Quests and Rumours
The Weave weaves where the Weave will. Sometimes those who travel across it are taken up by it, moved in a direction they did not know they would move in, even against their wishes. And sometimes, those who travel across it possess such strong fates that they dance on the Weave, and it swirls and stretches around them, pulling adventure around them, and bending fate to their wills.
Quests are adventures that you, usually through a Hero, can undertake. Most people will play through these within a Soulbound Adventure, a Path to Glory campaign, or a Warcry game, but there isn’t anything stopping you from using them to create singular, one-off games as well within whatever system you’d like.
Remember, everything in the Weave “actually happens” so most of the time Quests are one-offs. For example; if a monster is terrorising a city, and you decide to play through the Quest, you will be “resolving” that Quest. When you’ve completed the Quest, be sure to comment on the page about what happened! Some resolutions will naturally close the quest (the monster is slain), while others will keep it open (the army/binding was destroyed/beaten, and the monster is still out there).
Often, our events and campaigns use Quests as their main mechanic. Sometimes when this happens it is much more likely that the Quest evolve over time, as players interact with it, than they are to resolve and be closed entirely, though every event is a little different in how they implement Quests.
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Where to Hero?
Quests are always set somewhere. They exist within a larger narrative, the best of them will even affect people, locations, or possibly other Heroes. So, where would you like to find your next Quest? Our Realm pages have the information you’re looking for, they have sections for their Quests specifically, possible adversaries, locations to fight over, and other awesome information and stories. Get stuck in!
Current Quests:
Path of the Warlord
No matter the might of the enemy, a warrior that walks the path of the warlord must bring death and ruination against their enemies.
Path of the Scholar
A power once thought lost forever must be recovered.
Path of the Adventurer
Adventurers take jobs no one else can do. Or want.
Path of the Bandit
People need to do what the have to in order to get by.
Path of the Zealot
There is no room in the Mortal Realms for the unfaithful or heretical.
Path of the Devout
Those with the zeal to be missionaries are as varied as the gods themselves.
Path of the Crusader
Your task is to annihilate those that would deny your god.
Path of the Blade
You are girded and ready for battle. You must prove your mastery of weapons great and small.
The Battle of Flaming Skies
High above the Crusader State of the Templars of Our Burning Saviour in Thondia Nurglite attackers clash with Templar defenders and their Kharadron allies.
The attackers must be repelled to secure the future of the Crusader State.
Defense Against The Beastmen
With the lessening of Khornate & Tzeentchian power, the Beastmen rage. All types of frays go ranging across the new cities and power bases. These hordes hope to rip the rising threads of civilization apart. They need to be fought off!
Defense Against Rot
Defense Against The NurglingsAs new powers settle in the Drench, they will have to fend off waves of Nurglings who want to tear down these rising civilizations. Worshippers of the Plague God will throw Pestigors, Pox Walkers, Blightkings and even allied Plague Monks...
Seize the Crown
The clouds that drew over the Slidecrown Isle were heavy with Ghyran’s grief. They shed crystal rain in great sheets over the lakes. The war for the isle had heralded nonstop combat for weeks. Bodies were slumped in the shallows, often cut down from behind even as they tried to heal their injuries with life-giving Aqua Ghyranis.
The Eastern Indigo Theatre
As Ephilim rose in power and destroyed many of the rival Tzeentchian Factions, such as the Indigo Permanent Assurance, this has left a power vacuum for other powers can exploit. However one should always be careful around a nest of Tzeentchians (Can’t be done if doing the Desraki Theatre)
The Northern Desraki Theatre
With the Desraki’s hold on the Thondian Lands slipping new powers are arising to take hold. As the major Northern Tusk Chieftains are overthrown, smaller Tusk Warlords take their place ready to establish themselves or swear fealty to outsiders. The last vestiges of Desraki Power left are in the Cities. Though no City is immune to a Siege (Can’t be done if doing the Indigo Theatre)
Cross the Water
The fires of war rage unendingly across the Slidecrown Isle. Those bent on scouring it clean topple ancient jadebarks and put resistance forces to the slaughter. Island denizens string up the bodies of their foes to feed the life-giving copses. Under cover of furious fighting, mercenaries dig through earth sodden with Aqua Ghyranis to find treasures of a civilisation long lost to time…
The Rot Tunnels
Forces of Nurgle have been moving from the Sea into the Underground Caverns of Thondia. The Nurglite Forces flood the underground Caverns with the Salty Ghurish Waters. They bring vast armies into these tunnels. Alongside Nurgle corrupted Beasts, both terrestrial and...
Welcome To The Inner Circle
With both Desraki and Scorntide Leadership panicking, dying or both, power vacuums and leadership gaps have opened up. Other Foreign Chaos Armies may be invited to be the inner circles. Political Power and Land are given to these Armies in exchange for military...
Taming The Beastmen
With the Weakening of both Khornates & Tzeentchians, the Beastmen tribes they once controlled are now rampaging. The Armies must either defeat these armies in battle, or ally with them in a tenuous friendship. Though both approaches must be aware, some of these...
