS WARSCROLL •
LEYLORD
6"
14
3+
5
Younger than the Ancients only as mountains are younger than the sea, the LeyLords walk the deep trails as living ramparts. Where the gnomads tend the land, the deep places listen – and answer on limbs of iron-hard heartwood.
RANGED WEAPONS
Rng
Atk
Hit
Wnd
Rnd
Dmg
Snare-BriarsShoot in Combat
10"
3
3+
2+
1
2
MELEE WEAPONS
Atk
Hit
Wnd
Rnd
Dmg
Scything BlowsAnti-charge (+1 Rend)
5
4+
2+
1
2
Gnarled Impaling LimbsCrit (Mortal)
2
4+
2+
2
3
Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Scything Blows is 3.
Once Per Turn (Army), Any Shooting Phase
THRASH AND THROTTLE: Once the snare-briars have tasted a foe they do not let go – and on tended ground, the whole thicket joins the throttling.
Declare: Pick an enemy unit that had any damage points allocated to it this turn by attacks made with this unit’s Snare-Briars to be the target.
Effect: Roll a dice. Add 1 to the roll if the target is within 3" of a terrain feature that has a friendly guardian token. On a 3+, subtract 1 from hit rolls for the target’s attacks until the start of your next turn.
⚔Once Per Turn (Army), Any Combat Phase
CONSTRICTION COILS: The LeyLord’s coils tighten with the patience of growing roots and the strength of falling trees. Few things, once gripped, are released alive.
Declare: Pick a visible enemy unit within 10" of this unit to be the target.
Effect: Roll a dice. If the roll exceeds the target’s Health characteristic, 1 model in the target unit is automatically slain.
KEYWORDS
RAMPAGE
KEYWORDS
MONSTER
ORDER, GNOMAD FEASTMASTERS, OLDGROWTH
68
69
• GNOMAD FEASTMASTERS WARSCROLL •
SPIRIT OF GHYRAN
6"
14
3+
5
Where the Gnomad Trails run oldest and the tending has been long, something of Ghyran itself may answer the call – a guardian spirit of the deep soil, woken only when the land judges its keepers worthy.
RANGED WEAPONS
Rng
Atk
Hit
Wnd
Rnd
Dmg
Bloom Burst
12"
5
4+
3+
1
2
MELEE WEAPONS
Atk
Hit
Wnd
Rnd
Dmg
Guardian GreatboughAnti-MONSTER (+1 Rend)
5
3+
2+
2
4
Gnarled Impaling LimbsCrit (Mortal)
2
4+
2+
2
3
Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Guardian Greatbough is 3.
⚔Once Per Turn (Army), Reaction: You declared a CHARGE ability for this unit
WARDEN OF THE WANDERING FOLK: The spirit asks nothing of the small folk it shields. That they tend the land is payment enough.
Effect: Add 2 to the charge roll but this unit must end that charge move within ½" of an enemy unit that is in combat with a friendly GNOMAD HERO.
⚔Once Per Turn (Army), Any Combat Phase
GROUNDSWELL: One stamp of a root-heeled foot, and the earth remembers who it belongs to.
Declare: Pick an enemy non-FLY INFANTRY or CAVALRY unit in combat with this unit to be the target.
Effect: Roll a dice. On a 3+, the target has STRIKE-LAST for the rest of the turn.
KEYWORDS
RAMPAGE
Spirit of Ghyran model
KEYWORDS
MONSTER
ORDER, GNOMAD FEASTMASTERS, OLDGROWTH
• GNOMAD FEASTMASTERS WARSCROLL •
SPECTRAL BRIAR HEDGE
6+
–
7
6+
7+
The humble hedge has been a haven for many a gnomad. These magical thickets know how best to defend their diminutive creators, thwarting enemy strikes while simultaneously allowing the gnomads to fight back with renewed confidence.
⚔Passive
BARBED PASSAGE: The thick maze of thorned branches instinctively knows friend from foe, opening a path for one and closing tight about the other. Those who try to force it soon learn the difference.
Effect: Each time an enemy unit ends a move within 6" of this MANIFESTATION, roll a dice. On a 2+, inflict D3 mortal damage on that unit.
Passive
THORNY DEFENCE: Trying to fight a foe half your size while being encumbered by an angry hedge is no easy task, and the hedge is in no hurry to let go once it has a firm hold of your ankles.
Effect: Friendly GNOMAD units wholly within 6" of this MANIFESTATION are affected by the ‘Cover’ terrain ability. In addition, if the unmodified hit roll for an attack that targets a friendly GNOMAD BAREFOOT unit wholly within 6" of this MANIFESTATION is 1-3, the attack fails and the attack sequence ends.
Spectral Briar Hedge model
KEYWORDS
MANIFESTATION, ENDLESS SPELL, WARD (6+)
ORDER, GNOMAD FEASTMASTERS
70
• GNOMAD FEASTMASTERS WARSCROLL •
DETRITUS DENIZEN SWARM
6+
8"
12
6+
7+
Death and decay are part of the circle of life, and the tiniest creatures play the most important parts. Called up from the loam, the Detritus Denizens swarm over the fallen and into every seam of an enemy’s armour, chittering as they work.
MELEE WEAPONS
Atk
Hit
Wnd
Rnd
Dmg
Chittering MassCrit (2 Hits)
12
5+
5+
–
1
⚔Passive
UNDERFOOT AND EVERYWHERE: The swarm surges around the foe; keeping focus is impossible when the ground itself is alive with violence, gnawing at boot and ankle with every step.
Effect: While this MANIFESTATION is wholly within 1" of a terrain feature, add 1 to hit rolls and wound rolls for its attacks.
⚔Passive
INTO EVERY CRACK: No armour is so well sealed that a thousand small and hungry things cannot find the gap, and what they cannot chew through they are content to simply crawl inside.
Effect: Ignore positive modifiers to save rolls for enemy units while they are within the combat range of this MANIFESTATION.
Detritus Denizen Swarm model
KEYWORDS
MANIFESTATION, ENDLESS SPELL, WARD (6+)
ORDER, GNOMAD FEASTMASTERS
• GNOMAD FEASTMASTERS WARSCROLL •
HABBINKERR SENTRY
6+
5"
10
6+
7+
Ghyran can be pleaded with for immediate aid, and where the gnomads have tended longest it answers most readily. The Sentry rises from the tended earth, and every grove that owes the trail a debt repays it at once.
MELEE WEAPONS
Atk
Hit
Wnd
Rnd
Dmg
Harvest Scythe
3
3+
3+
1
3
⚔Your Movement Phase
HARVEST PULSE: The sheer force of nature’s wrath is a sight to behold: the ground bucks, the grass whips like cord, and every debt the land has quietly recorded is called in at once.
Declare: If this MANIFESTATION passed across any terrain features that have friendly guardian tokens this phase, pick 1 of those terrain features, then pick a visible enemy unit within 9" of this MANIFESTATION to be the target.
Effect: Inflict 1 mortal damage on the target for each friendly guardian token on that terrain feature.
Habbinkerr Sentry model
KEYWORDS
MANIFESTATION, ENDLESS SPELL, FLY, WARD (6+)
ORDER, GNOMAD FEASTMASTERS
–
8
4+
–
Gnomadic communities travel along the magically protected trails in large caravans enchanted by the Habbinkerr Groves. When conflict becomes impossible to avoid, they will draw the wagons of a caravan into defensive circles around what matters most – their food stores.
• GNOMAD FEASTMASTERS WARSCROLL •
GASTROGNOME ENCAMPMENT
The following universal terrain abilities apply to this terrain feature (Terrain, 1.2):
Cover, Obscuring
If this terrain feature is used and the battlepack requires the players to determine an attacker and a defender, do not roll off to determine the attacker and the defender. Instead, the GNOMAD FEASTMASTERS player is the defender and their opponent is the attacker. If both players have an ability that makes them the defender, the players roll off as normal and the winner chooses which player is the attacker and which is the defender.
For rules purposes, a Gastrognome Encampment is a single terrain feature that consists of 3 scenery pieces. Each scenery piece has the characteristics shown above and is attacked, damaged and demolished separately.
☀Deployment Phase
MAKE CAMP: Wheels turn inward, brakes are chocked, and the ovens are lit long before the first tent peg is driven.
Declare: If the Gastrognome Encampment scenery pieces have not been deployed, pick them to be the target.
Effect: Set up all 3 scenery pieces around 1 objective that is within your territory and wholly outside enemy territory, an equal distance apart and each as close to that objective as the scenery pieces allow, so that they encircle it. They have now been deployed. That objective is the hearth for the rest of the battle. You can replace the Domination battle tactic on 1 of your battle tactics cards with ‘The Hearth Held’ (below). If you do so, your opponent can replace the Domination battle tactic on 1 of their battle tactics cards with ‘The Hearth Held’ as well.
If there are no objectives within your territory that are wholly outside enemy territory, instead set up all 3 scenery pieces wholly within your territory, an equal distance apart and as close to each other as the scenery pieces allow, so that they encircle a point wholly within your territory. In that case, ‘The Wagons Drawn Close’ applies to friendly GNOMAD units wholly within 3" of any friendly Gastrognome Encampment scenery piece instead of units contesting an objective.
THE HEARTH HELD (Domination): Completed at the end of your turn in the fifth battle round if you control the hearth. Victory points: 5.
KEYWORDS
DEPLOY TERRAIN
↗Passive
HOME IS WHERE THE HEARTH IS: Ask a gnomad the way across camp and you will be given three, and not one of them goes round.
Effect: Models in friendly GNOMAD units can pass through this terrain feature.
Passive
THE WAGONS DRAWN CLOSE: Having spent many years avoiding more powerful races, the gnomads employ ingenious traps and magics around their Gastrognome Encampments to even up the odds. It takes a very determined attacker indeed to shift a gnomad from their mobile home.
Effect: While a friendly GNOMAD unit is contesting the objective the friendly Gastrognome Encampment scenery pieces were set up around, the following effects apply based on the number of friendly Gastrognome Encampment scenery pieces on the battlefield:
1+: that unit is affected by the ‘Cover’ terrain ability.
2+: in addition, that unit is affected by the ‘Obscuring’ terrain ability.
3+: in addition, enemy units cannot be set up within 3" of any friendly Gastrognome Encampment scenery piece, and slain models cannot be returned to enemy units while they are within 3" of any friendly Gastrognome Encampment scenery piece.
KEYWORDS
FACTION TERRAIN
ORDER, GNOMAD FEASTMASTERS
71
A Gnomad hero on a Crag Ibex charges a Terrorgheist

A gore-splattered Terrorgheist recoils in dismay before the charge of a single Crag Ibex rider – the sort of deed that turns a caravan hand into a legend.

72
HOBBY
HOW TO COLLECT GNOMAD FEASTMASTERS
There is no single road to a Great Feast. Some Gnomads are converted from old favourites, others emerge from the printer, and still more are recruited from the many miniature ranges inhabited by suitably stout, hairy-footed folk. Bringing them together is part of the adventure.

