Wednesday, March 21, 2007
Friday, March 16, 2007
Warhammer Online: Age of Reckoning Updated Q&A - The Warrior Priest Class and the Empire Faction
When Warhammer Online: Age of Reckoning launches later this year, it will bring the rich universe of the Warhammer Fantasy setting to life as a massively multiplayer role-playing game for the first time. Players will create their own characters and adventure and battle in huge virtual worlds populated by monsters and thousands of other player characters. The battle lines are drawn between a number of colorful and memorable factions. The one that we might relate to the most is the human-based Empire faction, with its horse-mounted knights and medieval-like warriors. And one of the most unique units in the Empire faction is the warrior priest, a warrior that combines melee combat with holy-power abilities, such as healing injured teammates and strengthening them with magical spells that "buff" their abilities. The warrior priests can easily be identified on the battlefield thanks to their long robes and vestments, as well as their signature war hammer. To answer our questions about the warrior priest class and the Empire faction, we turned to senior designer Steve Marvin and content manager Doug Woolsey.
GameSpot: The big reveal this time around is the warrior priest class. Give us an overview of this character and its abilities.
Steve Marvin: The warrior priest is a follower of Sigmar and comes of age in the Empire, the human lands savagely beset by the forces of Chaos. He is part churchman, part soldier, part healer, and part justiciar. His realm, his race, and most importantly his faith are all in danger of extinction at the hands of a ravening evil flood of appalling monstrosities. He is the levee that will hold back that dark tide. This is no Friar Tuck; the warrior priest strides to the front line, singing the praises of Sigmar and inspiring his fellow soldiers to hold fast. His is a grim responsibility, and the only times he smiles is as his hammer slams a creature of Chaos to the ground.
Warrior priests revel in combat, with their blessed hammers sanctifying each blow to the greater glory of Sigmar and his inevitable triumph over darkness. As his faith and righteous fury rises within him, his god fills him with the power to heal and bless those who join him in his struggle. There is no sight like that of a warrior priest in the thick of combat, dispensing death to his foes and life to his allies.
His blessings deliver health, morale, and strength to all of those within range of his voice, which seldom halts in its righteous soliloquy. Any who stand close to a warrior priest for even a few moments feel their bodies refreshed and their faith renewed. In the height of his faith and fury, he can call upon Sigmar to heal the injured, purge taint and poison from the faithful, or even return life to the newly dead. He can also call holy power to his hammer to deliver devastating blows, or channel Sigmar's wrath directly into the hearts of his foes.
The warrior priest kicks butt and takes names. He wades into combat and smashes things left and right, building up his righteous fury ability with every blow. He then releases that pent-up power with heals, cures, and devastating attacks. Just being near a warrior priest buffs you.
GS: We understand that even though the warrior priest is the "healer" class for the Empire faction, the profession isn't about quietly sitting in the back of the adventuring party, casting healing spells. It's much more warlike and able to fight in the frontlines. Just how strong of a fighter will this character be, and why was this direction chosen?
Now, will the warrior priest be among the strongest fighters? No, of course not. Though, he will be very difficult to kill because he can rebound from damage and purge debuffs. Since he can buff everyone in his party with his continuous blessings, he is likely to be a rallying point for his group. However, his most damaging blows come only when he has built up a reserve of righteous fury through combat and chosen not to spend it on his party's health. It is a trade-off the warrior priest must constantly assess based on the needs of his group.
Monday, March 12, 2007
Beta Schedule
Current Beta Phase: First Stage of Closed Beta (Beta 1)
Includes: EA Mythic / EA / GW / GOA - Staff only.
Estimated Numbers: 400
Beta Defined!
By: Sanya Thomas 09 Nov 2006 15:22:56 EST
Originally posted 7/14/06
Here are some handy definitions of what the different phases of beta are. I also provide, for the first time, some extremely vague and tentative dates. Some of you have already won betas, and to spare you the whole "having to read" thing, you are listed as "Early Spring 2007." In theory and indeed in schedule, it may be sooner than that - but I am a bitter, cranky, old community weenie who has been through many betas, and I no longer believe in anything I can't grasp in my withered talons.
EDITED, THURSDAY, NOVEMBER 9th, 2006. Clarifications, mostly, but one fairly giant change relating to my not totally understanding the implications of us becoming EA Mythic. All of my dates are still listed as they were on 7/14/06.
Alpha: What we are in now. I made the grievous error of calling it a very early beta, for which I am terminally sorry. I will regret that until I die. Alpha does not have anyone playing who does not draw a paycheck from Mythic.
