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| Black Fire Pass has been the site of many battles throughout the course of history, but none were as significant as the first which was fought there. At Black Fire Pass, a great force of Dwarfs led by King Kurgan Ironbeard joined with a human army under the command of a young hero named Sigmar to confront and ultimately destroy a great horde of greenskins. Following the battle, King Ironbeard swore a great oath that for all time, the Dwarfs would safeguard the eastern mountain approaches to the lands of men. In the following year, Sigmar was made the first Emperor, uniting the scattered tribes of humans under one banner.
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.
All throughout the Old World, tribes of Orcs and Goblins are leaving their territories and marching to the captured Dwarf stronghold of Karak Eight Peaks in answer to Warlord Grumlok's summons. On the advice of his Shaman advisor Gazbag, Grumlok has sent some of his best fighters to challenge the Dwarfs for control of several key mountain passes throughout the World's Edge Mountains. With these passages under greenskin control, Orc and Goblin tribes from every part of the Old World will be able to reach Eight Peaks and join the growing ranks of Grumlok's horde.
When a force of Bloody Sun Boyz arrives in Black Fire Pass, they discover a tribe of cunning, rebellious Goblins called the Moon Fangs. The Goblins have blatantly defied the summons to Eight Peaks, though they know it will mean their deaths if Grumlok finds out. Instead, the Moon Fangs, accustomed to being bossed around by tribes of Orcs that have now left to join the Waaagh!, have decided to take advantage of their newfound freedom and attack the Empire through Black Fire Pass. The uprising must be put down swiftly, for if Grumlok is to maintain control of the Waaagh!, he cannot afford to show any sign of weakness.
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.
As the forces of Order and Destruction clash, a new foe is watching, waiting eagerly for the opportunity to strike. A sinister presence has tunneled up from beneath the earth, drawn by the sound of conflict and the stench of death. In the depths of an abandoned Dwarf mine near the Empire town of Hindelburg, countless pairs of red eyes glow in the inky darkness. Elsewhere in Black Fire Pass, tribes of Beastmen prowl the wooded slopes in search of sacrifices for their dark altars.
In the fight for Black Fire Pass, there is far more at stake than territorial control. For the Dwarfs, a failure at Black Fire would be a failure to uphold one of the most sacred oaths ever taken ? an oath for which every living Dwarf bears responsibility. Perhaps more importantly, Black Fire Pass is also the site of Bugman's Brewery, the most famous brewery in all the Old World and a cultural treasure for the Dwarfs. Its loss would be catastrophic. A defeat for the forces of Order could also spell doom for the Empire, for its southern provinces are largely undefended. For Warlord Grumlok and the Bloody Sun Boyz, the conquest of Black Fire Pass is vital to the success of the Waaagh! and the tribe's position as the dominant force among all the greenskins.
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.
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| '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.
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| 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.
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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.
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.
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.
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.
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.
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.
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.
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| Amid the rocky slopes of Ekrund, the Dwarfs long ago 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 claiming a tenuous foothold in the lands surrounding it. Now, they battle to hold the strategically vital outpost, knowing that if they can repair its defenses, 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 a near-constant state of siege.
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.
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.
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.
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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| 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.
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.
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.
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.
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.
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Among all the warriors of the Dwarfs, the doom-laden Slayers are the most feared. Driven by some secret
shame or disgrace, these fearless fighters have pledged to regain their honor by seeking death in battle.
Upon taking the Slayer oath, a Dwarf severs all ties to home and family and wanders the world in search of
his fate. Though they often travel alone, there is one place where the Slayers are known to gather in force.
That place is Karak Kadrin, the Slayer Keep.
Karak Kadrin is unique among all the holds of the Dwarfs in that its ruler, Ungrim Ironfist, is himself a Slayer.
Bound by his duties as a monarch, he cannot leave and seek death in combat, and so he fulfills his Slayer oath by
providing for other Slayers as they seek to fulfill their vows. At Karak Kadrin, a weary Slayer may find lodging,
food and hospitality for as long as he needs it before resuming his quest for death. In return, those Slayers
who remain at the keep are expected to help the King uphold his pledge to guard the Peak Pass, along which much
trade flows between the lands to the east and west of the World's Edge Mountains.
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.
The greenskin assault takes the Slayers completely by surprise, for most of the fighting has until
now remained well to the south. Even Malekith, ruler of the Dark Elves, is surprised by news of
the attack on the Slayer Keep. The move is exceptionally cunning for the leaders of the Bloody
Sun Boyz, who have until now been little more than pawns in his grand scheme to conquer Ulthuan.
Intrigued by the greenskins' new strategy, the Witch King commands one of his most trusted agents,
Beastmaster Vauroth, to lead a battalion of Dark Elf warriors to Kadrin Valley. There, Vauroth is
commanded to observe the actions of the greenskins while aiding them in their attack on the Dwarf hold.
Seeing the Dark Elves join the battle against his Slayers, King Ironfist realizes that Karak Kadrin
is in dire peril. His concern turns quickly to surprise when a company of High Elves arrives to
aid the beleaguered Dwarfs. The company, led by Tarril Bladedancer, had been shadowing Beastmaster
Vauroth's regiment, hoping to discover the purpose of their journey to Kadrin Valley. Though not
particularly fond of High Elves, King Ironfist reluctantly accepts Tarril's offer to help, for
Vauroth's forces have already overrun the Dwarf outpost of Grung Grimaz and claimed it as their own.
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. |
Long ago, before the Time of Woes, the kingdom of the Dwarfs spanned the whole of the World’s Edge Mountains and many lands beyond. Among all the southern holds of the Dwarfs, Karak Drazh was second only to the mighty fortress at Karak Eight Peaks in its size and splendor. Situated at the mouth of Death Pass, Karak Drazh was surrounded by rich veins of ore that provided great wealth for the Dwarfs who lived within the great hold.
