Warcrow: The Miniature Game Core Book

Warcrow March Madness Continues!

The world of miniature wargaming has never been more competitive than it is right now in 2025. New contenders enter the battlefield every year, each vying for a place on our war tables. Warcrow, the latest tactical skirmish game from renowned miniature maker Corvus Belli, already a veteran of the business, is eager to carve out a new niche in this ever-expanding hobby in the realm of fantasy.

As part of Warcrow March Madness, I will do a massive, three-part deep-dive review of Warcrow, including this first part focused on the lore of the game.

Lore for me personally, is one of the most important elements of a good miniature game. I can forgive weak miniatures, I can even forgive weak gameplay to a certain point, but if you don’t have good lore, the other two will not save you. This is why starting with the lore book when reviewing Warcrow is such a fundamentally critical part of this review and of the process of adopting a new miniature game for me.

Each of the three pillars of a good miniature game (Lore, Miniatures, Gameplay) will receive its own dedicated section in the review and individual scores, culminating in a final verdict in the final conclusive article.

We begin with the lore—focusing on the core rulebook, not for its mechanics (we will cover that during the gameplay section), but for the worldbuilding, themes, and storytelling that supplements the game. Then, in part II, we will have a look at the miniatures (hobby) and components of the game. I’ll dive into the miniatures themselves—scrutinizing the quality, artistry, and overall build-and-paint experience. Finally, we (my gaming club and I) will put the gameplay to the test, running Warcrow through its paces to see how it fares in the vast and competitive ocean of miniature wargaming.

A new game, a fresh challenge—let’s get to it.

First Impressions

When my package from Corvus Belli arrived, one thing immediately stood out—the Warcrow core rulebook. I knew that lore would be the first and perhaps the most important pillar of this review, so seeing a big centerpiece like this was a positive sign. If I was going to get excited about this game, the setting needed to hook me from the start. Lore isn’t just important—it’s the beating heart of a great wargame and frankly, it’s a deal breaker with me when it comes to the long-term adoption of a miniature game, a game must succeed here! The best way to deliver it? A hefty, art-laden, glossy tome that sparks the imagination and makes you want to dive in is a pretty good start.

I’ve always been upfront about why I love Warhammer 40k. It’s not because of the rules, but because of the rich, sprawling universe behind it. 40k thrives on its lore—its epic backstory, its deep history, and the sheer volume of high-quality books that fuel the experience. Without them, I doubt I’d ever have picked up a single model. In many ways, the stories behind the game, are the real game. They create the emotional investment that keeps me coming back for more.

My friends and I are already playing the Warcrow Adventure Game so I had already become a little familiar with the setting before I started looking into Warcrow the miniature game.

So when I cracked open the Warcrow core rulebook and saw Corvus Belli making this massive effort and commitment to worldbuilding, I was immediately excited and impressed. This book isn’t just a rulebook—it’s an invitation into a new world.

In a word, Warcrow had me at hello. More specifically, at…

“Lindwurm is being ripped apart.”

Art, Layout, and Content

Before we dive into the substance of this book, let’s take a moment to appreciate its presentation—because Warcrow’s core rulebook wasn’t written to be a manual; its purpose is a starting point to a grander, lore-driven experience.

From cover to cover, this book is a visual feast. The art direction is immersive and consistent, blending stunning art, and painted miniatures with richly detailed maps that breathe life into this imagined world. This is a fully realized setting book. While its primary focus is on factions, militaries, and the conflicts that define them (as expected for a miniature wargame), it also sneaks in the kind of deep world-building that could just as easily serve as the foundation for an RPG.

And that’s where Warcrow sets itself apart from previous fantasy war game efforts my group has tried. This book isn’t just for tabletop generals—it’s a lore reference brimming with answers to the kinds of world-building questions that storytellers, story lovers and role-players crave. Who holds power? What organizations shape each faction? Who are the famous heroes? How does the justice system work in this world? While not all of this information is necessary for the battlefield, it enriches the setting, making it feel like more than just a backdrop for wargaming—it feels like a living, breathing world with room to grow.

More importantly, it shows that Corvus Belli understands its audience and perhaps better to say, their responsibility to their audience. Miniature wargamers and role-players don’t just overlap—they’re often one and the same. The best tabletop settings thrive when they invite players to engage beyond the battlefield, and Warcrow does just that. Case in point: Warcrow: The Adventure Game is already out (which my group is currently exploring), and I wouldn’t be surprised if a full-fledged RPG set in this universe is under discussion. This book feels like the first step in something much bigger—perhaps even a world that will expand with novels, army books, and more.