Collecting the Gnomad Feastmasters is a little different from mustering most armies of the Mortal Realms. There is no single range of Gnomad miniatures waiting on the shelf. Instead, the army has always been built from a mixture of purpose-made digital sculpts, existing halfling miniatures, conversions, woodland spirits, great beasts and travelling wagons.

That freedom has been part of the Feastmasters since their first battletome, and means that two Gnomad armies can contain very different miniatures while remaining unmistakably part of the same wandering people.

The Spearhead presented alongside these pages makes an ideal first destination: a compact force that can be assembled and taken to the battlefield before the Great Feast begins to grow.

MADE FOR THE GNOMADS
When the Gnomad Feastmasters first appeared, Tyromancer Dan created a collection of digital miniatures specifically for the army, making use of files originally made available for remixing by Yasashii. Many remain freely available today. They were sculpted for an earlier incarnation of the battletome, so several still bear their old unit names online; the original file name is given below wherever it differs from the name used in this book.
TRAIL MASTER ON DAWNSPUR WATTLECREST
Original file: Gastrognome Trail Master on War-Cockerel
A tiny rider borne aloft upon a magnificently oversized bird; one of the most distinctive purpose-made Gnomad sculpts.
YONELLA LIGHTFOOT
Original file: Yonella Lightfoot on Giant Swan
Yonella has had her own miniature from the earliest days of the Feastmasters. The file calls her mount a Giant Swan; in this battletome she is Blossomwing.
BOSCAGE HERMIT
Original file: Hedge Hermit
The old fellow’s title has changed over the years, but the original purpose-made sculpt remains an excellent Boscage Hermit. Sculpted by ClayBeastCreation.
TRENCHER PROUDFEET
Original files: Gastrognome Guard & Gastrognome Guard Command
The mounted warriors once known as the Gastrognome Guard now ride the Trails as the Trencher Proudfeet, with separate command models.
GNOMAD RIDERS
File: Gnomad Feastmasters Generic Rider
A generic mounted Gnomad; a useful starting point for characters, riders and more adventurous conversions.
WAR-CARAVANS
Original file: Gastrognome War-Caravan
Few things capture the Feastmasters better than a wagon groaning beneath the provisions of an entire travelling household.
Gnomads fighting their first battle
Gnomads fighting their first battle for Essi Miller.
73
HOW TO COLLECT
GATHERING THE GREAT FEAST
The dedicated Gnomad sculpts are only the beginning. The original collecting guide deliberately drew on miniatures from across the hobby, and that remains one of the best ways to populate the Trails.
LITTLE FOLK

Games Workshop’s Halfling Blood Bowl team, the Greenfield Grasshuggers, was one of the original recommendations. Their expressive faces, varied poses and distinctly well-fed appearance suit characters and rank-and-file Gnomads alike. Swap sporting equipment for bows, blades, shields, packs or tools and they begin new lives amongst the Drove Kin, Drove Archers and other inhabitants of the Trails.

The original guide also recommended Mantic Games’ Halflings, whose range has grown considerably since 2022 and now includes infantry, cavalry, heroes and stranger contraptions. TTCombat’s Fantasy Heroes Halflings offer another source of individual warriors and characters, and printer owners have Duncan Shadow’s Halflings.

Mix them freely. A Great Feast is a travelling community, not a parade-ground regiment.

BIGGER COMPANIONS

Part of the character of a Feastmasters army comes from placing its smallest warriors beside some of the largest creatures on the battlefield. Games Workshop Treelords were recommended as foundations for towering woodland spirits, while Awakened Wyldwoods bring the verdant Trails onto the tabletop. Ogors add truly massive companions, as do the more gluttonous Ogres from Scibor Miniatures.

Embrace the difference in scale. A creature that looks merely large beside a human becomes enormous when surrounded by Gnomads.

A 1000-point Gnomad army
1,000 points, almost battle ready, by Hans E. Magnusson for the 3rd edition tome.
PACK PLENTY OF PROVISIONS

Gnomads rarely travel light. Barrels, crates, sacks and stores make an ordinary cart or miniature feel at home upon the Trails; add cooking pots, baskets, bottles, bedrolls and mushrooms. A spare barrel can do more to make a model feel Gnomad than an elaborate conversion.

BUILDING THE ENCAMPMENT

The original guide paired printable Wild Wood Base Templates with a Merchant Wagon model as the start of a Gastrognome Encampment. From there, the camp is yours: a wagon circle, an open-air kitchen beneath ancient boughs, or half a Habbinkerr Grove stopped for lunch.

ONE TRAIL, MANY MAKERS

An army from many ranges need not look disjointed. Use the same basing throughout, repeat a handful of colours, and carry packs, barrels, feathers, foliage and food from unit to unit. Keep each unit’s role obvious, and check the base sizes in this battletome before mounting converted or third-party miniatures.

