Part I – The Fire That Walks
They came from the cliffs above the Maw, cloaked in ash and silence.
Their armor bore the scars of ritual fire, their flesh the runes of sacred pain. They marched with no banners, no heraldry, no names - only the will of Aethyra, the Celestial Flame. Where others saw ruin, they saw a proving ground. Where others feared the pull of Veltryn, they brought judgment.
They are the Daughters of the Vow, an order-militant born in the wake of the Cataclysm that swallowed Haderon. They believe the world is still burning, still being tested - and only through sacred war can the soul be tempered. In their eyes, the Maw is not a curse, but a crucible.
I paint them with reverence. With each stroke of ochre and scorched bronze, I try to echo the quiet fury that burns beneath their veils. This is no ordinary warband. This is the flame that walks.
Part II – From Mordheim to Aetherun
We're officially kicking off a campaign set in the world of Chronicles of Aetherun, using the Mordheim ruleset as our mechanical backbone. The lore, factions, and setting are entirely homebrewed, but the gritty, skirmish-based gameplay of Mordheim fits perfectly with the dark, post-cataclysmic atmosphere of Aetherun.
For my warband, I’ll be fielding a Sisters of Sigmar roster - but in our narrative, they’re reimagined as the Daughters of the Vow. Mechanically, the rules translate beautifully: strong, disciplined female warriors with a mix of melee, support, and divine fury.
Painting them has been a real joy. The idea is to create a group that feels both monastic and wrathful—like Templars forged in wildfire.
We’ll be sharing more from the campaign soon—battle reports, evolving character arcs, and maybe even a few surprises hidden in the ruins of old Haderon.
May the Maw test us all.