Saturday, March 3, 2007

Barak Varr Overview

Barak Varr is the lone seaport of the Dwarf lands, and has long been a key commercial center of the Old World. The lion's share of goods exported from Barak Varr to places such as Tilea, Bretonnia, and the Empire pass through the city's heavily-fortified docks. Although the lands of Barak Varr technically include all of the ports, docks, and anchorages that line the easternmost limb of the Black Gulf, what most mean when they refer to 'Barak Varr' is the Great Cove, the massive port facility hewn deep into the Cliffs of Gamrud.

In response to a request by the High King Thorgrim Grudgebearer, King Byrrnoth Grundadrakk, lord of Barak Varr, agreed to send a significant portion of his flotilla of ironclads to support the Dwarf recovery of Ekrund, leaving only a token force behind to defend the harbor. A short time after his ships had departed, a massive greenskin assault was launched upon the port. The Orcs and Goblins came by both sea and land and quickly overwhelmed Barak Varr's remaining defenses. The Dwarfs were barely able to repel the attack, leaving King Grundadrakk with little choice but to gather his people, seal the gates leading to Barak Varr and fall back to the shelter of the Great Cove.

Without naval superiority, King Grundadrakk has been forced to accept the greenskin presence in Barak Varr until the main fleet can return from Ekrund. The King's remaining ironclads now fight to keep the greenskins pinned down with intermittent bombardments while avoiding attacks from the numerous Orc war barges in the harbor. Also lending aid to the defense of the Cove is a bank of massive cannons that line the rocky promontory high above the bay.

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.

The One Tusk tribe vastly outnumbers the Dwarfs holed up in the Great Cove, and so it is lucky for the Dwarfs that some unexpected help has recently arrived. Sensing an opportunity for profit, the fabled regiment of Slayer pirates led by the doomed Captain Long Drong set sail for the harbor at Barak Varr. The mercenary pirates offered their services to the besieged Dwarfs in the Cove, and when King Grundadrakk scrounged together enough gold to pay them, Long Drong's men sailed out to take on the entire greenskin war barge fleet. It's a hopeless mission against impossible odds, and just the sort of challenge the Slayers relish.

With the rekindling of ancient hostilities between the forces of Order and Destruction in the Age of Reckoning, the significance of the Dwarf port at Barak Varr has grown exponentially. While the greenskins continue to blockade the harbor, the vital supply line that links the Dwarfs to their allies will be cut, and the Dwarfs will have little hope of surviving the great Waaagh! that is about to march on their capital.

Mount Bloodhorn Overview

Decades ago, an Imperial expedition set out to establish a profitable trade route to the lands far south of the Empire. Unfortunately, the expedition suffered one hardship after another. The terrain was treacherous and the wagons were constantly in need of repair. Supplies ran short, and the caravan was frequently attacked by packs of wolves and bands of brigands. The expedition's leader, Erich Krieghoffer, the son of a wealthy Imperial Baron, frequently argued with the captain of the mercenary guard hired to protect the convoy. This captain was none other than Dietrich Lichtermann, founder of the renowned Imperial militiamen regiment "Dietrich's Dogs". More used to giving orders than taking them, the veteran soldier found it increasingly difficult to put up with the spoiled, impetuous Erich.

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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Lichtermann knew he would never see the Empire again unless food, shelter and water could be secured. Though his warriors had no supplies, they did have weapons and the skill to use them. They hunted to feed themselves and while exploring a network of caves they had discovered in a winding canyon, found an underground stream suitable for drinking water. The caves soon became the mercenaries' home and Lichtermann ordered his men to begin stockpiling supplies in the hopes of making a second attempt at returning to the Empire.


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Those plans were dashed when a great horde of Orcs and Goblins suddenly appeared. Before long, the surrounding area was saturated with the green-skinned creatures, and the mercenaries were hard pressed to defend their caves. Meanwhile, back in the Empire, Baron Krieghoffer, determined to establish the trade route he was certain would ensure his wealth as well as to learn the fate of his son Erich, sent another expedition along the same road the previous one had taken. Though they found no trace of Erich, this second expedition was successful in reaching the southlands and regular commerce began to flow along "Krieghoffer's Road".


