1000 years before Sigmar's birth, Mankind crossed the World's Edge Mountains and began to lay claim to the Old World. The Elves have fled west in the wake of war, the Dwarfs have diminished into their greatest holds as their lesser holds are lost to the Time of Woes and in the south a great darkness begins to fade. The Great Necromancer has vanished from the world.
You may now select one of the tribes of the Old World, many newly arrived, to take advantage of the weakness of the great powers and build a foothold for yourself.
[] The Asoborn
Having just crossed the World's Edge Mountains, the Asoborn are already bitterly embattled. The native Styrigen tribe, foul vampire worshippers, have brought your migration to a firm halt. Now the Asoborn must drive the Styrigen away from the rolling hills betwixt Stir and Aver in order to claim the land for their own.
[] The Halflings
Half the height of a man and uncommonly resistant to the touch of Chaos, the Halflings joined their taller cousins in a long march across the mountains. Now they find themselves terribly far from home and the cookwagons are worryingly empty. Ringed by woods, a large verdant meadow has been chosen as the site of the meeting of Clan Elders.
[] The Brigundians
Dear friends with the Dwarfs of the Black Mountains, the Brigundians have enjoyed the opportunity to earn dwarf-forged artifacts of power at the cheap cost of risk of life and limb. Riding with Dwarfen throngs, skilled Brigundian horsemen might earn themselves an item of power.
[] The Jutones
After a prophetic dream, and perhaps some rather violent persuasion, the King of the Jutones has declared another Great Migration. Fleeing the heart of the Forest of Shadows the Jutones have now entered into wild and barren swampland. The native tribe, and other creatures, have not taken kindly to their arrival.
[] The Merogens
Dwarf-Friends of Karak Norn, the Merogen tribe has recognised the superiority of the Elder Races, the Dwarfs in particular, and most Merogens do their utmost to replicate Dwarfen customs and traditions. The Dwarfs of Karak Norn have found it to be useful in a trade partner and occasional ally, but for the most part it is largely amusing and adorable.
[] The Teutogens
Having carved a bloody swathe through the native tribes of the Old World, the Teutogens have grown tired. It is time to find a home and settle down. Fortunately, Ulric has guided the Teutogens to a great fortress rising from the dangerous sea that is the Great Forest. A small camp is already being built atop the Fauschlag.
[] The Thuringians
Maddened berserkers dwelling in the deepest, darkest woods, the Thuringians are a savage danger to all the tribes around them. Some leave the deep woods to seek glory, fame and gold; others in search of respite from the maddening spells and wild spirits that plague the deep woods that the Thuringians reside in.
[] The Hunberokins
The crossing of the mighty rush of the River Reik was no easy feat, and it will be no easier to lay claim to the fertile farms that line her western shore. A number of peaceable clans ruling over the many farms of this land have banded together into a warhost to keep the Hunberokin tribe from seizing the farmland for their own.
[] The Bretonni
One of the largest of all tribes, the Bretonni are master horsemen which should serve them well in the open plains west of the Grey Mountains. Seeking shelter in the ruins of old Elven colonies, the Bretonni ride out daily against the Greenskins that ever threaten to slay the tribe entirely.
[] The Albionic
Upon the Shrouded Isle of Albion live the many clans of the Albionic people. Dwelling alongside creatures of myth and magic and charged by the Gods themselves with a doomed task, the people of Albion are unusually merry. The only thing as numerous as the troubles their Gods left for them to solve, are the tools those same Gods left to them.
You can approval vote. The year is -1000 IC which will be Year 1 since the Great Migration.