Gnomad Feastmasters on the battlefield
Gnomad Feastmasters in action at the Everwinter GT 2022, piloted by Isaac Caldwell.
THE ORIGINAL COLLECTING GUIDE  This spread updates the article published alongside the first Gnomad Feastmasters battletome in 2022: plasticcraic.blog. Third-party miniatures and files are produced independently, and their availability may change.
THERE IS NO ONE WAY.
THERE IS ONLY YOUR GREAT FEAST.
74
75
SPEARHEAD
THE FORAGER’S FEYT
This Spearhead army consists of the following units:
GENERAL
Halfloaf Thief
UNITS
1 Hollowain War-Wagon
7 Drove Archers (with standard bearer)
7 Drove Archers
5 Gryph-hound Hobelars
3 Canopy Riders
Out on the pale terraces of Hysh, where the light is measured and the harvest counted twice, there is said to be a travelling caravan of entertainers: a roving festival of trained animals, musicians, and stubby clowns. Most inspired are the games – shiny booths with feats of skill, as well as the higher-stakes gambling held in the darker corners. The house always seems to win at these feyts; and when the penniless drunks wake up in a foul mood, the festival has inevitably moved on, ready to fleece the next town full of rubes.
What the rubes never work out is that the feyt is a caravan like any other, and its takings simply another harvest. The booths are struck at dusk by the hands that ran them, and the war-wagon that carried the strongman’s cage carries Drove Archers by dawn. A Halfloaf Thief keeps the ledger, and the ledger is never wrong. Should a town prove ungenerous – or curious about a missing ring – the Feyt is already three valleys distant, setting out its booths for someone else.
Should the mushroom-dark bare its teeth, the Feyt stands fast – eagle, hound, and bow converge before the rot can spread any further.
Step up, step up! The wheel is honest, the strongman has never yet been thrown, and the odds are as generous as the house can bear. Three coins to spin, one to watch. Lose, and you have lost only coins. Win, and you have won a story – and a story is the only coin that spends in every realm.
TATTERSHIN, TAKING COIN AT THE GATE
76
BATTLE TRAITS
☀Passive
THOSE LUCKY SCOUNDRELS: ‘I’d never seen anything like it – hit the monster square between the eyes and dropped it like a sack of potatoes!’
Effect: If the priority roll is a tie and your opponent is not using a Gnomad Feastmasters army, you decide who will take the first turn in the current battle round.
In addition, if either player takes 2 consecutive turns for any reason, each friendly GNOMAD unit is charmed for the rest of that battle round. While a friendly GNOMAD unit is charmed, ignore negative modifiers to hit rolls and wound rolls for that unit’s attacks and to that unit’s control score, and it has WARD (6+).
☀Deployment Phase
SMOKE ME A KIPPER, I’LL BE…: Hunger has ended more gnomad espionage careers than any enemy blade.
Declare: You must use this ability.
Effect: Set up your general in reserve in deep cover. It has now been deployed.
KeywordsDeploy
☀Passive
ONE ROOT, MANY STEMS: No gnomad stands alone – the enemy feels the weight of every gnomad on the trail.
Effect: Each time a friendly unit uses a SHOOT or FIGHT ability, for each target, count the number of friendly units within that target’s combat range. The following effects apply to attacks made as part of that ability that target that enemy unit based on that number:
2+: Add 1 to hit rolls.
3+: Add 1 to wound rolls.
4+: Add 1 to the Rend characteristic of the weapons used for those attacks.
5+: The weapons used for those attacks have Crit (2 Hits).
Designer’s Note: A friendly unit shooting from outside combat range can still benefit if enough friendly units are within the target’s combat range. Some abilities can modify the number of units counted for this ability.
↗Your Movement Phase
BACK FOR BREAKFAST: Few who go behind enemy lines return in time to eat. The good ones always do.
Effect: If your general is in deep cover, set it up on the battlefield more than 6" from all enemy units.
REGIMENT ABILITIES: Pick 1 of the following regiment abilities.
☀Passive
MURDER HOLES: Every slit in the wagon’s side has a bow behind it.
Effect: Your Hollowain War-Wagon unit has the RABBLE OOMPH keyword.
☀Passive
BATTLE-BOWS: A Gryph-hound does not stop for its rider to aim, so the rider learned not to.
Effect: Friendly Gryph-hound Hobelars units’ Short Bows have Shoot in Combat.
ENHANCEMENTS: Give your general 1 of the following enhancements.
☀Once Per Battle, Any Hero Phase
MASTER OF THE WIT AND THE REPARTEE: Half of what he brings back is news. The other half is somebody else’s plan.
Effect: Draw 1 battle tactic card. If this unit was deployed from deep cover in battle round 2 or later, draw 3 battle tactic cards instead. If you would have more than 3 battle tactic cards, discard down to 3.
↗Once Per Battle, Your Movement Phase
HOW COME HE’S SUCH A GENIUS? DON’T ASK ME!: Nobody saw him take it. Nobody ever does.
Declare: Pick a visible enemy general within 12" of this unit to be the target.
Effect: Roll a dice. On a 5+, the target no longer has its enhancement. If this unit was deployed from deep cover this turn and it is battle round 2 or later, the roll is 3+ instead.
☀Reaction: Opponent declared a COMMAND ability
HIS COMMAND OF THE REALM DIRECTIVES IS UNCANNY: He has read their orders. He wrote some of them.
Declare: You can only use this ability if this unit is in deep cover.
Effect: Set up this unit on the battlefield more than 6" from all enemy units. Roll a dice. On a 4+, that command has no effect, it still counts as having been used and the command points spent to use it are still lost. If it is battle round 2 or later, the roll is 2+ instead.
Passive
NICO’S SIGHTSEEING RING: From Nico the Thorough’s first ‘sightseeing’ mission, this ring has opened more exits than doors.
Effect: No mortal damage is inflicted on this unit by RETREAT abilities.
77
Caught red-handed? Caught red-cheeked more like!
• SPEARHEAD WARSCROLL •
HALFLOAF THIEF
RANGED WEAPONS
Range
Attacks
Hit
Wound
Rend
Damage
Ability
Throwing Knives
6"
3
4+
5+
–
1
Shoot in Combat
MELEE WEAPONS
Attacks
Hit
Wound
Rend
Damage
Ability
Concealed Blade
3
3+
4+
1
2
–
☀Passive
ONE SOIL, MANY SEEDS: A thief’s luck is not their own; it belongs to the trail, and the trail shares generously.
Effect: This unit is charmed. In addition, friendly units are charmed while they are within this unit’s combat range.
Keywords
Hero, Infantry, Ward (6+)
The Hollowain crosses chalk and scree alike, spilling its passengers before the dust settles.
• SPEARHEAD WARSCROLL •
HOLLOWAIN WAR-WAGON
MELEE WEAPONS
Attacks
Hit
Wound
Rend
Damage
Ability
Ibex Whip
2
3+
4+
–
1
–
Prodigious Horns
6
4+
3+
1
2
Companion, Charge (+1 Damage)
Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Prodigious Horns is 4.
↗Your Movement Phase, Reaction: You declared a non-CHARGE MOVE ability for this unit
GROUND TRANSPORT: Nobody aboard a Hollowain waits for the wheels to stop.
Effect: Pick up to 2 friendly INFANTRY units with up to 14 models in total that are wholly within 6" of this unit and not in combat to be the targets.
Remove those units from the battlefield. After this unit ends its move, set up each target on the battlefield wholly within 6" of this unit and not in combat. A unit cannot use CHARGE abilities if it was transported in the same turn.
Your Shooting Phase
GLAMOUR OVERLOAD: The gathered glamour lets go all at once, and the foe forgets what it was doing.
Declare: Pick a visible enemy unit within 9" of this unit to be the target.
Effect: Roll a dice for each model in the target unit. For each 5+, inflict 1 mortal damage on the target. If this unit is charmed, inflict 1 mortal damage for each 4+ instead, and the target is not affected by the ‘Cover’ terrain ability this phase.
Keywords
War Machine
A drover’s aim is schooled on the fast and the dangerous. Under Hysh, these are usually the same thing.
• SPEARHEAD WARSCROLL •
DROVE ARCHERS
RANGED WEAPONS
Range
Attacks
Hit
Wound
Rend
Damage
Ability
Drover Bows
15"
1
4+
5+
–
1
–
MELEE WEAPONS
Attacks
Hit
Wound
Rend
Damage
Ability
Carving Daggers
1
5+
5+
–
1
–
●Passive
RALLY TO ME!: A standard planted in the pale earth of Hysh is an anchor, and a promise of supper.
Effect: While this unit contains any standard bearers, add 3 to this unit’s control score.
Passive
NETTLE STORM: The right extract on an arrowhead unsettles even the battle-hardened.
Effect: While any other friendly RABBLE OOMPH units are within this unit’s combat range, add 1 to the number of friendly units counted for the purposes of the ‘One Root, Many Stems’ ability when this unit uses a SHOOT ability.
Keywords
Infantry, Reinforcements
78
Hound and rider share one mind and two appetites. Orders are a courtesy.
• SPEARHEAD WARSCROLL •
GRYPH-HOUND HOBELARS
RANGED WEAPONS
Range
Attacks
Hit
Wound
Rend
Damage
Ability
Short Bows
15"
2
4+
4+
–
1
–
MELEE WEAPONS
Attacks
Hit
Wound
Rend
Damage
Ability
Skinning Knives
1
4+
5+
–
1
–
Beaks and Claws
4
4+
4+
–
1
Companion
↗Reaction: You declared a FIGHT ability for this unit
PUT UP THE PREY: The hound flushes the quarry; the rider takes the credit.
Effect: After that FIGHT ability has been resolved, pick an enemy unit that had damage points allocated to it by this unit’s attacks this phase, then pick a friendly Canopy Riders unit that has not used a FIGHT ability this turn and is within that enemy unit’s combat range to be the target. The target can be picked to use a FIGHT ability immediately after this ability has been resolved. If it does so, add 1 to the number of friendly units counted for the purposes of the ‘One Root, Many Stems’ ability when it uses that FIGHT ability.
Keywords
Cavalry
From the high air a rider picks their moment. Crownwing Eagles do not miss, nor share.
• SPEARHEAD WARSCROLL •
CANOPY RIDERS
MELEE WEAPONS
Attacks
Hit
Wound
Rend
Damage
Ability
Short Spears
1
4+
5+
–
1
Charge (+1 Damage)
Beaks and Talons
4
4+
3+
1
2
Companion
☀Passive
FOOT THE QUARRY: The best hunts, gnomads say, are cooked by many hands.
Effect: Each time a friendly Gryph-hound Hobelars unit uses a SHOOT ability, for each enemy unit targeted by that ability, if this unit is within that enemy unit’s combat range, add 1 to the number of friendly units counted for the purposes of the ‘One Root, Many Stems’ ability.
Keywords
Cavalry, Fly
YOUR HERO’S WARSCROLL
You can download a blank warscroll from warhammer-community.com on which to record all of your hero’s details.
THE TWO PARTS
