Total War: Warhammer II is set in Games Workshop’s Warhammer Fantasy fictional universe. The game takes place across four continents—Ulthuan, Naggaroth, The Southlands, and Lustria. The game will center around control of the Great Vortex in Ulthuan. The Vortex campaign features a narrative storyline for each of the four races as they cast rituals to either stabilize or control the Great Vortex.
Total War: Warhammer II features turn-based strategy and real-time tactics gameplay similar to other games in the Total War series. The game’s currently announced races in the campaign include the Lizardmen, High Elves, Dark Elves and Skaven. Those that own races from the first game will have the same races unlocked for multiplayer in the second and a grand campaign map spanning the first and second games’ campaign maps will be released in a patch after launch. The game’s campaign will be more narrative oriented than the sandbox campaign of the first game with each race battling to save or destroy the Great Vortex over Ulthuan.
Many millennia ago, mysterious space-faring beings known as the Old Ones visited the warhammer world. They reshaped it to fit their needs, and created several species with the intent for them to combat the Forces of Chaos. The first of their creations were the Lizardmen, who aided their masters in the development of the great plan. However, the stellar gates which the Old Ones used to enter the world collapsed, and the daemonic legions of Chaos flooded the world. The Old Ones vanished, and the Lizardmen were left to fend off the daemonic tide.
In the island continent of Ulthuan, home of the elves, the Daemons of Chaos rampaged throughout the lands. Two heroes emerged from the chaos, Aenarion the Defender and Caledor Dragontamer. Aenarion raised armies to combat the Daemons whilst Caledor devised a plan to vanquish the forces of chaos. He, along with a cabal of mages, would use the ancient waystones (focus points of magical energy) around Ulthuan to drain off Chaos energy of the Aethyr which was spewing into the world from the collapsed Chaos Gates at the poles, enabling the Daemons of Chaos to manifest in the physical world.
Caledor, with the secret aid of the Slaan (the mage-rulers of the Lizardmen), created the Great Vortex, siphoning the winds of magic and draining chaos energy from the world. However the plan was only partially successful, as while the Chaos energy is drained away, it continues to spill from the Realm of Chaos and particularly in the Chaos Wastes. Caledor and the mages were condemned to a fate worse than death, as they became entrapped within the Vortex; forced to continue chanting spells in order to stabalize the vortex, or else doom the world.
In the present day, the twin-tailed comet passes the world. However, it’s passing disrupts the Great Vortex. It’s weakness is felt by four factions: The Lizardmen, the High Elves, the Skaven and the Dark Elves. The Lizardmen and High Elves seek to stabilize the Vortex, whilst the Dark Elves and Skaven seek to control it’s power for themselves.