
Wulfhart's Hunters is an
Empire campaign mechanic unique to
The Huntsmarshal's Expedition faction, which allows for gaining several unique heroes, items, and traits.
Overview[]
Wulfhart starts with a mission for each of the four unique heroes; Jorek Grimm, Rodrik L'Anguille, Kalara and Hertwig van Hal. For all four heroes, there are five missions in total, one to unlock the hero and four to get upgrades in the form of unique items, traits, etc.
All quests have their own small objective, for example going to a certain region with a character, or gaining access to a specific trading resource.
Some rewards are mutually exclusive based on the choices the player makes, like Foe-Seeker and Patch Up, and Stalker and the Tear of Shallya for Hertwig van Hal.
Missions[]
| |
---|---|
I. A Necklace of Fangs | |
What a gods-forsaken place this truly is. It seems that not a day goes by without the news of some horrible tropical disease striking some poor settler down. The most innocuous cut or scratch sustained here can become horribly infected within hours, making every trek into the jungle a highly risky endeavour indeed. Perhaps by fate, word has reached me of a mysterious individual who shadows the Empire’s troops in the deep jungle, patching up the wounds of the gravely injured left behind following skirmishes with the lizards. Men thought to be well within Morr’s deathly embrace have been mysteriously brought back from the brink by someone who clearly has advanced medical training, with even the most horrendous injuries cleaned, disinfected, and stitched as if by the hands of the most highly-trained physician in all of the Empire. Our very own injured relate to me their encounters with this healer, not remembering much other than glimpses of a necklace of fangs – trophies perhaps? I have been in few environments more treacherous to man than Lustria; it goes without saying that for us to endure here, we should somehow reach out to this ‘medic’ and persuade them to join our cause. | |
Objective | Reward |
Be at war with the following faction: ![]() |
![]() |
II. Herr Doctor | |
Hertwig van Hal is an intriguing individual. He bears the surname of a well-known ancient lineage of Witch Hunters, but for reasons unknown to me he seems rather ashamed of it. When I brought it up he responded angrily, claiming his vocation as a Witch Hunter was not of his choosing. He then quickly changed the subject, revealing that he was a master physician of Altdorf and insisted I address him as ‘Herr Doctor’. It truly beguiles me why a physician from Altdorf is carrying out Witch Hunter duties in Lustria, but I am not one to poke about in another man’s private affairs. There is certainly much more to Herr Doctor which perhaps in time he will reveal on his own volition, but right now he has temporarily left camp. Before leaving, he told me he intends to track down some information about one particular Vampire he has been searching for called Alistair the Red. He has given me assurances that I cannot help him with this particular task and that he will return soon. | |
Objective | Reward |
Move 1 ![]() |
- |
III. Van Hal the Self-Loather | |
In getting to know Herr Doctor better, I’ve discovered that he is a most conflicted man. He is ruthlessly obsessed with destroying Vampires, but is also a skilful healer with astounding convalescent skills. I felt I had built up enough of a rapport to bring up the subject of his famous lineage once again. With a deep sigh, Hertwig explained his intense hate for the van Hal name, for his ambition was always to preserve life and not to chase destruction. For him, the van Hals would never be innocent of their progenitor’s sins and he wanted nothing to do with them. "A man can try to avoid his destiny as much as he wants," he added, "but in the end it will always find him." He would elaborate no further. The next day, he invoked me to continue helping him with his mission to track down Alistair the Red. He says the best way to draw attention from a Vampire Pirate is to raid their lands and waters, so that is what we will do. It is certainly not without a touch of irony that we are probably about to steal from pirates. | |
Objective | Reward |
Raid any region belonging to the following race: Vampire Coast | ![]() |
IV. A Rude Awakening | |
Herr Doctor continues to be driven by a strong desire to destroy this creature of the night he refers to as Alistair the Red. Having observed Hertwig slay dozens of Vampires up to now, it is clear he gains no pleasure from it, but at the same time carries out Witch Hunter duties with the aptitude of one who was born to do so – like a true van Hal. Though my curiosity threatens to overcome me, I have resisted asking further questions about the history of this man I have befriended. It seems there is no time for it anyway, as Herr Doctor now wants us to mobilise against The Awakening, and immediately. Those who know anything about the area say the place is a husk of an old colony that was settled many years ago, but was left haunted, derelict, and overrun by the Undead. There is a lot of unknown history there, but Hertwig is convinced its winding streets and deep catacombs harbour the creature that he seeks to destroy. A direct assault on this place seems dangerous, but I am a man of my word and Herr Doctor assures us he is very close to achieving his goal. | |