The Anvil of Apotheosis is a hero creator. Using the rules in this section, you can create a custom warscroll for a HERO to use in your Path to Glory campaign. This can represent any miniature of your choosing, including one you have lovingly kitbashed or converted.
After the Anvil of Apotheosis you will find 2 Paths for GNOMAD FEASTMASTERS units. These follow the rules outlined for Paths in the Path to Glory battlepack you are using (e.g. Path to Glory: Blighted Wilds).
PATH TO GLORY
Here you will find additional rules to use with a Gnomad Feastmasters army while playing through a Path to Glory campaign. The Path to Glory content in this book is divided into two parts: the Anvil of Apotheosis, and two Paths for GNOMAD FEASTMASTERS units.
THE ANVIL OF APOTHEOSIS
You can have 1 Anvil of Apotheosis hero on your Order of Battle and/or army roster, unless otherwise specified in the battlepack you are using. They can be your warlord.
There are 7 steps to follow to create your hero:
  1. Set a destiny point limit.
  2. Fill out the starting warscroll.
  3. Pick an Archetype.
  4. Pick your hero’s origin and/or flaw.
  5. Pick a Battle Mount or Grove-Sworn.
  6. Pick any Battle Mount or Grove-Sworn Upgrades.
  7. Pick any other upgrades.
STEP 1 – SET A DESTINY POINT LIMIT
The Anvil of Apotheosis uses a currency called destiny points. First, you need to set a destiny point limit. This will determine how many destiny points you have to spend on your hero, what type of hero they will be and what their battle profile points cost will be. Pick 1 of the following:
HERO TYPE
DESTINY POINT LIMIT
BATTLE PROFILE POINTS COST
Trail Pilgrim
10
120
Seasoned Caravan Hand
30
220
Grand Feastmaster
50
300
Over the next few steps, you will pick options for your hero. Each option has a destiny point cost, abbreviated as DP. Keep a record of the number of destiny points you have spent. You cannot exceed the limit you have set.
STEP 2 – FILL OUT THE STARTING WARSCROLL
To begin with, your hero has the following warscroll:
4"
4
5+
2
• GNOMAD FEASTMASTERS WARSCROLL •
GNOMAD HERO
MELEE WEAPONS
Atk
Hit
Wnd
Rnd
Dmg
Caravan Blade
3
3+
4+
–
2
Keywords
Hero, Infantry
Order, Gnomad Feastmasters, Gnomad, Barefoot
THE ROAD RISES TO MEET THEM
79
STEP 3 – PICK AN ARCHETYPE
You must pick 1 of the following archetypes for your hero.
0 DP
TRENCHER GUARD
Your hero gains the STOUT keyword and the following regiment options:
Regiment Options
Any STOUT or DROVER units
−4 DP
LEY-DEFENDER
Your hero gains the following Rootsong ability and regiment options.
⚔Once Per Battle, Any Combat Phase
ONE BRIAR, MANY BARBS: Fighting from the thorns, the trail-kin become part of them – and a briar is never short of barbs.
Effect: For the rest of the turn, add 1 to the Attacks characteristic of melee weapons used by friendly GNOMAD units while they are within this unit’s combat range and affected by the ‘Cover’ terrain ability.
KEYWORDS
ROOTSONG
Regiment Options
Any GNOMAD units
−4 DP
BAREFOOT SCOUT
Your hero gains the FORAGER keyword and the following abilities and regiment options.
☀Deployment Phase
SMOKE AND MIRRORS: A Barefoot Scout is never quite where their enemies expect them to be.
Declare: Pick this unit if it has not been deployed.
Effect: Set up this unit in reserve in deep cover. It has now been deployed.
KEYWORDS
DEPLOY
↗Your Movement Phase
HOME BY SUPPER: Whatever they went out there to find, they worked out the fastest way back before they left.
Effect: If this unit is in deep cover, set it up on the battlefield more than 9" from all enemy units.
Regiment Options
Any FORAGER units
−4 DP
PERIPATETIC VERDERER
Your hero gains the WIZARD (1) keyword and the following ability and regiment options.
↗Passive
SOMETHING IN THE SOIL: Roots lift, brambles tighten, and the ground decides for itself how fast an enemy may cross it.
Effect: While this unit is wholly within 1" of a terrain feature, subtract 1 from charge rolls for enemy units within 12" of this unit.
Regiment Options
Any OLDGROWTH or FORAGER units
−4 DP
SPORE CHEF
Your hero gains the PRIEST (1) keyword and the following Rootsong ability and regiment options.
⚔Passive
ONE STOCK, MANY BONES: Nothing is thrown out. Not bone, not gristle, not a grudge.
Effect: While a friendly GNOMAD unit that is hangry is within this unit’s combat range, add 1 to wound rolls for that unit’s combat attacks.
KEYWORDS
ROOTSONG
Regiment Options
Any Hawthorn Hotpot or DROVER units
−3 DP
DROVE MASTER
Your hero gains the RABBLE OOMPH keyword and the following Rootsong ability and regiment options.
⚔Passive
ONE HERD, MANY HOOVES: A Drove Master never lifts anything alone – where they set their shoulder, forty hooves follow.
Effect: While a friendly RABBLE OOMPH unit is within this unit’s combat range, add 1 to the number of friendly GNOMAD units counted for the purposes of the ‘One Root, Many Stems’ ability when that unit uses a SHOOT or FIGHT ability.
KEYWORDS
ROOTSONG
Regiment Options
Any GNOMAD units
80
A wicker basket of berries, mushrooms, acorns and herbs on a raft of exposed roots
STEP 4 – PICK YOUR HERO’S ORIGIN AND/OR FLAW
You can pick up to 1 origin and up to 1 flaw for your hero. Each adds an ability to your hero’s warscroll. However, instead of costing destiny points, flaws give you extra destiny points to spend elsewhere.
ORIGINS
FLAWS
Passive−4 DP
BORN BETWEEN THE ROOTS: Born in the hollow between two roots, and never entirely out of it since.
Effect: While this unit is BAREFOOT and is affected by the ‘Cover’ terrain ability, if the unmodified hit roll for an attack that targets this unit is 1-3, the attack fails and the attack sequence ends.
☀Passive−3 DP
CHARMED SURVIVOR: Put this one on a patch of ground worth keeping, and fortune turns up to help them keep it.
Effect: While this unit is contesting an objective you control, it is charmed.
☀Passive−2 DP
LUCKY ROUTES: Somehow their route always passes the orchard in season, the ford at low water, and the battle that was worth turning up to.
Effect: This unit earns 1 additional renown point after each Path to Glory battle.
↗Passive−3 DP
ONE PATH, MANY FEET: Some gnomads have walked so far that the trail has begun to walk with them.
Effect: While a friendly GNOMAD unit is within this unit’s combat range, add 1 to run rolls and charge rolls for that unit.
You cannot pick this origin if your hero already has a Rootsong ability.
KEYWORDS
ROOTSONG
Passive+2 DP
WALKS ALONE: Forty years on the trail, and still half a pace out of step with everyone on it.
Effect: This unit does not count towards the number of friendly GNOMAD units counted for the purposes of the ‘One Root, Many Stems’ ability.
Passive+6 DP
CANNOT HELP BEING NOTICED: You hear the laugh first, then the boasting, and by then the ambush is entirely academic.
Effect: This unit is not affected by the ‘Nimble’ battle trait or the ‘Cover’ terrain ability. In addition, this unit cannot be set up in deep cover.
Passive+3 DP
THREADBARE: Whatever armour they set out with was traded for a good pot years ago.
Effect: This unit’s Save characteristic is 6+. This unit has the THREADBARE keyword.
Passive+2 DP
PROLIFIC SNACKER: Nobody has ever seen this gnomad go hungry, chiefly because nobody has ever seen them stop eating.
Effect: This unit cannot be hangry.
No two gnomads set out for the same reason, and not one of them arrives with the same limp.
AN OBSERVATION FROM THE TAIL OF THE CARAVAN
81
STEP 5 – PICK A BATTLE MOUNT OR GROVE-SWORN
You can pick up to 1 Battle Mount or Grove-Sworn for your hero.
BATTLE MOUNT−7 DP
CRAG IBEX: A crag ibex will eat the tent, the rope and the harness by dusk, then find the pass without any of them by dawn. Gnomads do not so much break them in as come to an understanding, and the ibex keeps the better half of it.
Non-THREADBARE non-FORAGER only.
Add the following weapon to your hero’s warscroll:
MELEE WEAPONS
Atk
Hit
Wnd
Rnd
Dmg
Prodigious Horns
Charge (+1 Damage), Companion
2
4+
3+
1
1
Add the following abilities to your hero’s warscroll:
In addition, make the following changes to your hero’s warscroll:
  • Change the Move characteristic to 8".
  • Change the Health characteristic to 6.
  • Change the Save characteristic to 4+.
  • Replace the INFANTRY keyword with the CAVALRY keyword.
↗Passive
SURE-HOOVED: Scree, thornbrake or fence – all one to an ibex, and all soon behind it.
Effect: This unit can pass through terrain features as if it had FLY.
⚔Passive
INNATE TOPOGRAPHY: Give one a rock to brace against and it fights like it owns the hill.
Effect: Add 1 to the Attacks characteristic of this unit’s Companion weapons while this unit is wholly within 1" of a terrain feature.
BATTLE MOUNT−16 DP
DAWNSPUR WATTLECREST: A wattlecrest stands taller than the wagons it escorts and is quite certain it outranks them. Loyal to the gnomad who earns it and lethal to everything that has not, it goes into battle with beak and spur while its rider is still drawing steel.
Non-THREADBARE non-FORAGER only.
Add the following weapons to your hero’s warscroll:
MELEE WEAPONS
Atk
Hit
Wnd
Rnd
Dmg
Cruel Beak
Companion
4
3+
3+
1
D3
Fighting Spurs
Companion
6
3+
4+
1
1
In addition, make the following changes to your hero’s warscroll:
  • Change the Move characteristic to 10".
  • Change the Health characteristic to 11.
  • Change the Save characteristic to 4+.
  • Replace the INFANTRY keyword with the MONSTER keyword.
Add the following ability to your hero’s warscroll:
☀Once Per Turn (Army), Your Hero Phase
COCK-A-DOODLE-DOO!: Nobody in the caravan has had to wake anybody since the day it arrived.
Effect: Until the start of your next turn, friendly GNOMAD units within this unit’s combat range are also affected by the ‘Breakfast’ effect of the ‘Go With Your Gut’ ability, even if they are already affected by a different effect of that ability.
Designer’s Note: Picking a Grove-Sworn does not change your hero into a LeyLord. However, your hero’s characteristics and weapons change significantly, and the two go to battle as a pair – a Boscage Hermit and a LeyLord modelled together on a single 105 × 70mm base.
GROVE-SWORN−20 DP
LEYLORD: When a Habbinkerr is lost past all waking, Ghyran sends one of its own to see a new one rooted – and the hermit of that grove goes up into the safety of its branches and stays there until the work is done.
Non-THREADBARE PERIPATETIC VERDERER only.
Add the following weapons to your hero’s warscroll:
RANGED WEAPONS
Rng
Atk
Hit
Wnd
Rnd
Dmg
Snare-Briars
Companion, Shoot in Combat
10"
3
3+
2+
1
2
MELEE WEAPONS
 