The Dwarfs of Karak Drazh would survive the tumultuous Time of Woes only to see their fortress fall soon afterward to the Orc Warlord Dork. Charging into Death Pass at the head of a great horde of greenskins, Warlord Dork drove out the Dwarfs and conquered the hold, renaming it ‘Black Crag’.
In the Age of Reckoning, the narrow, twisting ravines of Black Crag are infested with Orcs, Goblins and other unsavory creatures. Some of the deadliest among these can be found in Poisonwing Canyon, which is home to a great brood of Wyverns that will viciously attack any creature that enters their territory. Perched high atop a pinnacle of rock where she watches over her brood is Diemonus, the great matriarch of the Wyverns. She is an ancient and terrible creature, and when she alights from her loft to hunt for a meal, the other beasts who make their home in the crag wisely seek dark places to hide.
The Wyverns in Black Crag may be deadly, but for the greenskins, there is a far greater threat taking shape. Rumors have surfaced that one of Warlord Grumlok’s strongest and most effective enforcers, a titan of a Black Orc named Skargor, is questioning the leadership of the Bloody Sun Boyz. Using strength and intimidation, Skargor has been pressing the Orcs and Goblins in Black Crag into his service, claming that he intends to put the tribe ‘back on track’. If these whisperings prove true, Skagor’s plot could unravel the great Waaagh! before it has begun, leaving the Armies of Destruction with little hope of victory in the war.
The greenskins’ power struggles have created an opportunity for their old enemies, the Dwarfs. The road that joins the Dwarf capital of Karaz-a-Karak to the lost fortress of Karak Eight Peaks runs directly through Black Crag, making control of this thoroughfare vital to the war effort. High King Thorgrim Grudgebearer intends to do everything in his power to deny the greenskin horde access to the ancient road, and so he has dispatched a force of Oathbearers to secure it. It is a dangerous mission; the Dwarfs will be alone and far from help, yet the outcome of the conflict in the World’s Edge Mountains may well depend upon their success.
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. |
Thunder Mountain, or ‘Karag Dron’ as it is known in the Dwarf tongue, is one of the largest and most
powerful of the numerous volcanoes found in the southern reaches of the Worlds Edge Mountains.
Here, the vast armies of the Dwarfs and greenskins clash in an epic battle for mastery of the region,
for Thunder Mountain is equidistant from the Dwarf capital city of Karaz-a-Karak, and the greenskin-held
fortress of Eight Peaks. Control of Thunder Mountain is vital to the battle plans of both sides, and the
army which holds this important region will have a great advantage in the struggle for domination of the
Worlds Edge Mountains.
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. |
More than any other subjects of the Empire, the Nordlanders know what it means to live under the shadow of
Chaos. The Barony of Nordland lies but a short sail across the Sea of Claws from the havens of the Northmen.
Constant incursions by these savage barbarians are nothing new to the Nordlanders; they have withstood assaults from the hordes of Chaos for centuries.
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 is a forbidding realm of rocky hills and dark, overgrown pine forests haunted by long winters that blanket the
land in perpetual frost. Though the jagged mountains and deep forests of ancient pine are a daunting challenge to
men who would settle this cold northern expanse, the woods, rivers and bays of Norsca are rich with resources that
sustain the hardy people who dwell there. Within the borders of this vast wilderness is a bountiful harvest for
the many traders, trappers and fisherman that journey from the more civilized lands to the south.
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.
For all the settling influence of civilization however, the dangers for which the land is known are quite real.
In the northern reaches, barbarian tribes and followers of Chaos are numerous, and their raids frequently strike
deep into the southern regions of Norsca. The residents of the villages here sometimes forge pacts with these
tribes, intermingling and opening themselves to the influence of the Dark Powers through their alliances. Thus,
even the most civilized of Norse are not to be trusted by righteous men.
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.
As the Age of Reckoning arrives, just such a force storms out of the brutal north, and down into the realms of
civilized men. The isolated villages and settlements of Norsca find themselves besieged by the Chaos warhost and,
stubbornly refusing to give up their way of life and join the invading army, prefer to fight to the death instead.
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.
As the warhost marches, all that bars the way south is destroyed. Woods are cleared by unholy fire, and
towns are put to the torch to make way for Tchar’zanek’s army. The advance of Chaos is as inexorable as the
approach of a thunderstorm, and as ominous. This land will not be the stage of the final battle between the
realms of Order and Destruction, for there can be no battle in a land so utterly defeated. Here, Chaos has
won out completely over what little resistance there was, and has only gained momentum in the process.
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.
Norsca has always been a land of peril, but now it lies fully in the shadow of evil. Though it was never
truly theirs, Norsca is now more lost to the forces of Order than ever before, and whatever buffer it
might have provided against the forces of Chaos is now utterly overrun. It has become a place of bloodshed
and ruin, and it seems it will remain so until men drive back the enemy warhost, or until Chaos ends the
rule of men in the Old World once and for all. |
With its back pressed hard against the Middle Mountains to the south and west, the Grand Principality of Ostland is a
province dominated by the dark and forbidding Forest of Shadows. Hulking and ancient, the trees of this vast woodland
realm shroud the land in a perpetual green dusk, broken only by the occasional clearing or settlement hacked from the
dense undergrowth. Ostland is a realm of damp, creeping mists and shifting shadows that conceal the remnants of millennia
of civilization and conflict behind an impenetrable veil of foliage.
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.
As confusion and anarchy spread throughout the province, Tchar?zanek dispatches his elite, handpicked warriors, the Raven
Host, to carry out a secret mission behind enemy lines. Success will bring the dark Warlord that much closer to his
ultimate goal of destroying the Empire forever.
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. |
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