Objective | Reward |
Capture and occupy the following settlement: The Awakening | ![]() |
V. One of Our Own (If chosen the bloodline option in the dilemma) | |
In the time I’ve spent helping van Hal I have gotten to know him well, learning that his story is one of great tragedy not unlike my own. In his early days Hertwig was a physician of Altdorf and distanced himself from the van Hal name, hating its connotations. He cared little for the affairs of Witch Hunters, dedicating his life only to the practise of medicine and his beloved fiancé Matilda. One evening, a red-haired corpse was brought to his surgery with a stake mysteriously plunged through its heart. The young, naïve doctor removed the stake during the examination and later that night found the creature with its fangs buried in Matilda's neck. He desperately fought the vile monster off before it fled, but it was too late. To prevent Matilda from rising from the dead, he had no choice but to stab her through the heart and remove her head. Beset by anguish and grief, van Hal felt he had no choice but to dedicate himself to the destruction of creatures of the night. With the red-haired Vampire that killed his beloved now slain, he is grateful for my help and guidance and will serve the expedition indefinitely. | |
Objective | Reward |
Reach rank 15 with the following character: Hertwig van Hal | ![]() |
V. One of Our Own (If chosen the doctor option in the dilemma) | |
In the time I’ve spent helping Herr Doctor I have gotten to know him well, learning that his story is one of great tragedy not unlike my own. In his early days Hertwig was a physician of Altdorf and distanced himself from the van Hal name, hating its connotations. He cared little for the affairs of Witch Hunters, dedicating his life only to the practise of medicine and his beloved fiancé Matilda. One evening, a red-haired corpse was brought to his surgery with a stake mysteriously plunged through its heart. The young, naïve doctor removed the stake during the examination and later that night found the creature with its fangs buried in Matilda's neck. He desperately fought the vile monster off before it fled, but it was too late. To prevent Matilda from rising from the dead, he had no choice but to stab her through the heart and remove her head. Beset by anguish and grief, van Hal felt he had no choice but to dedicate himself to the destruction of creatures of the night. With the red-haired Vampire that killed his beloved now slain, he is grateful for my help and guidance and will serve the expedition indefinitely. | |
Objective | Reward |
Reach rank 15 with the following character: Hertwig van Hal | ![]() |
| |
---|---|
I. The Lizards' Bane | |
The colonists have long known about Lizardmen mining convoys that regularly travel along established trails in the deep jungle like clockwork. They transport some sort of glossy black raw material that resembles obsidian, the dense metal that the Wizards of home know all too well for its anti-magic properties. There was some concern when these convoy movements inexplicably stopped, perhaps now taking different routes if not ceasing altogether. I was unconcerned, but apparently the lizards don’t change their ways without very good reason. To appease the colonists, I sent out an expedition to investigate the old trails and they soon returned with a captive – a Skink, one of the convoy overseers. When our Saurian translator asked the skittish creature about the black material, it held its forked tongue. Further ‘prodding’ with my hunting knife made the creature reveal something about a "short, bearded warmblood" that had been repeatedly stealing from their convoys, forcing them to change their routes. What is a Dwarf doing this far from the Spine of Sotek mountains? This Dawi is either incredibly brave or incredibly stupid to be harassing the Lizardmen on their own turf, but is getting away with it somehow. Credit where credit’s due... | |
Objective | Reward |
Move a character to the following province: Spine of Sotek | ![]() |
II. A secretive Dwarf | |
It is truly astonishing how this Dawi Engineer has been able to survive out in the wild on his solo forays against the Lizardmen's convoys, but it is clearly down to his own ingenuity. A keen and talented inventor, Jorek seems to have all sorts of survivalist equipment at his disposal, all designed and built himself. He is very secretive about his past, revealing little more than the location of his previous home back in the Old World, the great Dwarf port of Barak Varr. It seems that something in Jorek’s earlier life clearly irks him, which really isn’t all that surprising – Dwarfs feel all wrongdoings committed against them as if they had only just happened. With wild eyes he tells me that he is destined for great things, but must "rebuild his reputation, one invention at a time". Though he appears sceptical that we can really help him, he sees value in the protection the expedition can provide on his travels through Lustria. He has also suggested we gather some resources for some new inventions he thinks may prove useful to him and the expedition. | |
Objective | Reward |
Obtain access to the following resource(s): ![]() |
|
III. Jorek of the Jungle | |