Atk
Hit
Wnd
Rnd
Dmg
Scything Blows
Anti-charge (+1 Rend), Companion
–
5
4+
2+
1
2
Add the following abilities to your hero’s warscroll:
In addition, make the following changes to your hero’s warscroll:
  • Change the Move characteristic to 6".
  • Change the Health characteristic to 14.
  • Change the Save characteristic to 3+.
  • Change the Control characteristic to 5.
  • Replace the INFANTRY keyword with the MONSTER keyword.
  • Add the OLDGROWTH keyword.
Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Scything Blows is 3.
Once Per Turn (Army), Any Shooting Phase
THRASH AND THROTTLE: Pull against them and they only learn your shape the faster.
Declare: Pick an enemy unit that had any damage points allocated to it this turn by attacks made with this unit’s Snare-Briars to be the target.
Effect: Roll a dice. Add 1 to the roll if the target is within 3" of a terrain feature that has a friendly guardian token. On a 3+, subtract 1 from hit rolls for the target’s attacks until the start of your next turn.
82
STEP 6 – PICK ANY BATTLE MOUNT OR GROVE-SWORN UPGRADES
If your hero has a Battle Mount or is Grove-Sworn, you can pick any number of Battle Mount Upgrades or Grove-Sworn Upgrades for them. The same upgrade cannot be picked more than once.
Upgrade
Effect
Caravan Lance
−1 DP
Battle Mount only. Replace your hero’s Caravan Blade with the weapon below:
MELEE WEAPONS
Atk
Hit
Wnd
Rnd
Dmg
Caravan Lance
Charge (+1 Damage)
3
3+
4+
–
2
Iron-Hard Heartwood
−3 DP
Grove-Sworn only. Add the following weapon to your hero’s warscroll:
MELEE WEAPONS
Atk
Hit
Wnd
Rnd
Dmg
Gnarled Impaling Limbs
Companion, Crit (Mortal)
2
4+
2+
2
3
Charger’s Gait
−4 DP
MONSTER Battle Mount only. Your hero’s Companion weapons have Charge (+1 Damage).
Head Down
−4 DP
CAVALRY only. Add the following ability to your hero’s warscroll:
↗ Any Charge Phase
HEAD DOWN: An ibex that has settled on a direction is best thought of as geology with opinions.
Declare: If this unit charged this phase, pick an enemy unit in combat with it to be the target.
Effect: Roll a D3. On a 2+, inflict an amount of mortal damage on the target equal to the roll. Then, if the target is a non-MONSTER unit, for the rest of the turn, each time it makes a pile-in move, subtract an amount equal to the roll from the distance it can move.
Of One Mind
−4 DP
Add the following ability to your hero’s warscroll:
☀ Passive
OF ONE MIND: Mount and gnomad come to share one appetite, one grudge and one notion of where the trail ought to go.
Effect: The effects of the ‘One Root, Many Stems’ ability also apply to this unit’s Companion weapons.
Constriction Coils
−5 DP
Grove-Sworn only. Add the following ability to your hero’s warscroll:
⚔ Once Per Turn (Army), Any Combat Phase
CONSTRICTION COILS: It never hurries. Hurrying is for things that fear losing their grip.
Declare: Pick a visible enemy unit within 10" of this unit to be the target.
Effect: Roll a dice. If the roll exceeds the target’s Health characteristic, 1 model in the target unit is automatically slain.
KEYWORDS
RAMPAGE
A horned cockerel with wings spread
A mount is not a possession. It is a second opinion with hooves, claws or talons, and it will let you know – loudly, and usually in front of the whole caravan – when you have chosen the wrong path.
THE FIRST LESSON OF THE DROVE, GIVEN TO EVERY RIDER
83
STEP 7 – PICK ANY OTHER UPGRADES
Pick any number of other upgrades for your hero. The same upgrade cannot be picked more than once.
Upgrade
Effect
Road-Hardened−1 DP
Add 1 to your hero’s Move characteristic.
Cauldron Blessing−2 DP
PRIEST only. Add the following ability to your hero’s warscroll:
☀Once Per Battle, Any Hero Phase
BLESSED BOWL: One ladle, one bowl, and one gnomad who will not stop smiling for the rest of the afternoon.
Declare: Pick a visible friendly GNOMAD unit wholly within 12" of this unit to be the target.
Effect: The target is charmed until the start of your next turn.
Forager’s Knack−2 DP
Add the following ability to your hero’s warscroll:
↗Passive
FORAGER’S KNACK: A way through always offers itself, usually under something.
Effect: This unit can pass through terrain features as if it had FLY.
Hearty Meal−2 DP
Add 1 to your hero’s Health characteristic.
Trusted Kin−2 DP
Add 1 to your hero’s Control characteristic.
Bracken Shield−3 DP
Non-THREADBARE only. Your hero’s Save characteristic is 4+.
Gnomad Luck−3 DP
Add the following ability to your hero’s warscroll:
Passive
GNOMAD LUCK: Somewhere down the trail the dice are being kind to a gnomad who has no idea why.
Effect: Ignore the first damage point that would be allocated to this unit in each phase.
Horn and Steel−3 DP
Add 1 to the Rend characteristic of your hero’s melee weapons.
On the Trail’s Back−4 DP
INFANTRY or CAVALRY only. Add the following weapon to your hero’s warscroll:
RANGED WEAPONS
Rng
Atk
Hit
Wnd
Rnd
Dmg
Stitcher Bow
Crit (Mortal)
15"
2
4+
4+
–
2
Bark and Root−5 DP
WIZARD only. Add the following ability to your hero’s warscroll:
☀Passive
BARK AND ROOT: The words come easier with something old and rooted at their back.
Effect: Add 1 to casting rolls for this unit while it is wholly within 1" of a terrain feature.
Used to Worse−6 DP
Add the following ability to your hero’s warscroll:
Passive
USED TO WORSE: Years of hot pans and cold mornings, and most blows land like a pat on the back.
Effect: Subtract 1 from wound rolls for attacks that target this unit.
Master of Signs−8 DP
WIZARD only. Your hero has WIZARD (2).
84
PATH OF THE
GRAND FEASTMASTER
(GNOMAD HERO only)
Portrait of a Gnomad Feastmasters hero in leaf-worked green and gold
A gnomad’s legend is not measured in banners or bloodlines. It grows with every meal cooked in the shadow of conflict, every glamour well-timed, every caravan brought home whole. The greatest Feastmasters don’t merely walk the trails – they become them, their deeds echoed back in every campfire story from Aqshy to Ghyran.
ASPIRING: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
⚔Passive
ADD IT TO THE BILL: Every gnomad who falls is another line on the bill. This one intends to collect.
Effect: Each time a friendly GNOMAD unit is destroyed while it is within this unit’s combat range, add 1 to the Attacks characteristic of this unit’s melee weapons for the rest of the battle, to a maximum of +3.
End of Any Turn
WELL PROVISIONED: A spare blanket always turns up, and somehow it goes to whoever needed it most. Nobody ever catches them packing one.
Effect: Heal (1) this unit and another visible friendly GNOMAD unit within this unit’s combat range.
ELITE: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
☀Passive
AN EYE FOR A HEDGE: They choose the ditch, and they choose the moment to use it. Anyone fighting out of that ditch discovers a sudden talent for it.
Effect: While this unit is wholly within 1" of a terrain feature, it is affected by the ‘Cover’ terrain ability. In addition, this unit ignores the effects of the ‘Cover’ terrain ability when making attacks.
☀Once Per Turn (Army), Your Hero Phase
GNOMAD BLESSING: No prayer and no magic – only the authority of a thousand shared meals.
Declare: Pick a visible friendly GNOMAD unit wholly within 12" of this unit to be the target.
Effect: Pick 1 of the effects of the ‘Go With Your Gut’ ability. The target is affected by that effect until the start of your next turn, even if it is already affected by a different effect of that ability.
MIGHTY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
⚔Reaction: You declared a FIGHT ability for a friendly non-HERO GNOMAD unit within this unit’s combat range
CARRIED AWAY: They mean to stay back and supervise. Then someone else starts, and somehow the knife is already out.
Effect: If this unit has not used a FIGHT ability this turn, it can be picked to use a FIGHT ability immediately after the FIGHT ability used by that unit has been resolved.
☀Once Per Turn (Army), Any Hero Phase
THE GROUND REMEMBERS: A death teaches what a hundred warnings cannot – and the roots were listening.
Declare: If a friendly GNOMAD HERO was destroyed in the previous turn, pick a non-FACTION TERRAIN terrain feature within 6" of this unit to be the target.
Effect: Give the target 1 friendly guardian token.
LEGENDARY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
Passive
LAST ONE STANDING: Killing a gnomad is straightforward. Getting one to stay dead is another matter entirely.
Effect: The first time this unit would be destroyed while it is charmed, before removing it from play, roll a dice. On a 3+, this unit is not destroyed and any remaining damage points inflicted on it have no effect. Then, Heal (D3) this unit.
⚔Once Per Battle, Any Combat Phase
A LIFETIME OF MILES: This Feastmaster has walked trails that no longer exist and carries the echo of every one of them.
Effect: For the rest of the phase, for the purposes of the ‘One Root, Many Stems’ ability, the number of friendly GNOMAD units counted is 5 for each enemy unit targeted by a FIGHT ability used by this unit or by a friendly GNOMAD unit within its combat range.
85
PATH OF THE
CARAVAN KIN
(non-HERO GNOMAD unit only)
Portrait of a Gnomad caravan kin in a green headscarf with holly and winter berries
Not every tale told at the gnomad campfire belongs to a Hero. The Drove Archers who held the ridge, the Abstemious Scouts who mapped the trails in the dark, the Canopy Riders who struck just as all seemed lost – the Caravan Kin carry the trail’s memory in their boots, and they grow stronger for every mile walked together.
ASPIRING: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
↗Passive
THE CARAVAN SHIFTS: When one wagon moves, the whole train moves with it. Nobody waits to be told.
Effect: Each time a unit within 9" of this unit uses the ‘Redeploy’ command, if this unit has not used a command this phase, it can use the ‘Redeploy’ command immediately after that command has been resolved, as if it were the enemy movement phase (this is an exception to Commands, 1.2). No command points are spent when this unit uses that command.
⚔Passive
EVER HUNGRY: Deny a gnomad their supper and you will find they take it personally, and accurately. Few enemies make the same mistake twice.
Effect: While this unit is hangry, each time an unmodified wound roll of 6 is made for one of this unit’s combat attacks, add 1 to the Damage characteristic of that weapon for that attack.
ELITE: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
⚔Passive
MIND THE POT: They will not be moved, because behind them the stew is at a critical stage and the pot has been on since dawn. Whatever comes over that hedge can wait.
Effect: While this unit is wholly within 1" of a friendly Gastrognome Encampment, it has STRIKE-FIRST.
⚑Once Per Turn (Army), End of Any Turn
LARDER OF THE LOST: Each gnomad left on a trail makes it harder for the next one to be lost.
Declare: Pick a terrain feature within 1" of this unit that has a friendly guardian token to be the target.
Effect: Return a number of slain models to this unit with a combined Health characteristic of up to the number of friendly guardian tokens on the target.
MIGHTY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
⚔Passive
STRENGTH OF THE SWARM: Count them twice and you will get two different numbers, both of them too low.
Effect: Add 1 to the number of friendly GNOMAD units counted for the purposes of the ‘One Root, Many Stems’ ability when this unit uses a SHOOT or FIGHT ability.
Passive
OLD RIGHTS OF WAY: Ditches, dry-stone walls, the lee of a fallen log – all of it was theirs first.
Effect: While this unit is wholly within 1" of a terrain feature, it is affected by the ‘Cover’ terrain ability and has the BAREFOOT keyword.
LEGENDARY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
●End of Any Turn
TOLD AT EVERY FIRE: Their name reaches the next camp before they do, and the story is always a little larger when it gets there.
Effect: While a friendly GNOMAD unit is within this unit’s combat range and wholly within 1" of a terrain feature, add the number of friendly guardian tokens on that terrain feature to that unit’s control score.
☀Passive
EVERYONE HAS AN OPINION: Gnomads do not fight in silence. They fight offering advice – on your footwork, on your grip, on the state of your boots – and by the time your own captain gets a word in, the moment has passed.
Effect: Each time an enemy unit is allocated any damage points as a result of an attack made by this unit, that enemy unit cannot use commands for the rest of the turn.
86
ARMY OF RENOWN
FERAL TRAIL CHARCUTEERS
There can be no greater example of how two cultures can change one another than the Pilgrims of the Feral Trail in Ghur. Ages ago, the Sovanheng and the ogors of the Splintergut mawtribe were at war; this shifted to an uneasy alliance, with runt ogors joining the gnomads on their journeys, enticed by their delectable cuisine.
