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Black Mountains is a province introduced in Total War: Warhammer.

Background[ | ]

The Black Mountains divide the Empire from the wild southern lands of the Border Princes. The skies above this range are wreathed in black thunderheads and flocks of Blood Harpies, while Ice Giants and other predatory creatures prowl the blizzard-swept slopes. The Black Mountains are riddled with crude, Goblin-hewn tunnels and infested with all manner of ravenous beasts, including Trolls, Wyverns and dreaded Cockatrices. Some even whisper that Frost Dragons make their lairs in these grim mountains and tales abound of these creatures venturing down to the Empire to feed.

There are several paths across the Black Mountains, and mighty fortresses defend them all. The greatest of all these passes is Black Fire Pass, where Sigmar won the famous Battle of Black Fire Pass and later returned at the end of his reign to give Ghal Maraz back to its makers. Many passes, such as the Winter’s Teeth, cut through the Black Mountains; castles and forts watch these, both to protect the flow of trade and to guard against raids or invasions by the Orcs, who frequently ravage the petty states of the Border Princes.

Dwarf settlement in the Black Mountains began slowly, with mines, trading posts, and villages tucked away in the valleys. Rich deposits of iron, gold and silver were found throughout the Black Mountains, though deposits of rarer metals and gems were few. While none of the Black Mountain holds rivaled those of the Worlds Edge Mountains in wealth or power, they were closer and more accessible to the markets of the Empire and Tilea. This positioned the holds as trading centres for Dwarf work from the older holds to the east. The most prominent of the Black Mountain holds is Karak Hirn.

Settlements[ | ]

The Old World[ | ]

Settlement Type Port Starting faction Resources Special buildings
Karak Hirn Province capital Karak Hirn Resource iron Iron
Karak Angazhar Minor Black Venom Resource grain Pastures
Mighdal Vongalbarak Minor Karak Hirn

Mortal Empires[ | ]

Settlement Type Port Climate Starting faction Resources Special buildings
Karak Hirn Province capital Mountains Karak Hirn Resource ironIron
Karak Angazhar Minor Black Venom
Karak Hirn (when playing The Golden Order)
Resource grainPastures
Mighdal Vongalbarak Minor Karak Hirn

Immortal Empires[ | ]

Settlement Type Port Climate Starting faction Resources Special buildings
Karak Hirn Province capital Mountain Mountain Karak Hirn Karak Hirn Resource ironIron
Mighdal Vongalbarak Minor

Regional occupation[ | ]

Regional occupation

  • Mountains, Wastelands, Badlands
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