I am amazed by this Dwarf’s ambition and enthusiasm for invention. He seems to find a use for any kind of material he can find and gets excited about all the unique resources we come across. This obsession with metallurgy and mineralogy has made it clearer to me why he is here – the Lustrian jungle is one of the most unexplored places in the known world, offering many mysterious raw materials with strange and amazing properties to a tinkerer like Jorek. Gradually, the Master Engineer has also become more open about his past. Given his chosen surroundings, I was surprised to discover that he was once a great shipbuilder but had been shunned and ousted by the Engineers' Guild back in Barak Varr. According to him, his contemporaries considered him a threat because of his intellectual brilliance, although I have a feeling there are elements to this story he has not revealed. It is perhaps unwise to probe any further; I can never hope to understand the confusing, stubborn, grudge-holding ways of the Dawi anyway. As long as Jorek continues to help the expedition, we will continue to supply him with the materials he needs. | |
Objective | Reward |
Obtain access to the following resource(s): ![]() |
|
IV. Fight & Flight | |
Jorek has revealed to me that he has been working on something big. He described it as a "masterpiece of gyro-powered flight", a flying machine he claims will be better than any Gyrocopter built by his kin anywhere in the world. All he needs to complete its assembly is a chunk of a rare metal called 'obsinite', a form of Lustrian obsidian used by the Lizardmen that is harder and more durable than steel. With the Lizardmen's mining convoys having now changed their routes to avoid Jorek’s thieving attentions, we’ll have to find a different source of the metal. He tells me he has a hidden stockpile collected from his previous smash-'n'-grab attacks, located on the Volcanic Islands off the east coast of Lustria. Alternatively, he also knows of a consignment of obsinite heading north towards the Ancient City of Quintex. By the sounds of it, the flying machine Jorek intends to build would be a very welcome addition to the expedition's armoury. This may very well be worth the effort! | |
Objective | Reward |
Obtain access to the following resource(s): ![]() |
|
V. The Expedition's Engineer | |
In return for helping him obtain all the raw materials he has desired thus far, Jorek has accepted a permanent position with my expedition. This is most fortunate, for he has proven himself a valuable member of the hunting party, whose unique skills make him integral to our mission. More than that, Jorek has become a loyal friend. One day, as we enjoyed a barrel of Bugman’s together, he revealed to me the rest of his sorry story. Once a member of the Cragbrow Clan of Barak Varr, Jorek was commissioned to design new steamships for his throng, but utilised methods of engineering that eschewed Dwarf traditions. He knew there was great potential in his designs regardless of the techniques used to develop them, but could never see them through to completion due to sabotage by his jealous, ultra-traditionalist peers. In the end, Jorek was ousted from the Engineers' Guild and left for good. Truly, the Dwarfs are a strange lot! Now with the freedom and raw materials to develop any invention he chooses, I have never seen a happier Dwarf in all my life. I have little doubt that in time the potential brainchildren of this brilliant inventor will help turn the tide of our struggle here in Lustria. | |
Objective | Reward |
Reach rank 15 with the following character: Jorek Grimm | ![]() |
| |
---|---|
I. The Ghost in the Jungle | |
The colonists speak of something strange living in the nearby jungles. They say it is not of the lizards, nor of the ratmen that infest this continent, but something else; a "ghost" they call it. Part of me thinks this gods-forsaken place drives some men to hallucinations, but today a hunting party returned with a curious tale. They had been tracking a wild Bastiladon whose carcass would have provided much sustenance for the colonists, and had trapped the great beast in a bog. They claim that as they moved in for the kill, it was unexpectedly struck down by an arrow propelled through the thick jungle canopy directly into one of its eyes. Such frightening huntsmanship could only be supernatural. In this flora-covered terrain, it is almost impossible to hit a moving Bastiladon’s weak points from range as the men described. Furthermore, they claim they were then threatened by a mysterious, hooded figure in the trees above them, a sorrowful voice of a woman telling them "whosoever approaches my bounty will share its fate". Perhaps this is the "ghost" the colonists speak of? Whatever it is, to kill a Bastiladon in such a way requires a level of precision far exceeding that of any huntsman I’ve ever met. | |
Objective | Reward |
Have at least ![]() |
![]() |
II. Huntress of the Fey | |
I have met a few of the elusive fey folk of Athel Loren, and in my early dealings with Kalara it certainly appears she is typical of her kind. On the rare occasions in the past when my hunting expeditions unwittingly led me into the Wood Elves’ realm, I found them to be standoffish and determinedly detached from the outside world – almost aggressively so. Those familiar with the Asrai know better than to trespass upon their hunting grounds, for they are considered to be some of the most lethal hunters in the known world. We are extremely fortunate to have brought a Waystalker into our ranks, regardless of how aloof she may be. Kalara told me that she has been in Lustria for quite some time. The beast she seeks does not prowl these lands alone though and bringing it down will take some fight, which is why she requested our assistance. For a Waystalker to admit that a quarry is beyond her talent confirms what an incredibly dangerous monster it must be. I gave her assurances that I would see this hunt through, but for now we await more information regarding the beast’s whereabouts. | |