When you pick the GNOMAD FEASTMASTERS faction for your army, you can choose for it to be a Feral Trail Charcuteers Army of Renown. If you do so, use the faction rules on these pages instead of the Gnomad Feastmasters faction rules. Every unit in your army must be drawn from the units listed in the roster options box opposite. All units in your army gain the FERAL TRAIL keyword. In addition, every OGOR unit in your army gains the GNOMAD FEASTMASTERS keyword.
ROSTER OPTIONS
Any GNOMAD units
Up to 1 OGOR Butcher or OGOR Bloodpelt Hunter (cannot be your general)
Up to 1 of each non-HERO OGOR INFANTRY unit
You cannot include Gorger Mawpack units
You cannot include Regiments of Renown
Any non-HERO OGOR units can be added to the regiment of an OGOR HERO
BATTLE TRAITS
☀Once Per Battle Round (Army), Start of Battle Round
GO WITH YOUR GUT: An army marches on its stomach; the Feral Trail fights on its last meal.
Declare: You must use this ability at the start of the battle round.
Effect: If it is the first battle round, pick 1 of the effects below. If it is not the first battle round, the effect changes to the next effect in the sequence ‘Breakfast’, ‘Lunch’, ‘Dinner’. If the ‘Dinner’ effect applied last battle round, the ‘Breakfast’ effect applies this battle round. Friendly FERAL TRAIL units are affected by that effect for the rest of the battle round.
Breakfast: Add 1 to run rolls and charge rolls for friendly FERAL TRAIL units.
Lunch: Friendly FERAL TRAIL units can use CHARGE and SHOOT abilities even if they used a RETREAT ability in the same turn. In addition, no mortal damage is inflicted on them by RETREAT abilities.
Dinner: While friendly FERAL TRAIL units are well-fed, they have WARD (6+). If they already have WARD (6+), they have WARD (5+) instead. In addition, add 1 to chanting rolls for friendly well-fed FERAL TRAIL PRIESTS.
Only 1 of these effects can apply to the same unit at the same time unless specified otherwise.
☀Passive
NOBODY EATS ALONE: Feeding an ogor is not charity, it is strategy: a full ogor fights at your shoulder, while an empty one begins to appraise it.
Effect: Friendly FERAL TRAIL units are well-fed while they are wholly within 12" of a friendly non-OGOR GNOMAD unit and wholly within 12" of a friendly OGOR unit.
Once Per Turn (Army), Your Hero Phase
SMALL MOUTH, BIG HEART: With an ogor at their back, even the meekest pot-scrubber fights like a kitchen cornered, ladle swinging, astonishing nobody more than themselves.
Declare: Pick a friendly well-fed non-OGOR unit to be the target.
Effect: Add 1 to wound rolls for the target’s attacks for the rest of the turn.
☀Passive
CHARMED FOR LIFE: Luck, the caravans hold, is only a full belly wearing its finest coat.
Effect: The first time the ‘Go With Your Gut’ ability applies the ‘Dinner’ effect, friendly FERAL TRAIL GNOMAD units are charmed. Friendly FERAL TRAIL GNOMAD units that are charmed by this ability are no longer charmed when the ‘Go With Your Gut’ ability applies the ‘Dinner’ effect again. While a friendly FERAL TRAIL unit is charmed, ignore negative modifiers to hit rolls and wound rolls for that unit’s attacks and to that unit’s control score, and it has WARD (6+).
Designer’s Note: A unit that is given the GNOMAD keyword by the ‘Big Mouth, Bigger Bond’ ability after the first time this ability applies is charmed while it has that keyword.
Once Per Turn (Army), Your Hero Phase
BIG MOUTH, BIGGER BOND: A well-fed ogor is a loyal ogor; feed one twice and they will call your caravan home for good.
Declare: Pick a friendly well-fed OGOR INFANTRY unit to be the target.
Effect: The target has the GNOMAD keyword until the start of your next turn.
“A gnomad cures the meat. An ogor cures the boredom.”
– saying of the Feral Trail caravans
87
HEROIC TRAITS (HERO only)
⚔Once Per Turn (Army), Any Combat Phase
TIRELESS HUNTER: This one has stalked prey across every mile of the Trail, and their kill-craft spreads like good stock through stew.
Declare: Pick a friendly well-fed FERAL TRAIL INFANTRY unit wholly within 12" of this unit to be the target.
Effect: The target’s melee weapons have Crit (2 Hits) for the rest of the turn.
ARTEFACTS OF POWER (HERO only)
⚔Once Per Battle, Any Combat Phase
CHEESEKNIFE OF GHUR: Honed to part the toughest Ghurish rind, this blade slips through wards and wardings as if they were wax.
Declare: Pick an enemy unit in combat with this unit to be the target.
Effect: Ward rolls cannot be made for the target for the rest of the turn. In addition, if this unit is not an OGOR unit, this unit has STRIKE-FIRST for the rest of the turn.
SPELL LORE
⚔Your Hero Phase6
BLOOD BROTH: The caster binds borrowed vigour into a scalding broth, gulped down eagerly by those about to fight.
Declare: Pick a friendly FERAL TRAIL WIZARD to cast this spell, then make a casting roll of 2D6.
Effect: Until the start of your next turn, add 1 to hit rolls for attacks made by friendly FERAL TRAIL units while they are within the caster’s combat range.
KEYWORDS
SPELL, UNLIMITED
PRAYER LORE
☀Your Hero Phase4
MEAT CURING: Salt, smoke and sacred patience knit torn flesh as surely as they preserve the harvest. A priest of the Trail dresses a wound the way they dress a carcass: slowly, and with an eye on supper.
Declare: Pick a friendly FERAL TRAIL PRIEST to chant this prayer, pick a visible friendly FERAL TRAIL unit wholly within 12" of them to be the target, then make a chanting roll of D6.
Effect: Pick 1 of the following effects:
Heal (D3) the target.
Return a number of slain models to the target with a combined Health characteristic of up to 3.
If the chanting roll was 8+, you can pick another eligible unit to be a second target and pick 1 of the effects above for it (it can be the same effect or a different one).
KEYWORDS
PRAYER, UNLIMITED
MANIFESTATION LORE
☀Your Hero Phase7
SUMMON DETRITUS DENIZEN SWARM: Every scrap serves the Feral Trail – the chittering things that follow the caravan are called up to feast on the foe.
Declare: If there is not a friendly Detritus Denizen Swarm on the battlefield, pick a friendly FERAL TRAIL WIZARD to cast this spell, then make a casting roll of 2D6.
Effect: Set up a Detritus Denizen Swarm wholly within 3" of a terrain feature that is within 12" of the caster and visible to them, and more than 9" from all enemy units.
KEYWORDS
SPELL, SUMMON
The ‘One Root, Many Stems’ ability is not used by Feral Trail Charcuteers armies, and abilities that reference it have no effect. The hangry condition has no effect on Feral Trail Charcuteers units.
88
ARMY OF RENOWN
BLAZED TRAIL CAUTERISERS
In this quick-blood realm, the gnomad communities are less coy, less cautious and increasingly blithe in the face of secrecy. Their deficit of personal ambition would earn withering rebuke from their co-denizens of Aqshy, should they waste more than a moment considering the trundling existence of the recent interlopers. In a land where two-score and ten empires may rise and fall during the lifespan of a single Ahramenthian Oak, little heed is paid to quiet folk pursuing mundane endeavours.
When you pick the GNOMAD FEASTMASTERS faction for your army, you can choose for it to be a Blazed Trail Cauterisers Army of Renown. If you do so, use the faction rules on these pages instead of the Gnomad Feastmasters faction rules. Every unit in your army must be drawn from the units listed in the roster options box opposite. All units in your army gain the BLAZED TRAIL keyword.
ROSTER OPTIONS
Yonella Lightfoot
Any Head Chef units
Up to 1 Boscage Hermit
Any STOUT units
Any DROVER units
You cannot include Regiments of Renown
BATTLE TRAITS
⚔Passive
ONE ROOT, MANY STEMS: Even in the realm of fire the network endures – thinner, hotter and crueller to those who tread on it.
Effect: Each time a friendly GNOMAD unit uses a SHOOT or FIGHT ability, for each enemy unit targeted by that ability, count the number of friendly GNOMAD units within that enemy unit’s combat range. If that number equals or exceeds any of the numbers below, the corresponding effect applies to attacks made as part of that ability that target that enemy unit. More than 1 effect can apply to a unit at the same time.
Units
Effect
2+
Add 1 to hit rolls.
3+
Add 1 to wound rolls.
4+
Add 1 to the Rend characteristic of the weapons used for those attacks.
5+
The weapons used for those attacks have Crit (Mortal).
☀Passive
WAGON-TRAIN WORKSHOPS: With no groves to shelter in, the wagons must carry every trick the trail will need.
Effect: Friendly Hollowain War-Wagon units have the ‘Murder Holes’ ability (they have the RABBLE OOMPH keyword). In addition, add 2 to the Health characteristic of friendly Hollowain War-Wagon units and friendly Gastrognome Encampment terrain features.
☀Passive
EMPTY LARDERS: Along the Blazed Trail the next meal is a rumour, and each gnomad marches on the memory of the last.
Effect: Friendly BLAZED TRAIL units are hangry unless specified otherwise.
☀Passive
OOMPH TO SPARE: Enthusiasm is the one provision the fire roads never exhaust, and the rabble carry more of it than anyone knows what to do with.
Effect: While a friendly non-RABBLE OOMPH BLAZED TRAIL unit is within the combat range of any friendly RABBLE OOMPH units, add 1 to the number of friendly GNOMAD units counted for the purposes of the ‘One Root, Many Stems’ ability when that BLAZED TRAIL unit uses a SHOOT or FIGHT ability.
☀Passive
FIRE IN THE BELLY: Volcanite soil and an empty stomach stoke the same furnace – on the Blazed Trail, luck and appetite arrive together, and neither of them waits politely to be served before the fighting starts.
Effect: While a friendly BLAZED TRAIL unit is charmed, ignore negative modifiers to hit rolls and wound rolls for that unit’s attacks and to that unit’s control score, and it has WARD (6+). While a friendly BLAZED TRAIL unit is hangry, add 1 to the number of friendly GNOMAD units counted for the purposes of the ‘One Root, Many Stems’ ability when that unit uses a SHOOT or FIGHT ability.
↗Once Per Turn (Army), Your Charge Phase
ROLLIN’ ROLLIN’ ROLLIN’: A wagon at full career does not so much deliver its passengers as loose them – the drovers hit the ground already running, and the enemy shortly after.
Declare: Pick a friendly DROVER unit that was transported this turn to be the target.
Effect: For the rest of the turn, the target can use CHARGE abilities even if it was transported this turn, but subtract 1 from the number of dice rolled when making charge rolls for the target, to a minimum of 1.
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HEROIC TRAITS (HERO only)
☀Passive
DUMB PLUCK: Courage this unconsidered is indistinguishable from luck – and every bit as catching.
Effect: If this unit charged this turn, friendly BLAZED TRAIL units are charmed while they are within this unit’s combat range.
ARTEFACTS OF POWER (HERO only)
⚔Once Per Battle, Any Combat Phase
FIRESPICE PLUG: So fierce is the spice of the Blazed Trail that a single chew sets the blood roaring.
Effect: For the rest of the turn, for the purposes of the ‘One Root, Many Stems’ ability, the number of friendly GNOMAD units counted is 5 for each enemy unit targeted by a FIGHT ability used by this unit.
SPELL LORE
⚔Your Hero Phase6
THE GREAT THIRST: Even the ground is thirsty on the Blazed Trail, and a wizard need only show it where to drink.
Declare: Pick a friendly BLAZED TRAIL WIZARD to cast this spell, pick a visible enemy unit within 12" of them to be the target, then make a casting roll of 2D6.
Effect: Roll a number of dice equal to the number of models in the target unit or the target’s Control characteristic, whichever is higher. For each 6+, inflict 1 mortal damage on the target. If the caster is charmed, inflict 1 mortal damage for each 5+ instead.
KEYWORDS
SPELL, UNLIMITED
PRAYER LORE
☀Your Hero Phase5
FULL BELLIES: The chef conjures the memory of plenty – and for a while, the memory is enough.
Declare: Pick a friendly BLAZED TRAIL PRIEST to chant this prayer, pick a visible friendly BLAZED TRAIL unit wholly within 12" of them to be the target, then make a chanting roll of D6.
Effect: Until the start of your next turn, the target is charmed instead of hangry. If the chanting roll was 10+, until the start of your next turn, each friendly BLAZED TRAIL unit wholly within 12" of the chanter is charmed instead of hangry.
KEYWORDS
PRAYER, UNLIMITED
MANIFESTATION LORE
☀Your Hero Phase7
SUMMON SPECTRAL BRIAR HEDGE: Even on the fire roads a hedge will grow where a gnomad asks it to, and it knows whom it is growing for.
Declare: If there is not a friendly Spectral Briar Hedge on the battlefield, pick a friendly BLAZED TRAIL WIZARD to cast this spell, then make a casting roll of 2D6.
Effect: Set up a Spectral Briar Hedge wholly within 12" of the caster and visible to them.
