22 Mar 2026

Behind the Scenes

From the Black Desk, A Season of Work on Warhost

It’s been a busy season behind the scenes, so I wanted to bring everything together. In recent months, much of my free time has gone into Warhost, some visible work and some foundational, but all contributing to shaping the game, its setting, and its future. 

Warhost continues to expand in both scope and ambition, and much of what I have been doing involves turning a collection of ideas into something more structured, more coherent, and ultimately more practical for the tabletop.

Building the World

A significant portion of this season’s work has focused on clarifying and establishing the setting. 

One of the key achievements has been defining the Age of Fractured Crowns as the current time period for Warhost. This has helped give the game a stronger sense of place and purpose. Instead of merely having a fantasy backdrop, the world now feels much more rooted in a specific moment, an age shaped by broken kingdoms, old wounds, contested authority, and the ongoing struggle for survival.

The Human Kingdoms have become more distinct in their identities, tensions, and roles in the world, enhancing the setting’s politics and cultures. This, in turn, underpins the tabletop conflicts with warriors and realms, each with its own motives and divisions.

Work has also involved creating characters who help bring this age to life. Figures such as Saelwen Aelarith, daughter of Lady Aelaris Saelanth, and Rider-Kaptain Harlec Stone-Eye, leader of the Broken Warhost of Byland, have helped give the setting a more personal face. These are the kinds of characters who embody the tone of Warhost as it is taking shape: marked by loss, defined by endurance, and still willing to fight on in a fractured world.

The Chronicles of the Circle has now settled into its role as the backbone of the world, giving me a place to steadily build out the lore in a way that feels deliberate rather than rushed. The structure is now locked, with a clear twelve-part arc that moves from the foundations of the world through to its more mysterious and dangerous edges. Getting that shape in place has been an important step, as it gives the setting a framework I can confidently keep building on.

Expanding Warhost

Much of this season’s work has focused on exploring how to expand Warhost in a way that benefits players and supports the setting’s ongoing development. 

As I mentioned earlier, one of my main priorities is Fractured Crowns. It allows me to deepen the lore and background of the current age significantly, while also helping define the people, places, and conflicts behind the tabletop game. If it continues to grow at the current pace, it’s clear that Fractured Crowns could become a very valuable Warhost sourcebook.

I’m also developing scenario tools, generators, and materials to help players craft their own stories within the setting. The aim: when you place a Warhost on the table, it should feel like it belongs to this world.

As that work progresses, I will continue to provide valuable sections for download via the Warhost blog, ensuring a consistent stream of material for players to use in their games.

Miniatures, Artwork, and Production

Of course, a season of work on Warhost does not end with world-building. 

Paul, Marco, and I are continuing to expand the range, including new command sets, characters, and supporting artwork. Meanwhile, I have been writing detailed briefs to ensure that everything, from armour and weapons to pose and silhouette, accurately reflects the tone and identity of the setting. 

Paul has also been finishing the Dwarf range, which will soon be ready and will introduce a whole new faction to Warhost. This marks an important step forward for the game, both in terms of the miniatures range itself and in broadening the world on the tabletop.

The heraldry of the Seven Kingdoms has now been finalised, marking an important step towards giving the Human Kingdoms a stronger, more consistent visual identity. These details matter. They help make the world feel connected and ensure that each force appears to belong to a living setting rather than a scattered collection of ideas. 

On the production side, I have also been considering the practicalities of expanding the range. This includes carefully examining the realities of plastic tooling and whether it would even be feasible. Some of this work is underway now, while other parts are foundational for what comes next, but it is all part of building Warhost for the long term.

Looking Ahead

Where this leaves Warhost now is in a much stronger position than it was just a few months ago.

This season of work has helped align many moving parts. Fractured Crowns now feels like a proper home for the game. The Human Kingdoms are better defined. Key characters are emerging, making the setting feel more grounded. The recent new releases to the range demonstrate tangible progress.

There is still much to do, but it feels like everything is now moving in the same direction.

If you haven't visited the Warhost website yet, now is a great time to do so. There is plenty happening, and it is the best place to keep up with the range, the rules, and the wider world as it continues to grow. You can also join the Warhost Facebook group and follow the recently created Warhost page to stay informed with news, previews, and what the community is doing with the game. And if you fancy playing a game and do not mind making the trip, we meet once a month at our Nottinghamshire club to play both Warhost and The Barons’ War. It is always a good day of gaming, and new faces are very welcome.

As always, thank you for following along, for the feedback, and for the support. It genuinely makes a difference, and it is a big part of what keeps this project moving forward.

Back to the desk*.

*The Black Desk
The Black Desk was given to me by my wife when my study was first made ready. It is an old desk, carefully restored and painted black, blackened not by dragon fire, but by design, chosen to belong to that room and the quiet mischief worked there. Whatever its earlier labours, it now bears the shaping of rules, the naming of heroes, and the memory of long campaigns, and seems content with the arrangement.

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