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Wednesday, March 30, 2011

Return to Khazid Grimaz!


It's an exciting time at the Wargate - we return to adventure in Khazid Grimaz tomorrow!  This short campaign is going to be held on the off-schedule for the next few gamemasters, getting in sessions where sessions need to be filled.  For a few Thursdays in April, we'll be using the characters from Into the Delve, our game from last year!


It's been six months on the Imperial Calender since we checked in on the Deeping Well mercenaries...

Kaldezeit 14, 2522 I.C.

Winter is closing in on the Old World, and it's sure to be an unforgiving and deadly time of sorrow for all who live their lives in the war torn lands where our story takes place.

The strife around Khazid Grimaz rages intensely, and has spilled out into the lands of the Empire.  Wissenland is now beset by a horde of warmongering orcs of the Bloo Moonz tribe, who have swept north and east since the stirrings of chaos in the mountains.  The Empire marshals it's forces, but is quite depleted from the Storm of Chaos.  Regiments from all across Wissenland pool in Pfeildorf for a push to aid their friends in the Grey Mountains.

At the Khazid itself, a dark pall hangs over what citizens remain.  After the attempt to reclaim the Alderhalls, the runelords of the hold now understand the wisdom of sealing the mountain and keeping its secrets hidden - vast hordes of enemies descend upon the mountain to claim the warpstone as their own.  Though they may regret their curiosity and their temerity to question the will of the ancestors, there is nothing to do now but fight.  However, the hold's warriors are few, and losses are mounting quickly, and a new enemy has emerged from the mountain.

Not seen since ancient times, lizardmen skulk about the caverns even farther below the Alderhalls.  There is an intense heat emanating from those chambers...and a mystery beckoning to more than a few souls who have since become lost.  Where do they come from?  What do they want?

The Deeping Well's members have been scattered from the Grey Mountains to Nuln attempting to draw attention to the Khazid's cause, and their availability as a mercenary company.  New warriors have been recruited, but will they be enough?

Tales of dread spread across Wissenland...orcs, ogres, goblins, lizardmen, chaos worshippers, the undead and beastmen surge forth from the wilderness, all of them intent on one thing - destruction.  Through all of this, the runelords have determined that there is a new, secret hope for survival and even prosperity in the face of their trying times.

As winter closes in on the Old World, we return to see our characters beginning to trickle into the Khazid, returning from their travels...

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