KEYWORDS
SPELL, SUMMON
“Eat breakfast like a king, lunch like a prince, and dinner like a Cauteriser.”
– Adel Dayvish, Head Chef of Brüsthallstyg-Orukkhold
The ‘Go With Your Gut’ ability is not used by Blazed Trail Cauterisers armies, and abilities that reference it have no effect.
A Hollowain War-Wagon at full career
90
An eternity had passed and Paka-Inti ruminated. Weeds had long conquered his dusty throne, snaring his desiccated limbs with reckless confidence. Still, the venerable Slann deliberated. The Geometric Tower had been built over him millennia ago, rendering him entombed in a construct of contemplation; his skinks… long since perished. Still, he cogitated. Each of the billion unreconciled remembrances ended as the last – with an uncomprehending blink.
Kroxigor Atxo-Tenz had driven the sacred moonhammer down upon the pilfering gnomad bandit, who was utterly extinguished. This, like all events, is known and is written and is irrevocable and yet… it did not come to pass. The blow struck a flask secreted under the interloper’s cap and off he scurried into the jungle apron. Luck was abundant in the World-That-Was, but in these realms it does not… it cannot exist?
– Enigma, Paka-Inti, Ages of Sigmar
REGIMENT OF RENOWN
PILFIN THE UNINVITED
Keep your friends close, runs the gnomad proverb, and your enemies at the dinner table. Pilfin has served in half the armies of the realms – learning their tempers, their tactics and their pantries against the day such knowledge is needed – and such is his talent for belonging that several hosts remain convinced he is one of them, albeit a funny-looking one.
INCLUSION
This Regiment of Renown can be included in armies from the following factions:
Cities of Sigmar
Daughters of Khaine
Fyreslayers
Hedonites of Slaanesh
Helsmiths of Hashut
Idoneth Deepkin
Kharadron Overlords
Lumineth Realm-lords
Slaves to Darkness
Stormcast Eternals
ORGANISATION
1 Halfloaf Thief
This unit uses the Halfloaf Thief warscroll, with the changes noted below.
This unit has the UNIQUE keyword.
Points: 110
If this Regiment of Renown is included in a CITIES OF SIGMAR, FYRESLAYERS, HEDONITES OF SLAANESH, HELSMITHS OF HASHUT or KHARADRON OVERLORDS army, replace this unit’s GNOMAD FEASTMASTERS keyword with that faction’s keyword.
This unit has the following ability instead of the ‘One Soil, Many Seeds’ ability on its warscroll:
ABILITIES
Once Per Battle, Your Hero Phase
A GUEST’S BLESSING: Sooner or later the Thief’s fortune rubs off on his hosts – whether they trust it or not.
Effect: Until the start of your next turn, friendly units have WARD (6+) while they are within this unit’s combat range.
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RULES REFERENCE
Gathered here are the rules a GNOMAD FEASTMASTERS player reaches for most often in the middle of a battle. Each is printed in full earlier in this book, and those pages take precedence over these summaries.
GO WITH YOUR GUT – THE MEALp.51
Once per battle, in the deployment phase before any units have been deployed, roll a D3. That meal applies for the rest of the battle.
1 Breakfast: Add 1 to run rolls and charge rolls for friendly GNOMAD units.
2 Lunch: Friendly GNOMAD units can use CHARGE and SHOOT abilities even if they used a RETREAT ability in the same turn, and no mortal damage is inflicted on them by RETREAT abilities.
3 Dinner: Add 1 to ward rolls for friendly GNOMAD units while they are charmed.
Feral Trail Charcuteers (p.87) pick the meal in the first battle round instead; it moves to the next in the sequence each battle round, and their Dinner wards well-fed units.
NAMED STATESp.51
charmed – in a Gnomad Feastmasters army, if either player takes 2 consecutive turns, every friendly GNOMAD unit is charmed for the rest of that battle round – Those Lucky Scoundrels. Feral Trail Charcuteers armies are charmed by ‘Charmed for Life’ (p.87) instead, and Blazed Trail Cauterisers armies by ‘Dumb Pluck’ and ‘Full Bellies’ (p.90). While a unit is charmed, ignore negative modifiers to hit rolls, wound rolls and control scores for it, and it has WARD (6+). Several abilities grant the state by other means, or improve the ward.
hangry – a unit with half or fewer of its starting models, or a single-model unit with damage points equal to or above half its Health characteristic. A hangry token on the unit lets both players see the +1 at a glance.
well-fed – Feral Trail Charcuteers only (p.87). Friendly FERAL TRAIL units are well-fed while they are wholly within 12" of a friendly non-OGOR GNOMAD unit and wholly within 12" of a friendly OGOR unit.
GUARDIAN TOKENSp.52
Guardian tokens are placed on non-FACTION TERRAIN terrain features. A guardian token is friendly to the player who placed it. A terrain feature can have a maximum of 3 friendly guardian tokens.
All Together Now is your main way of generating them: on a 2+ (a 1 costs the HERO D3 mortal damage), 1 token, plus 1 more for each other Place of Power that has a friendly GNOMAD HERO within 3" of it.
DEEP ROOTS – EXTRA TOKENS REMOVED
TOKENS
3 · 4 · 5
DAMAGE
3 removed
10
4 removed
5
5 removed
0
Uproot in Anger (p.52): 3 tokens off a feature return a destroyed non-HERO OLDGROWTH unit as a replacement unit wholly within 6" of it, with 10 damage points allocated.
Gnomiad Trail – Deep Roots (p.53): features hold 5 tokens; remove up to 2 extra to take 5 damage points each off the replacement unit. Spirit of Ghyran (p.69): Gnomiad Trail only.
ONE ROOT, MANY STEMSp.51
Each time a friendly GNOMAD unit uses a SHOOT or FIGHT ability, count the friendly GNOMAD units within the combat range of each enemy unit it targets.
UNITS
EFFECT
2+
Add 1 to hit rolls.
3+
Add 1 to wound rolls.
4+
Add 1 to the Rend characteristic of the weapons used for those attacks.
5+
The weapons used for those attacks have Crit (2 Hits).
Apply every effect the count reaches – more than 1 effect can apply to a unit at the same time. Count again for each enemy unit targeted.
WHAT CHANGES THE COUNT
FACTION RULES
+1The attacking unit is hangry – It’s Been a Long Day (p.51).
+1For the rest of a battle round in which either player took 2 consecutive turns – Double or Nothing (p.53).
±A unit wholly within 1" of a terrain feature or in Cover counts as being within the combat range of each enemy unit within 9" of it – Bog-Bound Misanthrope (p.53).
WARSCROLLS
±An OLDGROWTH unit within combat range counts as GNOMAD – One Forest, Many Trees (p.58).
—Effects extend to Companion weapons – One Tree, Many Branches (p.60).
+1For the FIGHT ability a Canopy Riders unit is granted – Put Up the Prey (p.65).
+1For Gryph-hound Hobelars shooting a unit the Canopy Riders are within combat range of – Foot the Quarry (p.65).
+1While another friendly RABBLE OOMPH unit is within combat range – Many Hands Make Light Work (FIGHT), Nettle Storm (SHOOT) – both p.67.
SPEARHEAD
+1The same three, reprinted – Nettle Storm (p.77), Put Up the Prey and Foot the Quarry (p.78).
PATH TO GLORY
+1While a friendly RABBLE OOMPH unit is within combat range – One Herd, Many Hooves (p.80).
−Never counts – Walks Alone (p.81).
—Effects extend to Companion weapons – Of One Mind (p.83).
5The count is 5 – A Lifetime of Miles (p.85).
+1When this unit attacks – Strength of the Swarm (p.86).
ARMIES OF RENOWN
+1A BLAZED TRAIL unit that is hangry – Fire in the Belly (p.89).
+1While a non-RABBLE OOMPH BLAZED TRAIL unit is within combat range of any friendly RABBLE OOMPH units – Oomph to Spare (p.89).
5The count is 5 – Firespice Plug (p.90).
A count set to 5 is applied before any +1. Feral Trail Charcuteers (p.88) do not use the ability; abilities that reference it have no effect.
Designer’s Note: Use actual tokens for your guardian tokens, placed on the terrain feature itself – it is the tokens on a single feature that matter when you spend them, and seeing them there saves counting twice. Keep a note of the meal you rolled beside the battlefield. Mark the charmed, well-fed and hangry states on the units themselves – hangry especially, as it changes the One Root count and your opponent should be able to see which units carry it without asking.
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93
BATTLE PROFILES
GNOMAD FEASTMASTERS
HEROES
UNIT SIZE
POINTS
REGIMENT OPTIONS
NOTES
BASE SIZE
Boscage Hermit
1
90
Any OLDGROWTH, Any DROVER, 0-1 FORAGER, 0-1 STOUT
This Hero can join an eligible regiment as a Calloused Hand.
25mm
Halfloaf Thief
1
110
Any FORAGER
This Hero can join an eligible regiment as a Calloused Hand. This unit cannot be your general.
25mm
Head Chef
1
100
Any Hawthorn Hotpot, Any DROVER, 0-1 STOUT
This Hero can join an eligible regiment as a Calloused Hand.
25mm
Mephistio Hartstock
1
150
0-1 Calloused Hand, Any GNOMAD
75 × 42mm
Owain’jax, Son of the Jade Forest
1
300
0-1 Calloused Hand, Any GNOMAD FEASTMASTERS
105 × 70mm
Trail Master on Dawnspur Wattlecrest
1
200
0-1 Calloused Hand, Any GNOMAD
105 × 70mm
Yonella Lightfoot
1
280
0-1 Calloused Hand, Any GNOMAD FEASTMASTERS
120 × 92mm
HEROES
UNIT SIZE
POINTS
REGIMENT OPTIONS
NOTES
BASE SIZE
Scourge of Aqshy Boscage Hermit
1
90
Any DROVER, Any STOUT
This Hero can join an eligible regiment as a Calloused Hand. This unit is legal for Matched Play for battles fought using the General’s Handbook 2026-27 battlepack.
25mm
UNITS
UNIT SIZE
POINTS
RELEVANT KEYWORDS
NOTES
BASE SIZE
Abstemious Scouts
10
130
FORAGER, INFANTRY
This unit cannot be reinforced.
25mm
Canopy Riders
3
140
FORAGER, CAVALRY
50mm
Drove Archers
15
100
DROVER, INFANTRY
25mm
Drove Kin
15
100
DROVER, INFANTRY
25mm
Gryph-hound Hobelars
5
120
FORAGER, CAVALRY
40mm
Hawthorn Hotpot
1
120
WAR MACHINE
50 × 25mm
Hollowain War-Wagon
1
190
STOUT, WAR MACHINE
120 × 92mm
LeyLord
1
240
OLDGROWTH, MONSTER
105 × 70mm
LeyLord Ancient
1
260
OLDGROWTH, MONSTER, WIZARD (2)
105 × 70mm
Spirit of Ghyran
1
340
OLDGROWTH, MONSTER
This unit can only be included in an army that has the Gnomiad Trail battle formation.
105 × 70mm
Trencher Proudfeet
5
130
STOUT, CAVALRY
60 × 35mm
UNITS
UNIT SIZE
POINTS
RELEVANT KEYWORDS
NOTES
BASE SIZE
Scourge of Aqshy Drove Kin
15
100
DROVER, INFANTRY
This unit is legal for Matched Play for battles fought using the General’s Handbook 2026-27 battlepack.
25mm
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BATTLE PROFILES
GNOMAD FEASTMASTERS
TYPE
NAME
POINTS
NOTES
Battle Formation
Gnomiad Trail
0
Faction Pack: Gnomad Feastmasters
Battle Formation
Reckless Trekkers
0
Faction Pack: Gnomad Feastmasters
Battle Formation
Shimmering Trail
0
Faction Pack: Gnomad Feastmasters
Battle Formation
Soulwake Herders
0
Faction Pack: Gnomad Feastmasters
Heroic Trait
Prized Paunch
0
Faction Pack: Gnomad Feastmasters
Heroic Trait
Bog-Bound Misanthrope
0
Faction Pack: Gnomad Feastmasters
Heroic Trait
Living Herbarium
0
Faction Pack: Gnomad Feastmasters
Heroic Trait
Stove Stubborn
0
Scourge of Aqshy
Heroic Trait
Trail Blazer
0
Scourge of Aqshy
Heroic Trait
Slow Simmer
0
Scourge of Aqshy
Condiment of War (Artefact)
Nullbark Shield
0
Faction Pack: Gnomad Feastmasters
Condiment of War (Artefact)
Boffo’s Gastrognomicon
0
Faction Pack: Gnomad Feastmasters
Condiment of War (Artefact)
Trophy Tooth
0
Faction Pack: Gnomad Feastmasters
Condiment of War (Artefact)
Stonebane Root Sash
0
Scourge of Aqshy
Condiment of War (Artefact)
Hanyas, Aqshy Fire Spice
0
Scourge of Aqshy
Condiment of War (Artefact)
Nico’s Sightseeing Ring
0
Scourge of Aqshy
Monstrous Trait
Short Flight
0
Faction Pack: Gnomad Feastmasters
Monstrous Trait
Ruffled Feathers
0
Faction Pack: Gnomad Feastmasters
Monstrous Trait
Thick Blood
0
Faction Pack: Gnomad Feastmasters
Gnomadic Tinker
Dissidence Hives
0
Faction Pack: Gnomad Feastmasters
Gnomadic Tinker
Ghyranite Conduit
0
Faction Pack: Gnomad Feastmasters
Gnomadic Tinker
Murder Holes
0
Faction Pack: Gnomad Feastmasters
Spell Lore
The Lore of Terraforma
0
Faction Pack: Gnomad Feastmasters
Prayer Lore
Copious Consumption
0
Faction Pack: Gnomad Feastmasters
Manifestation Lore
Caretakers of the Trail
0
Faction Pack: Gnomad Feastmasters
Faction Terrain
Gastrognome Encampment
0
Faction Pack: Gnomad Feastmasters
ORDER REGIMENTS
UNIT SUMMARY
POINTS
NOTES
Pilfin the Uninvited
1 Halfloaf Thief
110
This Regiment of Renown can be included in the following factions:
Cities of Sigmar, Daughters of Khaine, Fyreslayers, Hedonites of Slaanesh, Helsmiths of Hashut, Idoneth Deepkin, Kharadron Overlords, Lumineth Realm-lords, Slaves to Darkness, Stormcast Eternals.
REGIMENTS OF RENOWN – AVAILABILITY
GNOMAD FEASTMASTERS armies can include the following Regiments of Renown: Bundo Whalebiter, Drekki’s Privateers, Fjori’s Flamebearers, Gotrek Gurnisson, The Blacktalons, The Saviours of Cinderfall, Ven Denst’s Hounds.
Designer’s Note: Still here? Blimey. Thank you for your time – now, do you have the stomach for some designer’s commentary?