Fortunately for Lichtermann, Krieghoffer's Road passes very close to the caves in Mount Bloodhorn that his men now call home. The numerous Orc tribes that had settled in the area make hunting for food extremely dangerous, and so the Imperial merchant wagons now passing regularly north and south along the Road are an excellent source of fresh supplies. Fancying himself a bandit hero, Lichtermann has named his crew "Dietrich's Dogs" after his former militia regiment. The Dogs have a reputation as a nuisance for merchants wishing to make a rich profit by trading along Krieghoffer's Road, and if there were not so much money to be made in doing so, more of them have given up due to the frequent bandit attacks.


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Other challenges await those souls intrepid enough to brave the dangers of Mount Bloodhorn. In order to build their stockades and siege engines, the Orcs and Goblins that have recently come to occupy the area around the mountain eagerly hacked down every tree in sight. In so doing, they discovered a number of Dryads living among the trees, which they slew without hesitation. So strong was their magical bond with nature, the spirits of the Dryads return sometimes as vengeful ghosts bent on destroying any living creature they encounter.


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Also, to bolster their presence in the region, several of the greenskin tribes have moved their Squig pens to Mount Bloodhorn. Here, they breed, train and stable their creatures of war, keeping them close at hand to better deal with the many threats they face in the area.

Badlands Overview

'The Badlands' is the name given to the arid, rocky country that lies between the Worlds Edge Mountains and the Dragonback Mountains. To the north of the Badlands lie the Black Gulf and the Blood River, and to the south, the Blind River and the Marshes of Madness. Thorny scrub brush and gnarled, ash-grey trees are all that grow in the dusty, barren wastes of the Badlands. What water can be found is a foul and stinking brown, thick with mud and unfit for any creature to drink. Contributing to the dismal mood are twisting formations of jagged rock and the omnipresent ruins of the Mourkain Empire, still adorned in leering skulls and other emblems of death and decay.


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.

It is hard to imagine a less hospitable place for a Dwarf to visit, and yet they have come to the Badlands in force to carry out an important mission. In response to the fall of Karak Eight Peaks and the resulting blow to the morale of his people, the wise High King Thorgrim Grudgebearer has proclaimed that the Dwarfs will forge mighty weapons, more powerful than any the world has ever known. These weapons will be crafted from the best and rarest materials in the Old World, and one such ingredient is the gem called Brynduraz, or 'Brightstone' in the language of men.

In an age long past, the Dwarfs mined Brightstone from the tunnels beneath Mount Gunbad. It was in the Time of Woes that a horde of Night Goblins attacked the gold-rich mines and drove the Dwarfs out. Many years later, Mourkain Necromancers divined the existence of a powerful intersection of magical ley lines beneath the Gunbad mines. Determined to reach this nexus of power, they used their undead laborers to dig a great tunnel joining the mines with their own Empire, which at that time stretched across the Badlands. In the deepest hollow of the Gunbad tunnels, they built a great obsidian henge to channel the potent energies of the ley line convergence. The Mourkain never had the chance to use this power, for their great empire was destroyed soon after the completion of the henge.

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.

Even if the Dwarfs can find the tunnel, shipping cartloads of Brightstone safely back to Karaz-a-Karak will be a monumental undertaking. Like the nearby Marshes of Madness, the Badlands are tainted with the warping power of Chaos. All manner of predators both living and dead prowl the barren, rock-strewn hills and valleys. Ghouls stalk the craggy bluffs while packs of ravening Chaos Hounds hunt for easy prey under the light of the green-tinged moon, Morrslieb. Black-feathered carrion birds circle high above, searching with greedy eyes for their next feast. In the southern reaches of the Badlands dwells a great tribe of Ogres, and they will suffer no trespassers to enter their territory.

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.

Marshes of Madness Overview


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The Mourkain were a culture steeped in death and decay, destined for an unsavory end from the moment that their leader Kadon first discovered the corpse of King Alcadizaar of Khemri along the banks of the Blind River. The fallen king still gripped the sorcerous Crown of Nagash tightly in his hand. Drawn by the power that emanated from the crown, Kadon took it and placed it upon his own head. Almost immediately, the corrupting influence of the crown effected a change in the young Shaman. Kadon became obsessed with death and the magic of Necromancy. He commanded his people to build a magnificent tomb for Alcadizaar and around that tomb, their settlement evolved into a city that came to be called Mourkain. As the years passed, the city grew into an empire which, at its height, stretched from the Marshes of Madness all the way to the Black Gulf.