Double Secret Beta: What we will be in "Soon, TM." That is just beyond alpha, and includes people who draw paychecks from Mythic and selected partners. STARTS: Summer 2006
First Stage of Closed Beta (Beta 1): Sometimes called "Friends and Family," somewhat inaccurately, this is a stage where there is actually a game, but it is not usually very complete or even stable for that matter.
EDITED TO ADD, 11/9/06: Tragically, when I originally wrote this document in mid-July '06, I was still learning the EA ropes. I defined "First Closed" with the old Mythic way, because we were a pretty small company. Now, with thousands of employees around the world, this phase of beta is "EA Employee Only." Double Secret Beta is EA Mythic Studio Only. In this first closed phase, we begin including people outside our studio, but bound by the employee NDA.
Beta 1.7, After Things Stop Going Boom Every Day: This is the stage you'll start seeing community testers. People who have tested for Mythic for years, or have been otherwise recommended to us as quality volunteer testers, are starting to be included. There is usually a restriction on how many people get in at this point, and often perfectly wonderful people are left out. STARTS: TENTATIVE DATE: Early 2007
Beta 2: Still closed and covered under NDA, invitees include prize winners, guilds that win the guild contest, and some members of the print and web media - usually the ones we have relationships with. People who work at GW retail shops are getting in here, and we've got some plans for existing Dark Age of Camelot players to be invited to check out their new sibling. There will be up to a thousand people by the end of Beta 2. STARTS: TENTATIVE DATE: Early Spring 2007
Beta 3: Closed, NDA. This is where Lady Luck will wave her wand. We will be choosing randomly from the giant pool of people who are subscribed to our newsletter. This phase will have thousands of people invited, possibly as many as ten thousand. STARTS: TENTATIVE DATE: Summer 2007
Final Beta: No NDA. Because there is no NDA, people often refer to this as "open beta." But I wanted to be really clear with you guys - we are not planning the kind of open beta where everyone with internet access can download the game and hop in. That's nutty. Right now, we are tentatively considering having everyone who pre-orders the game invited to this phase of beta. This phase will also invite winners from our big media promotions. STARTS: TENTATIVE DATE: Summer 2007
Provided By www.warherald.com
Victory Points and Capital Sieges
What this plays into is the fourth type of RvR which is the campaign game. So the campaign game takes place in this high level area between the two capital cities. The way that it works is as we’re fighting within a zone and I’m gaining victory points, my realm eventually gains enough victory points over you to capture the zone. At that point the zone subtly changes to demonstrate my ownership of the zone. I can then move to the next zone and we can fight over that zone. If I can win that zone then we can move to your capital city. In the capital city we have scenarios that become active and that I can fight for your capital city.
We’re making sure that in each capital city there is a safe area. For example, there may be certain administrative functions that we don’t want to take away from a player: we’ll put that in the safe area. Or we may want to give you a place, for example your flight path will probably come into the safe area, so if your capital city gets captured you can fly in to help try to take it back through the flight path.
The capital city scenarios are things like capture the gates, blow a hole in the wall, dig under the gates, climb over the wall, take the capital city in whatever way you can. The scenarios at the capital city are instanced. But once you win enough victory points at a capital city to capture it, the instances close down and the static world, the gates literally open up, and everybody can pour into the capital city to loot and plunder it."
-Jeff Hickman
Seige Warfare
Sunday, March 4, 2007
War Experts Looking for staff
Part time graphic designer
News Reporters
Forum Moderators
Website Designers
If you are interested-
Firestar250@gmail.com
Saturday, March 3, 2007
Warhammer Online Backstory
Map of the Empire © Games Workshop 2000-2006 Victims of the Chaos Plague first experience tiredness, aching, soreness and extreme thirst. Bouts of nausea follow, but it takes nearly a month to reach the final stages of the disease. It is only then that the horrific nature of the plague is made clear; those unfortunate souls who have experienced plague symptoms for three to four weeks begin to change, transforming into fiendish Chaos mutants that savagely attack any living creature that they see. Those lucky enough to avoid contracting the plague are often killed by the savage monsters spawned from it. With each passing month, the death toll mounts. Quarantines and martial law fail to slow the spread of the disease, and paranoid fear grips every village and town within the Empire's borders. Militiamen in plague-wracked cities are forced to combat the hordes of Chaos mutants roaming their streets, leaving their walls undefended against threats from without. Emboldened gangs of brigands roam the countryside, looting, burning and killing at will. The scope of the tragedy is almost unparalleled in the history of the Empire, but the Chaos Plague is merely a precursor to a much greater evil yet to come.
Black Fire Pass Overview