Having nice art in a lore book for a miniature game is great, but what we want to see is the miniatures and Corvus Belli has done a great job of maximizing this approach in the book. You can say whatever you like about the game, the books, and the setting, but there is no way you can look at minis like this and not be blown away. They are stunning!

It’s also worth noting that the actual rules of the game only take up about 60 pages of this 360+ page book. And for those who just want the rules? They’re available online for free (HERE). That alone deserves a round of applause. Corvus Belli clearly understands the difference between simply publishing a miniature game and crafting a miniature game experience. Yes, we need free, accessible rules, the obvious is obvious—but we also need this.

This book is a love letter to Warcrow’s world, a statement of intent that this setting is here to stay. And honestly? That’s exactly what I want from a game like this. In fact, I would go so far as to say that if you want to capture a miniature war gaming audience that predominantly cut its teeth on 40+ years of Games Workshop products like Warhammer 40k, Warhammer Old World, and Warhammer: Age of Sigmar, doing it this way is a requirement. It’s a fantastic way to kick off a miniature war game.

The Battlefield Connection

One common criticism that I have with many miniature games and one I thought I was going to have to make with Warcrow is the lack of meaningful, lore-driven battle scenarios. In Warcrow the core book offers only three general scenarios (Take Positions, Consolidated Progress, and Fog of Death), but this is misleading and acts only as a small sample of what is possible and what is intended for the game. You have to explore beyond this book to get that understanding, so I will say it probably would have been a good idea to be more explicit about this intention in the core book.

I was, and you will be too, pleasantly surprised after opening the Winds of the North starter box that inside was an introductory booklet with a story-driven mini-campaign. The introductory set offers a 3-part battle scenario in which the two armies (The Hegemony of Embersig and The Northern Tribes) fight it out using story-inspired battles with unique objectives, mechanics, and even post-game stories. This was an awesome indicator of not only what we can expect from Warcrow so far as battle scenarios go hinting to potential campaigns or scenario books, but also what is possible within this design space. It’s exactly what I wanted to find within the pages of the core book and while it wasn’t there I was glad to see that Corvus Belli understood that something like this was needed. I can’t wait to try these scenarios and I can’t wait to see what Corvus Belli comes up with in future releases!

Seeing Warcrow take this approach and make it a standard part of the game is music to my ears!

When a miniature game lacks granularity in the types of battle scenarios and dynamics in battle scenarios available, the result is that you end up having a great introduction to the game as a sort of demo or learning-to-play experience, but once you dive deeper into the game, you find diverse experiences are absent. Shatterpoint is a prime example of this, if you have played it 3-4 times, you have seen everything you’re going to see as far as battle scenarios go, there just isn’t much to explore. It gets boring fast and good mechanics aren’t going to save you from that!

Factions

A great miniature wargame lives and dies by the strength of its factions. The best ones offer a diverse range of playstyles, ensuring that every player can find a faction that resonates with them—one that becomes their battlefield identity. There is a lot more to it than that of course, but generally speaking, most players are going to pick a faction based on aesthetic and lore.

In Warcrow, choosing your faction is both an exciting and difficult decision. Your choice isn’t just about gameplay (perhaps not at all)—it’s about theme, aesthetics, miniatures, and lore, all of which the book explores in meticulous detail. Corvus Belli has done an excellent job of fleshing out each faction, providing players with rich descriptions that make it easy to discern the different sides. And with multiple compelling factions to choose from, there’s something here for everyone.

What truly sets Warcrow apart in my opinion is the sheer depth and richness of its faction lore. These aren’t just generic fantasy archetypes or brief write-ups—each faction is a fully realized nation with its own culture, history, and agenda. And notably, every single one of them has a grudge against someone else, ensuring that Warcrow is a powder keg of conflict waiting to ignite, fuel for building stories around your Warcrow matches. Even within a faction, there is potential for civil war stories and internal strife.

At the same time, Warcrow leaves plenty of space for creative players to put their own spin on things. The writing doesn’t just present rigid lore—it invites expansion, making room for homebrew sub-factions, personal interpretations, and player-driven storytelling. It’s reminiscent of Warhammer 40K’s Space Marine chapters—what’s in the book is just the beginning. The real potential lies in what player’s imaginations bring to the table. The writing even drops subtle hints and unanswered questions, suggesting that there’s more to this world than what’s on the page. I would imagine it as a way to set up for either future factions or sub-factions they might release later.