The rapid expansion of the Mourkain civilization drove many greenskins out of their settlements in the Badlands and into the Worlds Edge Mountains. It was an injury the bellicose Orcs would not forget. In retaliation, the Orc tribes united in a massive Waaagh! and marched upon the city of Mourkain. Despite being well-schooled in the Necromantic arts, Kadon's people were no match for the amassed might of the fearsome greenskins and were slaughtered wholesale, their cities and villages burned to the ground.


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Millennia later, war has again come to the Marshes of Madness. The Dwarfs have ventured into the bog to gather Galbaraz, or Oathgold. Oathgold is one of the rarest and most valuable among the numerous types of gold known to the Dwarfs. This brilliant, lustruous gold is one of many ingredients the Forgemasters of Karaz-a-Karak intend to use in the crafting of powerful new weapons that will help the Dwarfs reclaim Karak Eight Peaks. This precious gold must not only be mined, but also transported safely from the perilous marshes to the Dwarfs' capital city. This will be no small feat, for there are many enemies in the swamp.


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Under the command of the brutish Orc Warchief Hargruk, the warriors of the greenskin horde seek to exterminate every Dwarf in the marshes. Standing against them is the courageous and charismatic Dwarf leader Burlok Greysteel. It is a desperate struggle, as Burlok's men have scarce resources and few reinforcements. Greysteel knows that as long as he and his fighters can hold their ground, the Orcs' attention will be turned from the road and shipments of Oathgold will continue to travel safely to Everpeak. With grim determination, Burlok and his noble Dwarfs battle night and day to keep the eyes of the Orcs fixed firmly upon them, even if it should cost their lives.

Aiding Greysteel's warriors is the famed treasure hunter Murdogh Kadrikson. Lured by the promise of untold riches, the jovial Dwarf has led his band of mercenaries, Murdogh's Hammers, into the depths of the marsh. When not lending their formidable skills to the defense of Burlok's camp, the Hammers comb the Mourkain ruins in search of valuable artifacts to sell to Imperial scholars in exchange for gold. Murdogh is jovial and well-regarded by Burlok and his men, but he and his Hammers are inclined to take foolish risks when presented with the opportunity to earn wealth. His force slowly dwindles while he holds out for "just a few more" treasures, the irresistible lust for gold overpowering his sense of reason.


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The Dwarfs' iron determination to hold the road has paid dividends. Confident the passage would be safe, the famed brewer Grolin Bitterstout assembled a large shipment of Grolin's Reserve – a favorite ale of Emperor Karl Franz himself – and formed the "Grolin's Drinkards" regiment to guard the cargo during its voyage to the port city of Barak Varr, there to be delivered by ship to Altdorf. On their trek through the marsh, the Drinkards were ambushed by a band of Orcs, but defeated them handily. In celebration, Grolin himself opened a prize barrel of ale that the Dwarfs soon emptied. Their confidence buoyed as much by the brew as their victory over the ambushers, the Dwarfs set out to hunt more greenskins.


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Unfortunately, in their distracted exuberance, the inebriated Dwarfs left only two of their regiment to guard the wagon. When the hunting party returned, they found the precious barrels smashed, their kinsmen dead and the wagon destroyed. Enraged at this turn of events, the Drinkards swore an oath to kill a thousand greenskins in revenge. They have made camp by their ruined wagon and patrol the area for any sign of Orc or Goblin.


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Unbeknownst to Grolin's men, they have made camp near a particularly gruesome monument called the Tree of Swinging Beards. From the boughs of this twisted, ashen-colored tree are hung cages filled with the skeletal remains of captured Dwarfs. The ground below these cages is carpeted with a thick mat of hair - the remnant of hundreds of generations' worth of Dwarf beards, shorn and left to rot.

The conflict between the Dwarfs and greenskins has spread to nearly every corner of the Marshes of Madness, but there is one place that neither side will venture near. Rising from a dense bank of perpetual fog, a tower of pure jet erupts from the sodden earth. It exudes the menace of concentrated evil, and many of the myriad creatures which dwell in the swamp will not go near it. As a result, the black tower occupies a rare pocket of silence amid the cacophony of chirping frogs and buzzing insects. Rumors abound as to what manner of creature would call such an edifice home, but none who have thus far ventured inside have ever returned.