The Gnomad Feastmasters began, as many questionable hobby projects do, with me deciding that I should probably prove a point to myself.

I have played Age of Sigmar competitively for many years, and competitive players are rarely short of opinions about balance. Whenever a new battletome appears there are inevitably discussions about what is too strong, what is too weak and what on earth the designers were thinking. I have always tried to form my own opinions from a position of strength – or at least from somewhere slightly sturdier than the nearest soapbox – so I decided to find out how difficult it actually was to design and balance an army of my own.

The intention was never to create the strongest faction on the table. Quite the opposite. Because the gnomads were unofficial, I wanted them to sit towards the lower end of the power scale. If somebody kindly agreed to play against my homemade army and then spent three hours being flattened by rules I had written myself, neither of us would be rushing to arrange a rematch. The exercise was supposed to teach me something about balance, not prove that I could give halflings a 2+ ward and call it “flavour”.

Just as important was making the lore feel as though the gnomads genuinely belonged in the Mortal Realms. The halflings of the World-That-Was were wonderfully unserious, but Age of Sigmar is a harsher and more mature setting. Simply dropping them into Ghyran with a pie and a frying pan did not feel right. I wanted to carry their warmth, appetite and humour forward while giving them a genuine purpose and a plausible reason to have survived in such a hostile universe.

The answer? Why, magical hidden Trails, of course.

The basic direction and world-building behind the gnomads was mine, but the original tome was very much a collaborative effort. Much of its lore was written by others working from the ideas, themes and direction I provided, while the narrative stories were also contributed by other writers. Their words gave the gnomads considerably more character than I could ever have managed alone, and I am enormously grateful to everyone who helped turn a strange little army idea into something that hopefully feels like a people with a history.

For this fourth-edition version, I wanted to bring the gnomads fully up to date in both lore and rules, without leaning quite so heavily on the folk who had already given so much of their time and talent to the original project. The continued development of the Trails, and the new journeys into Shyish and Hysh, grew out of that process.

Perhaps the biggest surprise of the entire project was how much I enjoyed that part.

Before the gnomads, narrative play held very little interest for me. I approached Age of Sigmar primarily as a competitive game, and originally the lore existed mainly because an army book was supposed to have some. Somewhere along the way that completely changed. Rules began suggesting stories, but just as importantly the stories began suggesting rules. A unit’s battlefield role could tell me something about how gnomads lived, while a piece of lore about how they survived or travelled could suddenly suggest an ability that felt obvious once it existed.

I came to realise that without the lore, artwork and models, rules are ultimately just text on a page. A +1 here or a re-roll there means very little by itself. It becomes meaningful when you understand why that little gnomad is helping the one beside them, what they are protecting and why they are prepared to stand in front of something five times their size. The rules give the lore something to do on the tabletop, and the lore gives the rules a reason to exist. I had been underestimating the importance of this for many a year.

Mechanically, the army was inspired by Slivers from Magic: The Gathering. Slivers are individually unimpressive creatures that become increasingly dangerous as more of them arrive, each strengthening the others. That felt perfect for the gnomads. In a setting full of enormous monsters, immortal warriors and things carrying enough skulls to constitute a structural hazard, a gnomad should not be particularly terrifying alone. Their strength comes from

95

community. They survive because they cooperate, support one another and make the whole caravan greater than the sum of its rather short parts.

The hidden Trails also solved an important lore problem: if these people had supposedly existed all along, why had nobody ever mentioned them? The answer was simple – almost nobody could see them. Their magical pathways allowed the gnomads to exist alongside the wider Age of Sigmar setting without requiring established lore to suddenly acknowledge an entire civilisation that had apparently been standing just off-camera for several centuries.

Aesthetically, I wanted the tome itself to feel like a journey. As you travel through the lore, the decoration follows the different Trails and environments of the Mortal Realms. The scenic borders alternate from one side of the page to the other so that the Trail appears to wind onwards around the text, hopefully giving the impression that you are travelling alongside the gnomads rather than simply reading about them.

This book is the fourth-edition rewrite of the Gnomad Feastmasters. The original was created for third edition around four years ago and can still be found with a quick Google if you fancy seeing where all this nonsense began. I probably would have left it there, but a few people who remembered the original started asking what the future held for the gnomads.

Apparently that was all the encouragement I needed to make the same mistake twice.

Three months and well over two hundred hours later, here we are.

I am quite the Napoleon Dynamite: I have no formal art skills, no writing skills and no particular computer or graphic-design skills either. Consequently, almost every part of assembling this tome took me considerably longer than it had any right to. There has been an inordinate amount of trial, error, resizing, rewriting, editing and staring at layouts wondering why something had mysteriously moved three millimetres to the left. I have learned a great deal along the way, although some lessons were simply new and exciting ways to swear at a computer screen and myself.

The greatest lesson, however, was the one I originally set out to learn: balancing a battletome is no easy task at all. Every rule interacts with another rule, every change pleases one player and irritates another, and sometimes the difference between “interesting” and “obnoxious” is a single number.

I genuinely have no idea whether I achieved my original goal of keeping the gnomads comfortably towards the lower end of the power curve. What I do know is that, together with the people who contributed to this strange project over the years, I have helped create far more than I thought I was capable of and learned far more than I expected along the way.

I had originally planned to follow the gnomads along every Trail, including journeys through Chamon, Ulgu and Azyr. With fifth edition looming and apparently preparing to blow sizeable portions of the Mortal Realms to pieces, I may never get the opportunity to explore them all. Still, if I can summon the energy – and perhaps a sufficiently large pot of tea – I would very much like to update the gnomads for whatever befalls the realms next.

Bravo, too, to Games Workshop’s rules writers. They probably receive far more criticism than praise, and having now wrestled with an unofficial battletome of my own, I have at least a tiny glimpse of how difficult their job must be. Balancing dozens of units, abilities and interactions while also making an army distinctive, thematic and enjoyable for players on both sides of the table is an extraordinarily difficult task.

I started this project partly because I wanted my own opinions about game balance to come from a better-informed place; I finish it with considerably more appreciation for the people who have to make those decisions for real. Whatever disagreements I may occasionally have with a rule or a points value, I am genuinely grateful for their work and for all the ways it has helped me enjoy this hobby over the years.

The last word, though, belongs to everyone who helped write, shape, encourage, playtest or simply tolerate the original Gnomad Feastmasters project. This tome may carry my name as its designer, but the gnomads have never been the work of one person.

Which, considering their entire philosophy is that they are stronger together, seems rather appropriate.

Enjoy yourself – Dazza x

96
Along the hidden Trails of Ghyran travel the Gnomad Feastmasters – a folk of wagons and cook-fires, of war-cockerels and stubborn ibex, who would sooner share a meal than a battlefield, and who fight all the fiercer when denied the choice. They are small, and they are many, and they have never once forgotten that they are stronger together.
An unofficial battletome for the fourth edition of Warhammer Age of Sigmar, made by hobbyists for hobbyists. This 96-page book contains:
Background, art and fiction exploring the hidden folk, their five Trails and the perennial banquet
A description of each of their units, along with photography and artwork
Faction rules including battle traits, battle formations, heroic traits, artefacts of power, monstrous traits, Gnomadic Tinkers, and spell, prayer and manifestation lores
22 warscrolls, covering every unit, manifestation and faction terrain
A Spearhead guide for the Forager’s Feyt, with its own warscrolls and army abilities
Narrative Path to Glory rules, including the Anvil of Apotheosis
Battle profiles, a handy rules reference and the designer’s commentary
Rules for 2 thematic Armies of Renown, and a Regiment of Renown that can be added to other armies
A lot of love
The Gnomad Feastmasters army arrayed on the cobbles
UNOFFICIAL ORDER BATTLETOME
GNOMAD FEASTMASTERS
Produced by Gnomes Workshop · First published 2026 · Not for sale
This is an unofficial, non-commercial work made by hobbyists for hobbyists. It is not produced by, endorsed by or affiliated with Games Workshop Limited. Warhammer, Warhammer Age of Sigmar, Battletome and all associated marks are ® or ™ and/or © Games Workshop Limited. Used without permission; no challenge to their status is intended.