The Warcrow Adventure game has given us some advanced insight into the miniatures for all the factions, it’s clear from both the advertisement art and the cartoon style of the miniatures that the intent is for them to be bright and colorful, rather than grimdark. I love the look, but I have to admit, I’m a bit intimidated by the prospect of painting these miniatures.

I initially considered doing a detailed write-up of each faction’s lore, but after drafting one, I realized something: it felt like a terrible spoiler. A huge part of this book’s magic is the discovery of the lore—that feeling of unraveling a world piece by piece through a great read. So instead, I’ll keep things reasonably vague and focus on each faction’s aesthetic appeal, leaving the deeper mysteries for you to uncover yourself.

What I will say is this: Warcrow delivers a flawless execution of a lore book. I devoured every inch of it, and I do not doubt that any fantasy fan will fall in love with this world. It’s a fabulous read from cover to cover, deep with potential for further exploration.

Is It a Generic Fantasy?

I want to address a common criticism I’ve encountered in the course of my research of this game. Many comments proclaim Lindwurm a “generic fantasy.”

I simultaneously agree and wholeheartedly disagree. It’s evident that the creators of this setting understand the delicate balance required in fantasy world-building: adhering to certain tropes to maintain familiarity without veering into the realm of the overly bizarre. Tropes and clichés serve as foundational elements in this fantasy, providing an essential aesthetic that resonates with audiences and some solid footing so that the fantasy does not transition to silliness. The inclusion of classic archetypes like Elves, Dwarves, and Orcs doesn’t render a world generic; rather, it demonstrates an understanding of the genre’s core appeal. Omitting these elements could alienate fans who seek the comfort of these familiar motifs—a fact consistently evidenced since Tolkien’s creation of Middle-earth. I for one am glad that Corvus Belli understood this about their audience and worked within the confines of expectations. It does however make it easy to simply say, yes, there are Elves, Dwarves, and Orcs, it most certainly is a Tolkenisque, traditional fantasy world. But is it generic?

I’m a bit traumatized after my experience with Runewars, a fantasy miniature game that was released back in 2017. I was equally excited about that game, but where Runewars failed catastrophically was in the presentation of the world. It was also described by most reviewers as an uninspired and “generic fantasy” and arguably one of the key reasons the game failed to take off.

We have seen how some fantasy settings try to distinguish themselves and stray from the norms, Age of Sigmar immediately comes to mind where there is so much bizarre stuff, I find it disconnects me from the setting, leaving it, despite all of the creativity written into it, rather flat and uninspired in the arena of lore. There is fantasy and then there is Gonzo. Perhaps that is unfair, perhaps expanding the premise of fantasy beyond Tolkien’s tropes is something we should see more of, but the reality is that writers and games do this all the time. You haven’t heard of them, because they haven’t been successful which underlines the reality that in the absence of these established tropes lays obscurity. If you want to make a successful miniature game, you have to understand how this works and I’m glad that Corvus Belli did, even if it does come off as a bit generic sometimes.

That said, Warcrow fantasy puts a twist on just about everything bucking expectations and even traditions in a few places just enough to make it interesting. These factions while representing familiar aesthetics are anything but predictable or generic in my opinion. The Northern Tribes for example might look like typical D&D Orcs, but they are neither evil, savage or cruel. They are in fact free thinkers, just, honest, and honorable. This doesn’t mean the trope is broken outright, but clearly, the writers understand that when you create a new setting there is a difference between breaking expectation and smashing it for smashing its sake. There is a kind of respect for established fantasy in the writing, one might argue it is a miniature game setting written by fantasy fans for fantasy fans. As a whole, it just feels good to read.

I would argue – generic? -no, familiar? – yes

The Hegemony of Embersig

The Hegemony of Embersig is an army of diversity and it endeavors to be a versatile and adaptable faction, a sort of jack of all trades but master of none.

The Hegemony of Embersig marches under the black and gold banners of the Black Legion—the ironclad military arm of the Hegemony and the force you’ll command on the battlefield if you choose this faction. This army is a fascinating fusion of Human, Elven, and Dwarven influences, offering a rich, multicultural aesthetic that stands apart from more homogenous factions.

Visually, the Hegemony’s army strikes a perfect balance between industrial grit and old-world grandeur. Imagine a touch of steampunk woven into a tapestry of imperial and Victorian-era design—something that immediately reminded me of Dishonored (a classic PC game). It’s a look that feels both refined and battle-worn, familiar yet original.