Since that time, the Dwarfs have faithfully upheld King Ironbeard's solemn oath, guarding with great diligence each of the mountain passes that might tempt an enemy seeking to invade the Empire. In the Age of Reckoning, this sacred vow will be severely tested.


Joining this crucial battle is the Empire, which has settlements in the pass and a vested interest in seeing it kept safe. Devotees of Sigmar will fight to the death to protect their great temple, perched high on a cliff overlooking the village of Priesterstadt. There, refugees from the nearby hamlet of Altstadt seek shelter while the courageous Altstadt Huntsmen fight desperately to save their home from the greenskin invaders.


In a bygone era, the armies of Dwarfs and men joined forces against the greenskins and altered forever the course of history. Now, in the Age of Reckoning, the fate of nations might once again be decided in the snowy forests of Black Fire Pass.
Kadrin Valley Overview



As the Peak Pass leads directly to the eastern border of the Empire, it is a desirable route of invasion for warriors of Chaos swarming down from the north, or bloodthirsty greenskins seeking to ravage the lands of men. For this reason, the Slayers diligently guard the pass, in particular the stretch which runs nearest to Karak Kadrin, which is known as Kadrin Valley.
As the greenskin leaders Grumlok and Gazbag plot their war against the Dwarfs, they know that the most fearsome enemies they face will likely be the Slayers. If King Ironfist is warned of the imminent attack on the Dwarf capital of Karaz-a-Karak by the greenskins’ gathering Waaagh!, he will send a host of Slayers to defend the city, lessening the greenskins’ chances to successfully conquer it. In order to prevent this, the two leaders of the Bloody Sun Boyz decide to launch an attack upon the Slayers and engage them in Kadrin Valley, keeping them well away from the capital city of the Dwarfs. A large horde of Orcs and Goblins marches northward from Eight Peaks with orders to keep the Slayers occupied and away from Karaz-a-Karak.


In Kadrin Valley, the fighting is fierce and relentless, for not one, but two ancient conflicts have erupted into violence and bloodshed. Any hope of victory for the Armies of Order hangs by the slimmest of threads, for the alliance between the Dwarfs and High Elves is tenuous at best. Though it was long ago, the Dwarfs have never forgotten the terrible war they fought with the Lords of Ulthuan. It is likely these two ancient races will never again trust each other as they once did, even though the fate of both their peoples may depend on it.
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Black Crag Overview