Objective | Reward |
Reach rank 5 with the following character: Kalara | ![]() |
III. Slaughter Amongst the Ruins | |
Kalara has been part of the expedition for quite some time now. She seems restless to slay this beast, but knows little about its actual nature. I find it curious as to why she seeks a quarry which is largely a mystery to her… but in truth I am simply glad to have her strength added to our own, so see no need to push the question. We are mobilising now anyway, as news has reached camp that a treasure-seeking convoy of about fifty-or-so men disappeared into some nearby ruins. Kalara insisted she investigate and came back describing a grisly scene. Little was left of the mutilated men, she said, and she is convinced it is connected to the beast we are hunting. Though I respect Kalara greatly, I feel she has not been entirely forthcoming with us. She might not be lying about what she has seen this time, but I do believe she is withholding something about the motives for her Lustrian hunt. For this reason, I’ve decided to take the expedition and investigate this ruin myself. | |
Objective | Reward |
Move any character to the following region: Qu'ittax | - |
IV. Wrath of a God | |
I started having reservations about the true nature of the beast Kalara is pursuing, and even considered calling off this hunt – but then she revealed something quite astounding. It is her sincere belief that the beast she hunts contains the reincarnated soul of her dead lover. She explained that as punishment from the one called Kurnous, the Elven God of the Hunt, Kalara’s beloved is in an endless cycle of life and death, always coming back as a murderous beast after it is slain. She has killed several versions of the beast before, and is determined to end the cycle once and for all, so her love may finally pass into the afterlife. She believes almost obsessively that Kurnous is testing her, for she always finds that the lost soul of her lover passes into a more unkillable beast than the one before it. Truly, the Elven gods are stranger than those of men. Out of empathy for Kalara’s loss, I have decided to continue helping her for now. We must cast our net out wide and interrogate the Dark Ones to the north as well as the lizards to the south to see what they know of this beast. | |
Objective | Reward |
Win 3 battles against the following race: Lizardmen | |
V. Isha's Blessing | |
I confronted Kalara last night, hunter to hunter, urging her to give up this futile mission. To my surprise, she agreed, but implored me to help her with one final task. I accepted on the sole condition she tell me everything. Kalara revealed she was once a princess of Wydrioth, a High Realm of Athel Loren. Her lover Atherin was a Wild Rider of Kurnous, the personal guard of Athel Loren’s king. Atherin violated his oath to sever all worldly ties, persisting in his relationship with Kalara and even revealing his order’s hallowed secrets to her. Kurnous vengefully transformed Atherin into a mighty stag before cruelly leading Kalara to unwittingly hunt it down. Discovering the stag’s true nature, Kalara eventually learned of Atherin’s cursed fate of eternal reincarnation as a beast. She had also recently been visited in her dreams by the goddess Isha, mother of the Elven race and consort to Kurnous himself. A great privilege, she said, for Isha is usually forbidden to have any contact with her worldly children. The goddess offered Kalara another route to freeing her lover's soul – instead of further destruction, she must make a worldly display of love and construct a shrine directly on the banks of Itza’s fabled Emerald Pools. | |
Objective | Reward |
Construct 1 of each of the following buildings: The Emerald Pools |
|
| |
---|---|
I. Chivalrous Fools | |
It caught my attention recently to hear of a swordsman who had become army-less after miraculously escaping a slaughter at the hands of the lizard-beasts. A possible recruit? If my memory serves me correctly, he had arrived months earlier on a galleon that was flying a flag of a Bretonnian dukedom unknown to me, though I know little of the Land of Chivalry. He had disembarked with a group of men who looked vaguely Knightly in appearance, but it was unclear whether they were individuals of any important political status. Their retinue was quite poorly equipped, as were they themselves. After buying what additional weapons and supplies they could from the colonists, they foolhardily headed straight into the jungle. Whether out of prudence of curiosity, I had them followed and watched. Unsurprisingly, word eventually returned that the Bretonnians were ill-prepared for their foray, losing half their retinue to disease and attacks before stumbling into the mists surrounding the ancient temple-city of Xlanhuapec. Thinking it was uninhabited, they attempted to plunder the city but instead suffered a catastrophic slaughter at the hands of the Lizardmen in a painfully predictable ambush. The one survivor – this swordsman – had somehow fought himself out of the trap and was still out there. | |