I think I would best describe the Hegemony as a sort of new expansionist empire trying to find its legs forming from three different troubled cultures. It’s a cool concept and I think it works well in the confines of the history of Lindwurm, making it a faction ripe for conflict and a perfect fit for a war game.

The Hegemony is one of the two factions featured in the Winds From The North two-player starter set, which serves as the foundation for this review. While I have only peeked behind the curtain at this point (quite intentionally), the faction’s art, lore, and overall vibe already have me hooked. If I sound a bit biased, well… it’s probably because I am, I’m fairly sure this is going to be the faction I paint.

Aesthetically, this faction is a winner, and I think it’s a brilliant choice for a starter army. The black and gold color scheme is striking, I expect easy to paint, and will look fantastic on the tabletop—what more could you ask for?

The Northern Tribes

The Northern Tribes look to be all about getting into melee combat and bringing the pain, likely sacrificing its defense in the process. A cliche it might be, but it will suit a lot of players, especially those who just want to get down to the business of chucking dice and dealing damage!

The second faction in the Winds From The North two-player starter set, the Northern Tribes, is essentially the game’s “Orc faction.”

Complaints about the inclusion of generic fantasy tropes aside, Warcrow nails it with the Northern Tribes, aka, the Orc Army. Their aesthetic is a fantastic blend of Viking and savage barbarian influences, which feels like a natural place for Orcs. But instead of the usual grim, muddy tones, these warriors burst with color—serene blues and greens that evoke a sense of wild beauty. It’s a visual style that clearly pulls inspiration from beloved franchises like World of Warcraft while still bringing in fresh, original ideas, like the fearsome skin-changers.

These Orcs don’t just look strong; they feel like brutal, larger-than-life warriors bred for war. Massive weapons, thick pelts, and bone-laden armor make them stand out on the battlefield, and I’m practically biting my tongue trying not to gush over their lore. The write-up on the Northern Tribes was so good, that I read it twice, they are Orcs, but these are not Orcs you might assume they are from the pictures. There is depth to this culture and to their ambitions. In a sense, one might read this lore and fully conclude convincingly that these are the good guys!

This faction looks like it will be an aggressive, in-your-face force and it’s easy to see why they were chosen as one of the flagship forces for the starter set. You always need a nice, strong, melee faction in every miniature game and it’s a good call to include it in the starter set, as I find the traditional “beat ’em up” faction is popular with miniature war gamers.

The Syenann

If you are interested in running the Syennan, you won’t have to wait long as this faction is currently being released and will be available for purchase any day now.

The Sÿenann is the quintessential wood elf faction in Warcrow, deeply connected to nature and embodying classic archetypes like Rangers and Druids. Renowned for their speed and agility, they are described as “the most lethal warriors in all of Lindwurm.”

Their aesthetic features nature-inspired elements, with deep greens, browns and subtle yellows, complemented by unique natural enhancements such as wings, elaborate cloaks, and a nature-infused magical aesthetic with minimalistic attire. The faction boasts a deep connection to magic as one might expect from an elf faction, so I think it’s reasonable to expect to see some serious spell-casting and trickery out of these guys.

The faction is organized into sub-factions or lineages, suggesting the potential for unique color schemes and specialized units in the future, including several distinct leaders representing these groups. As the faction develops, I anticipate that their forces will incorporate beasts of the natural world into their army, but that is just my prediction and maybe a subtle hint for Corvus Bellii! Reflecting the intrinsic connection between nature and the animal kingdom in fantasy settings, the Syenann so very obviously fit this troupe and I hope they don’t attempt to break expectations here, we want this… we need this, give me an elf riding a bear or something bad-ass like that!

While details are trickling out about this pending release, it’s plausible to expect the Sÿenann to excel in archery, emphasizing fast movement, effective ranged attacks, and guerrilla tactics based on the lore and the imagery. While their design and lore make them another staple fantasy troupe, like all of the other factions in Warcrow, many twists and turns in their lore make them substantially more interesting than just “The Wood Elves” of Warcrow, despite their clear role as such.

Scions of Yaldabaoth

Every miniature game needs an indisputable bad guy faction and Scions of Yaldabaoth are that and much more. The miniatures are already available if you are playing the Warcrow Adventure game and it’s expected the factions-faction cards are coming soon.

Once the proud rulers of an elven empire that dominated Lindrum, the Scions of Yaldabaoth have clawed their way back from the brink of oblivion. Crushed, broken, and thought long dead, they rise from the ashes—not as saviors, but as nightmares. Fueled by dark sorcery and the whispers of ancient, forbidden power, they seek not just vengeance but total domination. If Warcrow has a true villain faction, the Scions wear that mantle with pride.