As the Oathbearers struggle to claim a foothold in Black Crag, they find themselves surrounded on all sides by enemies. Among these is a powerful Sorcerer named Kaspar Vogt. Once a promising Wizard of the Grey College, Vogt fell in with a sinister cult and pledged his soul to Tzeentch, the Changer of Ways, in exchange for secret knowledge and power denied him by his instructors at the College. The cult was discovered soon afterward, and Vogt fled before his part in it was discovered. Knowing he would not be safe among the people of the Empire, he fled to the World’s Edge Mountains to continue his dark practices. In the Age of Reckoning, the winds of magic have grown strong and Vogt has discovered that his powers are suddenly amplified. When he spies the Dwarfs, he decides to test his newfound abilities. Now, he summons terrifying creatures of Chaos to send against them, all the while pleasing his dark master.
The Dwarfs are not alone in their battle against these unnatural terrors. The Oathbearers have recently been joined by a Witch Hunter named Sigismund, who for years has hunted for the fugitive Wizard Vogt. Sigismund has guessed correctly that Vogt’s disappearance and the discovery of the cult are more than a coincidence. His search has led him to Black Crag, where his suspicions have been confirmed beyond any doubt. Now, with the help of the Dwarfs, he seeks to bring the evil Sorcerer to justice.

Of all the enemies the Dwarfs face in Black Crag, the most fearsome is the Orc Warboss Brugash Redfang. Redfang commands a large force of greenskins garrisoned at a great fort that guards the approach to Karak Eight Peaks. The brutal Warboss has single-handedly wiped out nearly half the Oathbearer force and the Dwarfs have taken to calling him ‘Grudgemaker’. The conquest of the Orc fort and the death of its leader are the highest priority for the Dwarfs, but they will be hard-pressed to claim victory without reinforcements.
In the Age of Reckoning, the war between the Dwarfs and the greenskins rages on many fronts, but few are as important as Black Crag. If, against all odds, the Dwarfs can claim a victory in this dangerous maze of winding canyons and jagged spires of rock, the road to the greenskins’ fortress will be open. Then, finally, the sons of Grungni will be able to strike back against their hated enemies and turn the tide of the war.
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Thunder Mountain Overview

The main warcamps of the Dwarf and greenskin armies in Thunder Mountain are in close proximity, separated from each other by Dragonsmite Ravine. The bridge connecting the two sides of the canyon was sundered long ago by the creature for which the ravine was named. Here, the Dwarf and greenskin forces remain in a constant stalemate, each side awaiting reinforcements that will enable it to vanquish the other..
On the northern side of the ravine, Hargan Hammerstriker's Dwarf encampment is under intense pressure, not just from Orcs, but also from High King Thorgrim Grudgebearer. The Dwarfs have come to Thunder Mountain for two reasons: to secure the region against the coming greenskin Waaagh!, and also, following a direct order from the High King himself, to mine gromril. This valuable metal is needed for the forging of the Doomstrikers, mighty weapons that that Dwarfs hope will turn the tide of the battle against their ancestral foes.
Obeying the dictates of the mighty Warlord Grumlok, the Orcs and Goblins of the Bloody Sun Boyz draw up their plans to crush the Dwarfs and clear a path through Thunder Mountain for the great Waaagh! Gazbag, powerful Shaman and advisor to Grumlok, whispers in the Warlord’s ear that the fewer distractions the horde encounters on its march to the Dwarf capital at Karaz-a-Karak, the swifter the greenskins’ conquest of the Dwarfs will be.