Objective | Reward |
Move any character to the following region: Xlanhuapec | ![]() |
II. Rodrik's Vengeance | |
The Bretonnian noble Rodrik L’Anguille appears to be a man of great physical strength and fortitude. He must be, for he has witnessed many terrible things while on his doomed journey. He has told me stories of men being swallowed up by monstrous things lurking in the waist-deep bogs they waded through on the trek, only to be spat out again in a spray of bloody gore. And then of the slaughter at Xlanhuapec itself; how he and his men observed the temple-city to be totally uninhabited as they entered, getting all the way into the central plaza before being set upon by a swarm of twelve foot tall reptilian monsters with daggers for teeth. Though he had fought out of his skin to survive and escape, in reality many of his men had fell trying to protect him. Rodrik clearly yearns for vengeance, but there is also a downtroddenness to his character which I think goes far deeper than just the recent loss of his men. Maybe it is the reason why he came here in the first place, which he hasn’t really talked about? Right now, Xlanhuapec is in range for a potentially successful assault which needs to be capitalised upon without delay. | |
Objective | Reward |
Capture and occupy the following settlement: Xlanhuapec | ![]() |
III. A Bretonnian Without a Home | |
After avenging the death of his men at Xlanhuapec, I have realised more and more that Rodrik still bears within him a great resentment of something deeper. The only thing he has revealed thus far is that there are those back home in his dukedom of Anguille who would sooner see him dead than allow him to return. However, I have developed too much respect for the man just to ask about what sounds like a complicated past. After all, many an ill-advised adventurer has come to seek riches in this place for one reason or another, most of whom underestimate how terrifying a place Lustria really is. The galleons that steadily trickle into the New World colonies constantly bring greedy fools from the Old World, who have unwisely braved the perilous crossing of the Great Ocean just for an opportunity to plunder cities they are not sure even exist. Of course, they all become lizard-feed in the end – but not Rodrik. He may very well be one of these greedy fools, but to have faced the Lizardmen and survived marks him out as a warrior we could really do with having around regardless of his past indiscretions. | |
Objective | Reward |
Reach rank 8 with the following character: Rodrik L'Anguille | |
IV. The Unfavoured Heir | |
To help our friend Rodrik I have ordered the expedition to march towards Pox Marsh. There, he claims, we will intercept the assassins who wish him dead before they even know what hit them. One evening, as we pitched camp for the night along the route, Rodrik pulled me away from the campfire for a private word. With a deep sadness to his tone, he revealed that Lord Tudual – the unsavoury individual who had ordered his death – is actually the duke of Anguille, Rodrik’s homeland. But even more shocking is the fact that this Duke Tudual is actually Rodrik’s father. So Rodrik is a prince of Anguille! He went on to explain that he is an 'unfavoured' heir, seen as a threat to Duke Tudual’s desired successor, Rodrik’s younger brother. The reason why Rodrik came here with only a ragtag force in the first place has now become clear – Duke Tudual had sent his son to Lustria under the guise of wanting him to prove himself, but in reality was counting on him perishing. It seems the duke underestimated both Rodrik's skill as swordsman and his will to live. I have reassured Rodrik that he has nothing to fear and together we shall vanquish these would-be assassins. | |
Objective | Reward |
Move any character to the following region: Pox Marsh | ![]() |
V. A Prince Born of a Pauper | |
What a sorry state of affairs this truly is for Prince Rodrik. We dealt with Duke Tudual’s assassins without issue, but only time will tell if this will be the last attempt to prevent his son from returning to Anguille. Rodrik himself seems uninterested in returning anyway – he tells me he has no intention of claiming power in a land he now feels no attachment to, for the jungle has become his home. The last piece of Rodrik story – the reason why his father wants him dead – had eluded me until recently, simply because Rodrik had kept it secret. Now I know why, for it is a source of great shame for him. Though Rodrik was his father’s eldest son, his mother was a commoner who was Duke Tudual’s peasant concubine. Fearing he would have no other sons, the duke recognised and brought Rodrik into his household from birth, but when Rodrik’s younger brother was unexpectedly born of the duke’s lawful wife, Rodrik was foresaken. Prince Rodrik remains the rightful heir to the dukedom of Anguille, and as long as he lives it is feasible that Duke Tudual will attempt to remove him by sending assassins once again. As always, we must stay vigilant on his behalf. | |
Objective | Reward |
Reach rank 15 with the following character: Rodrik L'Anguille |
|