Traverse the Forests
Commenting on this Quest at this time will affect the Forests, but will not affect the Withervane of the current campaign.
Across the flame-parched plains of Aqshy and the light-bleached deserts of Hysh, a wild story gripped the denizens of the realms. A site of ancient legend in Ghyran, the Realm of Life, held entire reservoirs of Aqua Ghyranis – enough to want for nothing ever again, to expand a mortal lifespan by centuries or to conduct powerful arcane rituals.
Appeal To The King
The Ghoul King Marrowblade holds court and hears the pleas and petitions of from various visitors from other courts. The Ghoul King sees most others as monsters, except for other Undead. The Undead can petition the King for aid in the war around the Drench, in...
Ogors For Hire
The Ogors of the Ice Fangs don't fight for cheap, and with the Hellscorn War underway they had no qualms increasing their prices. The armies in the Drench can recruit these mercenaries, but it will cost more than just some gold. These Ogors want tracts of land within...
Krondspine Ghosts
Krondspine Range is full of ghosts tainted by demonic energy. Some have been able to shake off the taint of Chaos and want revenge against the forces of ruin. Armies opposed to Chaos can contact these Ghosts for aid Vengeance Against The MageThese group of Ghosts want...
Krondspine Ghosts
Krondspine Range is full of ghosts tainted by demonic energy. Some have been able to shake off the taint of Chaos and want revenge against the forces of ruin. Armies opposed to Chaos can contact these Ghosts for aid Vengeance Against The MageThese group of Ghosts want...
A Congress With The Dragon Ogors
Even after millennia Dragon Ogor Tribes remain the dominant power in the Thunderscorn Peaks. They continue to fight Order, Destruction, Death and other forces of Chaos. Though some may see an opportunity for an alliance
TREASURES OF THE HUNGRY ISLANDS
Even among the starving lands of the Ghur's predator-continents, the Ravenids are known for their hunger. Hunger for blood, hunger for bodies, hunger for treasure. Even now, their hills are resplendent with legendary artefacts, awaiting those strong enough to take them
Secure The Ravenids!
Various armies will attempt to hold these islands to gain a tactical nautical advantage. However they might have bitten off more than they can chew…
The Lost Avengorii Princess
Rumours of an Avengorii princess that’s been entombed on the island has reached the warlords and adventurers fighting around the Drench. Now, warbands descend on the islands in search of this trapped lady of death – in order to release her onto the field of battle, or to kill her for good, only time will tell.
Infiltrate the The Thousand-Mind Symposium
Sitting in Fort Clawpoint, Valithek Scorntalon has called upon a meeting of Tzeentch Mages from all over the Realms. To discuss matters both esoteric and military. The Binding must infiltrate this Ceremony and navigate the ever shifting politics of Tzeentch worshippers. One must know the players of this game before striking
Infiltrate the Redcloak Initiation Ceremony
Set in the Gorecrag Citadel. This is a Desraki Ceremony meant to find the next generation of warriors to continue their bloody conquest. The Binding must infiltrate this ceremony to find who the true masterminds of the war are. One must know their enemy before fighting them
Race to the Vault
Tzeentchian sorcerers have turned their attention to the Doomstretch, with dire consequences for the aelves of the region and the realm as a whole…
A blot on eastern Ymetrica, the Doomstretch is avoided by sane souls. The sky churns with aftershocks from intense magical combat, and the land is split by constant tectonic agony. Beneath the Doomstretch was buried a loathsome relic, named in crystal tablets as Yngr’yme or the ‘Shackler of Peaks’. While records of the artefact’s precise nature were lost, legend spoke of its ability to enslave the minds of the mountains – a sin beyond measure in Ymetrica.
If Tzeentch’s forces were to claim such a relic, they could inflict wounds upon Ymetrica that might undo the work of the Reinvention. Whatever Lumineth forces could be mustered were drawn together, even if it occasionally required Sigmarite allies to be abandoned mid-campaign. To the aelves, it was a grievous but necessary sacrifice. They could only hope to reach the Doomstretch vault before all was lost.
The Final Battle
The Cult of The Fell Dragon’s ritual has been completed, but at disastrous cost. The ritual was corrupted by the interloper, summoning instead a draconic entity composed of the shadowy energies of The Underside itself. Regardless of prior allegiances, you’ve chosen to fight this monster, for your own sake and that of all Drakengrad.
Investigate the Interloper
During the brief calm in Drakengrad, the interloper, who ruined The Cult of The Dragon’s first attempt to resurrect their patron, made themselves known to all in the region. You’ve chosen to pursue this mysterious figure in an attempt to uncover their designs for Drakengrad.
Protect the Resurrection
In the brief calm that swept over Drakengrad, The Cult of The Fell Dragon have made preparations to perform a new ritual to resurrect their dread patron. You’ve chosen to head the defense of one of the ritual sites at one of the various Sentinel Bones across Drakengrad.