But they are far more than just the “evil” faction. Like the Hegemony, the Scions of Yaldabaoth are a diverse and terrifying force, a grotesque coalition of corrupted beings. Their ranks twist and contort with fallen Elves, enslaved Orcs, tormented Goblins, and all manner of unspeakable monstrosities—some once-living, others barely clinging to existence, and many more that defy classification altogether. This is not just a horde of the undead; it is a nightmarish carnival of the damned.

For anyone claiming Warcrow is just another generic fantasy wargame, the Scions stand as a defiant counterpoint. Their aesthetic, lore, and sheer thematic weight make them one of the most unique factions in the game. They are deeply entwined with The Fog, a pervasive, malevolent force that both fuels their dark magic and looms over the entire setting of Lindrum. It is corruption, it is power, and it is mystery—a force that will almost certainly shape the unfolding narrative of Warcrow in ways we have yet to fully comprehend.

As for how they will play? That remains to be seen in full, but the hints we’ve gathered so far suggest a force defined by overwhelming magical prowess, devastating monstrous units, and an endless tide of nightmarish minions. Expect to see elite, supernatural warriors commanding swarms of skeletons, cursed beings, and abominations drawn from the depths of The Fog itself.

Like all Warcrow factions, the Scions offer rich opportunities for sub-factions, specialized warbands, and legendary figures. We’ve already met some of their most terrifying champions in the Warcrow Adventures board game, where they serve as the primary antagonists in the core campaign. If that’s any indication of what’s to come, this faction is going to be an absolute force to be reckoned with.

And the miniatures? Simply stunning. One of our group members has already begun painting his Scions warband, and it would be an outright crime not to showcase his work. Expect to see these horrors hitting the tabletop soon—and expect them to leave a lasting mark on the battlefield.

For fans of dark fantasy, villainous armies, and eldritch corruption, the Scions of Yaldabaoth are shaping up to be the faction to watch.

Feudom

When it comes to fantasy worlds, there are unspoken rules to follow and one of them is that you need to have a standard, human, medieval kingdom faction. Generic? Boring? Predictable? Maybe, but I would argue necessary.

Among the factions of Warcrow, Feudom remains the most enigmatic—less shrouded in mystery than simply lacking in revealed details. Yet from what we can gather from the lore, Feudom stands as the quintessential Empire of Man faction. Chivalry, faith, and the rigid order of medieval society define their place in Lindrum. If Feudom had an aesthetic, it would be one of polished steel, pristine banners, and the unwavering march of soldiers into battle.

Of all the factions, Feudom is the one most often criticized for being “generic,” and while I understand the sentiment, I’d argue that a knight riding a griffon is hardly mundane. That said, there’s no denying that at first glance, the faction leans heavily into well-trodden fantasy tropes. Heavily armored warriors, noble lords, and battle-proud clerics wielding the authority of the divine—these are the standard bearers of classic fantasy. If you were to take their miniatures and place them alongside knights from any number of wargames, you might struggle to tell the difference were it not for the outstanding quality of Warcrow models.

That said, Feudom’s strength may lie not in its originality, but in its execution. The faction’s design isn’t about breaking the mold—it’s about perfecting it. The models exude refinement, with dynamic action poses that breathe life into what could have been just another row of stoic warriors. Where other factions revel in corruption, sorcery, or monstrous excess, Feudom stands as a bulwark of human ambition, discipline, and unwavering martial tradition.

One of the most promising aspects of Feudom is its internal diversity. The Duchy of Levanesse, the Lands of Losna, and the County of Landry are just a few that bring distinct medieval and imperial influences, each with their own heraldry, colors, and cultural flavor. For hobbyists, this opens up a wealth of creative opportunities—painting and customizing armies based on these different regions allows for a deeply personalized force, even within the constraints of a traditional aesthetic.

At the end of the day, Feudom is a faction that needed to exist. In a game as rich in dark fantasy, corruption, and eldritch horror as Warcrow, a stalwart human empire serves as the natural counterbalance and a nod to human centricity. They are the shining steel in a world threatened by darkness, the disciplined legions standing firm against the unnatural, exotic, unusual, and “inhuman”. And while they may be the most traditional faction, that doesn’t mean they won’t play a pivotal role in Warcrow’s evolving narrative. In fact, it’s probably likely that the timing of their release has to do with the incoming lore expansion.