West of the volcano, the ruins of Karak Palik beckon both sides. The Dwarfs are interested in securing the Runed Anvil at the center of the ruins, and the greenskins are keen on keeping swarms of stunties out of the ancient towers. Both sides are committed to securing this ancient objective no matter the cost, for the ruins represent an easily defensible position that could allow one side or the other to fortify its position and strengthen its hold on the territory.
Elsewhere, in a location long kept secret, the Dwarf Guild of Engineers maintains a workshop for the development and testing of radical new war machines. At a glance, some might say that the strange devices arrayed in this hidden ravine are little more than the mad inventions of crazed tinkerers, but if the Master Engineers who labor day and night on these peculiar engines of war can get even one of them to work properly, it might be enough to tip the balance of power in the region.
While the greenskins and Dwarfs wage their war for domination of the lands around Thunder Mountain, other foes wait and watch for an opportunity to take advantage of the conflict. Reichert’s Raiders, a nefarious group of outlaws from the Empire, have been lured to the slopes of Thunder Mountain by tales of the fabulous riches stored within two ancient Dwarf vaults abandoned long ago during the Time of Woes. Now these outlaws prey upon the Dwarfs’ supply wagons and raid their mining camps, threatening to undermine the war effort and tip the scales in the greenskins’ favor.
Enemy to both the Dwarfs and greenskins are the Drakk cultists. These humans, who have lived for generations in the barren wastes that surround the great volcano, worship the ancient Dragon that once dwelt there. When the armies of the Orcs and Dwarfs clash perilously near to their homes, the cultists hire a great Ogre Chieftain named Tuff Gutbash for protection. With the Gutbash clan at their side, the cultists present a real threat to both sides in the conflict.
With its rivers of molten lava, pits filled with choking sulfurous gas and broken landscape of jagged black rock, Thunder Mountain is a fitting backdrop for the conflict that now rages on its slopes. The landscape is harsh, unforgiving and lethal, much like the warriors of the Dwarf and greenskin armies who wage a bloody battle here. The stakes are high – the victor in Thunder Mountain will open the route of invasion to the enemy capital, and perhaps strike the decisive blow that will decide the outcome of the war between the forces of Order and Destruction.
Nordland Overview

The people of Nordland are as tough and uncompromising as the rugged land in which they live. This might be due to the rumored mixing of their bloodlines with those of the barbaric Northmen. Perhaps because of these rumors, Nordlanders seem to go out of their way to prove their loyalty to the Empire.
That is not to say that the inhabitants of Nordland are considered civilized in the eyes of the Empire. By and large, they embrace traditions and practices that would seem at best quaint and at worst primitive to the gentlefolk in Altdorf. Nordlanders value action over words, and can seem gruff and quick to anger to an outsider. When they do speak, they show little regard for the intricacies of diplomacy and as often as not will say exactly the wrong thing at the wrong time in an attempt to "settle accounts."

At the dawn of the Age of Reckoning, the Barony of Nordland finds itself the target of yet another invasion by the Northmen. A massive horde of Marauders has swarmed into Nordland under the banner of Tchar'zanek, a Champion of the Dark Gods. The sheer size of Tchar'zanek's warhost cannot be ignored by the Empire. The Nordland provincial army, its ranks already decimated by the terrible plague that is sweeping through the Empire, cannot hold against so large a force without help. Karl Franz will need to intervene.
Unfortunately, the provincial army is having a difficult time mustering troops in this area effectively. The plague is hampering any hopes of a swift response, leaving too few men to defend the Empire’s northern borders. A company of militiamen is camped at the fishing village of Neues Emskrank. Under the leadership of General Breuer, the militiamen are doing their best to protect the shoreline against raiding fleets of black longships from the north.
As his men fight desperately against the overwhelming might of the warhost, the General dispatches riders to muster as many of the local villagers as they can. The plague has taken its toll on the province, however, and too few can find the courage to fight what seems like a hopeless battle. Instead, a steady stream of refugees flees southward hoping to get out of the path of the encroaching horde of Northmen.
The situation is dire and the Emperor knows that without help, Nordland will soon fall and the enemy will have a clear path to the very heart of the Empire. In a council with his chief advisors, Karl Franz devises the Order of the Griffon, an elite military force answerable only to the Emperor himself, with an authority that supersedes that of the Elector Counts and their provincial generals. Freed from these bureaucratic constraints, the Order will take swift action to unify all defensive measures being engineered in the north.
Soon afterward, emissaries from the Order of the Griffon pour into Nordland with a stern mandate: train and arm those willing to defend the Empire, and compel those who would turn tail and flee to join the fight, by any means necessary.
One such emissary is Viktor Riese, who has been tasked with preparing the townsfolk of Grimmenhagen, a small village just a short ride from Neues Emskrank, to join the battle against the Warhost. The farmers and peasants of Grimmenhagen are forced to trade their plowshares for swords, or risk losing their lands, their families and even their lives.
Grimmenhagen is but one front in the first battles the Empire will fight against Tchar’zanek’s warhost. It is a struggle that will be fought both without, against an implacable horde of barbarians bent on total conquest, and within, where the people of the Empire must find the courage to face a deadly foe even as they suffer from a terrible plague. For if the people of Nordland should lose heart and give in to their fear, the Empire may be doomed before the war has even begun.
Norsca Overview