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As the Dwarfs and greenskins wage bitter war, they are unaware that a new menace is taking shape in the foul and gloomy marsh. The Age of Reckoning has arrived, and the winds of Chaos strengthen as dark powers plot to overthrow the races of men, Dwarfs and High Elves. Stirred by the rise of evil in the world, a terrible, sinister consciousness has awakened. Craving his ancient crown and the power it will bring, the spirit of Kadon, Emperor of the Mourkain, has returned to menace the world. From the ruins of his ancient city deep in the nearby Badlands, the malevolent specter calls upon his people to rise and take revenge upon the living. If Kadon's undead minions are successful in seizing control of the swamp, any hope for the Dwarfs to repel the greenskin horde will drown in the brackish waters of the Marshes of Madness. Madness.

Ekrund Overview

Long ago, amid the rocky slopes of Ekrund, the Dwarfs built a great mining fortress that fell to their hated enemies, the Orcs and Goblins. As the Age of Reckoning dawns, Dwarf forces have made a determined push into the Dragonback Mountains, reclaiming the fortress at Ekrund and establishing a tenuous foothold in the lands surrounding it. Now, they battle to hold the, strategically vital, outpost knowing that if they can repair its defences, they will gain a valuable staging area from which they can take the fight to the enemy. However, there is still a significant greenskin presence in Ekrund and the beleaguered Dwarfs within the fortress find themselves in an almost constant state of siege.


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While the Orcs and Goblins launch their relentless attacks upon the fortress, Dwarf reinforcements continue to pour into Ekrund and entrench in the craggy landscape. The resourceful Dwarfs have wasted little time in putting to use the many outposts and storehouses retaken from the greenskins, and are now making preparations to launch an offensive against the besieging Orc horde. Key to the success of this assault is a new workshop the Dwarfs have begun to build not far from the fortress. Here, the legendary Grungni Rockcrusher is already busy crafting death-dealing organ guns, swift gyrocopters and thundering flame cannons for the Dwarf army.


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Elsewhere, other dangers wait to prey upon the unwary. Lurking deep within one of the numerous caves in Ekrund is Murgluk the Mad, a mutated Goblin once fond of making brews to increase his strength and courage. While mucking about in a sinkhole searching for new ingredients, he discovered a tiny pebble of Warpstone and plopped it into one of his concoctions. When he drank this foul potion, he was transformed into a towering, muscle-bound monster. His twisted mind now plots the destruction of Dwarf and Orc alike, for Murgluk is determined to prove that he is the biggest, strongest and meanest greenskin of all.


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Fearsome creatures are not the only threat to be found in Ekrund. The aggressive mining of the greenskins has weakened the surface of a landscape already plagued by frequent earthquakes. The ground is now peppered with sinkholes, many of which contain fetid pools of stinking water covered by poisonous algae Normally the Dwarfs would leave well enough alone; however, a number of fortifications they constructed upon returning to the area collapsed into such sinkholes, taking with them the caches of gold, gems and precious metals stored there. Many an intrepid Dwarf has tried to safely recover the lost loot, but so far none have succeeded.

The largest sinkhole in Ekrund is "Goldfist's Hole". This pit opened up suddenly under the pavilion of the wealthy Dwarf General Farlok Goldfist. The General and his men plunged into the gaping pit taking with them hundreds of chests filled to the brim with rare gems and gold from all corners of the Old World. Hoping to drain the pit of water, the ambitious Dwarfs have set up pumping machines around the sinkhole's rim. This fixation has made them vulnerable; the desire to reclaim the lost gold has pulled many an eager Dwarf away from the battle with the Orcs.


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Also in Ekrund can be found a number of ancient Dwarf burial chambers. These hallowed tombs are guarded diligently by the stout warriors, and they will suffer no trespassers. The guards are scarcely needed, however, for the eerie sounds occasionally heard within the crypts have the Dwarfs convinced that the spirits inside are restless, and better left alone. The less careful greenskins, on the other hand, would love nothing more than to plunder the tombs to the last bone just to spite their foes.

Day after day, the battle for Ekrund rages without end. The Dwarfs fight with an iron determination, knowing that control of the fortress is the key to driving out the vile greenskins and retaking the land that once was theirs. For the Orcs and Goblins, Ekrund is a seemingly endless source of "stunties" to fight, with more arriving every day. It is a battle that could have far-reaching implications in the Age of Reckoning.

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