They may not be the flashiest, but they are the foundation, though I have to say it was a wise choice that this was not one of the launch factions. While we need traditional human warriors in a fantasy game, it has been done so many times in so many games, that it would have been rather predictable to do so.

Mounthaven

Mountahaven Dwarves are not exactly fighting the argument that Warcrow is a generic fantasy game. But the artistic style, well-written lore, and attention to detail that fans of fantasy Dwarves love found in this book are all a nod to fans. Mounthaven dwarves were written for fans by fans, that much is clear.

Deep beneath the surface of Lindwurm, in halls carved from unyielding stone, the dwarves of Mounthaven have been watching. Waiting. Plotting. For millennia, their forges have burned, their scholars have chronicled the shifting tides of history, and their seers have studied the arcane rhythms of the world. Unlike the other factions that scramble for power in the present, the dwarves of Mounthaven play the long game—a grand strategy woven across centuries, with one singular goal: dominion.

Mounthaven dwarves are masters of industry, magic, and war, a people who blend traditional craftsmanship with arcane precision and technological ingenuity. They see the world as something to be understood, harnessed, and ultimately ruled. For them, the great cycles of magic are not mysteries to be feared, but tools to be wielded. Theirs is an empire not of fleeting conquest but of inevitability.

Now, let’s be clear—Mounthaven dwarves are not here to reinvent the wheel, nor do they need to. To say they are just another dwarf faction would be a disservice to the rich culture and storytelling effort behind them. Are they bearded, resilient, and clad in heavy armor? Of course. Do they wield axes, hammers, and shields with unwavering discipline? Absolutely. But within that familiar framework, they carve out their own identity.

Their aesthetic leans heavily into the fusion of magic and machinery, much like the dwarves of World of Warcraft or Warhammer, but with their own meticulous edge. Their culture is one of relentless refinement, where knowledge is as valuable as steel, and no resource—be it magical or material—is left unexploited.

While they may be one of the last factions to arrive in Warcrow’s release cycle, Mounthaven is not an afterthought. If anything, their late arrival only reinforces the notion that they have been preparing for this moment all along. And when they finally emerge from their subterranean citadels, they will not come as upstart conquerors—but as the rightful architects of Lindwurm’s future.

If you love fantasy dwarves, Mounthaven will give you everything you could want.

Other factions and sub-factions

There is no question in my mind that buried in the lore and the various myths and stories in this book are all setups for a wide range of potential sub-factions and even faction combinations. You have to remember that this is not an army-level game, this is a tactical skirmish scale game and in that, we can expect a more dynamic and flexible structure built into the faction and sub-faction army construction.

My guess is that we are going to see a lot of things we can even begin to anticipate at this point and that is a wonderful feeling when getting into a new miniature game. I won’t speculate, but I do have high hopes for expansion.

Conclusion

The Warcrow Core book is an exceptional setting book, ripe with fantastic stories, a mixture of classic tropes, and plenty of new unique fantasy. Its quality of writing is undeniable and there is no question in my mind that the world of Lindwurm has the potential to one day become a household name.

This book however is just the beginning, a mere tip of an exciting iceberg. It’s very easy to get excited by the hype and novelty of a new game with a new setting, but there is a long road between a great start like this book and the established longevity of a fantasy setting that can stand the test of time. It remains to be seen if Corvus Belli can create a franchise out of Warcrow that can stand the test of time. There is still much work to be done.

The criticism that Warcrows world of Lindwurm is a generic fantasy I think is unfair but not entirely inaccurate. You have your Elves, your dwarves, your undead, and your human empire, and while each has a distinct personality, this is not a fantasy world that will subvert your expectations or challenge classic fantasy tropes. It is very much a traditional fantasy world with inspiration drawn from established modern fantasy franchises. If you are looking for something truly original, Lindwurm may disappoint you.

I would argue that what Corvus Belli has done here is to create a fantasy setting that is fresh and interesting, but wisely uses established and beloved tropes that ensure that the people who play these games get what they want. It has its twists and turns to ensure you are drawn into the setting, but it also doesn’t chuck decades of established fantasy tropes out of the window just for the sake of originality, and to me, this is a good thing, not something for which the game should be criticized.

The Verdict

Final Score: 4.5 out of 5 Stars!

Pros: From the quality of the book itself to the art, to the writing and organization of the book, it’s nearly pitch-perfect.

Cons: This book has a very clear audience, it’s for fans of established fantasy tropes and traditional fantasy which it does very well. It will not however subvert your expectations.