In the eyes of most citizens of the Empire, Norsca is a wild and untamed land, full of dangerous creatures both natural and unnatural. Perhaps this is true in the deep north, but along its southern borders where Norsca joins with the northernmost provinces of Kislev, a civilizing influence has taken hold. Here, brave adventurers and resourceful frontiersmen who don’t feel at home in the cities and towns of the south cross the border into Norsca to find their fortune. Towns, villages, and isolated farms are scattered across the rugged landscape, and though their residents lead a hard life, they are largely happy in it.

The greatest dangers of Norsca are less commonplace by far, for this is the staging ground of Chaos. Here in the frozen north the servants of the Ruinous Powers draw together their numberless hordes, their ranks swollen with Northmen, twisted beasts, and terrible Daemons. These foul armies then march south into the lands of men, obliterating any civilization which stands in their way.

In the eyes of Tchar’zanek, leader of the warhost and Champion of the Raven God - one of the many guises of Tzeentch - the meager villages of the north are hardly a concern. They are at worst a nuisance, and at best a proving ground where his warriors may cut their teeth and gain a taste of the victory which must surely come in the south. Some villages hold out, defended by a courageous Wizard or hero. To these unfortunate souls, Tchar'zanek offers a bleak choice – join the legions of the Raven God, or be sacrificed in his name.

Sacked and looted by the outriders of the advancing horde, the village of Gotland now serves as a base for the sinister agents of Tzeentch. Drawing on great magical powers to rend the very fabric of reality, they aim to consecrate the land itself with the essence of Chaos in the name of their dark master. When their sinister rites are complete the village will be used as a staging area from which the warhost will cross the borders of Norsca and begin its assault upon the nearby Empire. In towns along the Sea of Claws, the forces of Chaos gather and build, constructing great Dragonships that will carry them south to raid the coast of Nordland. This combined assault by land and sea will send the forces of the Empire reeling, unable to guess from where the next attack will come.

Ostland Overview

The people of Ostland are loyal citizens and devout followers of Sigmar. For generations, they have carved lives from the rugged land, and they are well known throughout the Empire for their steadfast and stubborn nature. Time and again over the centuries, the famed Ostlander stubbornness has been tested and proved true in the face of invasion from the forces of Chaos. The Forest of Shadows conceals the remnants of a thousand battles, and the province has been ransacked by invaders dozens of times. On each occasion the people of Ostland have fought to defend their land with enviable resilience.

Even when such attacks are repulsed, there is a lingering danger. Each invasion brings with it the taint of Chaos and some remnants are inevitably left behind, lost in the vast overgrowth. The wooded darkness harbors innumerable minions of the Ruinous Powers, and even the most experienced scout moves through the forest deeps with caution, lest he stumble upon a lost tribe of Beastmen or a Daemonic servant of the Dark Gods.
Ostland seems ripe for the picking but may prove to be bitter fruit. Sparsely defended at the best of times, the province could hardly appear more vulnerable, but the ferocious Ostlanders are primed to hold their land to the last living soul. With a force of skirmishers and raiding parties, the Chaos warhost faces the daunting task of conquering a land that is itself as much an obstacle as its staunch defenders. And yet conquer it they must, for deep within Ostland is one of four forgotten relics of power that holds the key to Tchar'zanek's master plan.
To accomplish his goals in Ostland, the Raven God's Champion will turn to the methods he knows best: corrupt the strong, destroy the weak, and sow the fields of battle with terror until no resistance remains. In the woods and dales of Ostland, the enemy infiltrates and raids, striking at random, sacking farms and villages without warning and leaving just enough alive to spread the panic they carry. In the cities and towns, Tzeentch’s subtle minions twist the minds of men, raising up cults and converting secret sympathizers to their unholy cause.

The men of Ostland resist, as they always have, fighting with relentless tenacity, seeking out those who have turned to the ways of ruin and meeting the stark terror of bloody battle with uncommon valor. Their cause seems a lost one – the Empire cannot afford to offer them support, and their numbers dwindle day by day – but in every tavern and shrine the rallying cry is raised, calling upon men to keep their faith, hold their ground, and let no foul thing shake their courage.
In Bohsenfels and Wolfenburg, refugees come day by day, reporting invaders in all directions. Local leaders struggle to muster troops for the defense of outlying territories. Witch Hunters and vigilantes torture and burn so-called heretics on the vaguest suspicion of collusion with the Ruinous Powers, while men of faith preach repentance to the huddled masses. The future of Ostland is a bleak one, win or lose, but the people find solace in their faith and courage in their stubbornness and zeal.
The folk of Ostland have weathered many assaults in the past, and perhaps that provides them a glimmer of hope, but as with every invasion the threat of annihilation is all too real. The subtle claws of Tzeentch have struck at the heart of the Ostlander people, and the spears of his warriors have bled the land of its best and bravest. Without the intervention of forces from elsewhere in the Empire, it seems Ostland will die a slow death, sacrificed on the altar of battle, in the name of the Raven God and his dread Champion.
Barak Varr Overview


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Sturdy Dwarf-constructed lighthouses line the interior of the Black Gulf, guiding ships into the harbor of Barak Varr. These have become hotly contested areas for the greenskins and Dwarfs. The fighting is heaviest at the Black Gulf lighthouse where a small, but resolute band of Dwarfs holds out against hordes of greenskins. These brave warriors know that if the ironclads dispatched to Ekrund should return, they will need the lighthouse to guide them safely to the Great Cove. Showing typical Dwarf fortitude, the defenders have repelled every attack made upon the lighthouse. However, their supplies are dangerously low and they will not be able to hold out much longer.
Despite their losses, the greenskins continue to throw wave after wave of attackers at the gates surrounding the city. The fighting is fiercest at the Bar Dawazbak, the Dwarf Head gate, where a brave contingent of King Grundadrakk's best warriors has been ordered to hold to the last Dwarf. It is this gate which protects the overland entrance to the Great Cove, and if the greenskins should get through, the Dwarfs would be cut off from retreat and forced to make a last stand.


Mount Bloodhorn Overview
Following a heated argument, Lichtermann decided to abandon Erich and the remaining members of the expedition. His mercenary warriors following behind him, Lichtermann struck out into the Badlands, determined to find his way back to the Empire. Without the expedition's maps, however, the mercenaries soon become lost in the wilds.
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Badlands Overview

This desolate land is home to some of the most vicious and brutal tribes of greenskins to be found anywhere. These tribes war constantly with one another, and many of the most successful greenskin leaders in the history of the Old World emerged from the Badlands to lead their tribes on a path of destruction and conquest. The harsh environment and constant state of conflict weed out the weak and unworthy. In the Badlands, only the strongest survive.


Rumors of the existence of the Mourkain tunnel eventually reached the Dwarfs, but the tale was widely dismissed as a fanciful legend. Interest in the story was renewed when the High King announced his ambitious plan. Because the Gunbad mines were the only known source of Brightstone, the Dwarfs had tried many times to reclaim it. All such attempts had failed disastrously, for the Night Goblins were too well entrenched. A secret tunnel leading into the depths of the mines, however, might just give the Dwarfs a chance.

It will take every ounce of courage the Dwarfs can muster - and no small amount of good fortune - if they are to complete their task in the Badlands. If they can find the legendary Gunbad tunnel, they will bring much-needed hope to their people, and that alone may be enough to turn the tide of the war in their favor.