Bolster Your Own Territory
The Great Awakening approaches. Disruptions in the Hungering Steppe cause tensions to flare up between the warlords. They begin to make their moves, seizing strategic resources in a bid to cement their positions of power. The warlords call upon those who have pledged loyalty to them. Blood and battle has come to the Steppe. Only the strong can survive.
Battle of the Swamp Pass – Bogswallow Marauder versus Packhome
The Great Awakening approaches. Disruptions in the Hungering Steppe cause tensions to flare up between the warlords. They begin to make their moves, seizing strategic resources in a bid to cement their positions of power. The warlords call upon those who have pledged loyalty to them. Blood and battle has come to the Steppe. Only the strong can survive.
Battle of the Toothspire – Bloodroot Legion versus Cult of the Unseen
The Great Awakening approaches. Disruptions in the Hungering Steppe cause tensions to flare up between the warlords. They begin to make their moves, seizing strategic resources in a bid to cement their positions of power. The warlords call upon those who have pledged loyalty to them. Blood and battle has come to the Steppe. Only the strong can survive.
Battle for the Gorelake – Pearlgrave versus the Towering Court
The Great Awakening approaches. Disruptions in the Hungering Steppe cause tensions to flare up between the warlords. They begin to make their moves, seizing strategic resources in a bid to cement their positions of power. The warlords call upon those who have pledged loyalty to them. Blood and battle has come to the Steppe. Only the strong can survive.
Black Star Arena: Gladiators Wanted!
By order of Her Most Blessed Yellow Majesty, Queen Cassilda of Carcosa, Daemon Princess of Ambition Ascendant, the Black City has begun construction of a series of arenas, for the entertainment of all and to aid in production of foodstuffs and ritual items.
Therefore, She Who Wears The Mantle offers payment to those who would fight for honour, popularity, and glory in this burgeoning series of Carcosan arenas; may the Twin Suns bear witness to their victories.
Victors will be rewarded handsomely with the finest Carcosa has to offer, while those who are unfortunately not victorious will find fulfillment in the service of our demoniac masters. Apply at the Kelathran Spire.
The Bone Collector
Bones of the dead are going missing and bodies are not making it to the crematoriums.
Terror of the Deep
A massive creature has begun appearing throughout the realms, enemy of all, leaving army and city alike decimated.
The Rebuilding of Nassollotyl
With the war of the worm at an end, Nassollotyl has begun the slow process of rebuilding. The half of the city on Neolotl has been all but destroyed. Although the enemies of the city have been largely routed, parts of the city still stink of death and destruction…
Inside Lāzawardcháros
The followers of Nagash named the great worm that circles the god-beasts Nasson and Neolotl, “Lāzawardcháros”. Inside this massive creature is a cave network that has gone unmapped, and throughout the system, great gems (a strange kind lapis lazuli), can be found.
To Exorcise the Serpent
The Purple Serpent, a small force of Chaos worshippers has infected the new settlement of Faun’s Leap…
Geomantic Energies
The geomantic energies of Larimar, a giant worm that circles the great god-beasts of Nasson and Neolotl, have the power to create both peace and chaos for the worm’s residents.
The Lavafall Restricted Area
The Lavafall District in Hammerhal Aqsha had been thoroughly devastated, after the gargantuan Charonhydra escaped the alleged Grand Stormvault beneath the city. Wild spells and ancient monsters, trapped since the Age of Myth, were released into the city, and the Council of Hammerhal sealed off the district, leading to riots inside for months.
The threat within and below grew so big that the Hammers of Sigmar themselves descended on the vault at last, and seemingly neutralized most of the threat… or did they?
Things have calmed down since, but large parts of the district are still quarantined, to prevent entry to the bowels of the vault and for fear of Chaos corruption… and rightly so.
Cyclestone Empowerment
“What do you mean it looks the same? Less of your cheek, and go stick something with it – you’ll soon change your tune.”
Deep in Shyish, within the Cursed City of Ulfenkarn, adventurers can find what’s been called “Cyclestone Alloy”. If one could get their hands on this alloy, then their weapons would be all the more powerful!
An Inky Sky
Black Onyx has been transported, somehow, into the Interstice. It now hangs above the Ember Isles, menacing, and with unknown intentions.
The Lost Lore
The locals of Vandalheim, located in the south of the Ember Isle, have a strangely negative outlook on Duardin, and some very odd beliefs about them hint at a history long forgotten…
Pirates and more!
Pirates, leviathans, and ghoul-infested ships prowl the Searing Sea, endangering Har Kuron’s maritime trade.
The Treasure Forge
Deep in Shyish, amidst the foreboding peaks of the Greyspears, can be found many abandoned magmaholds, here lies the Grimflame…
Ceremony of Blood
The Mandestri, a brand-new blood cauldron connected to the great Mother Cauldron and font Morathi’s power – has been terribly damaged. Its cursed iron surface has splintered and must be repaired through rite and sacrifice. Morathi-Khaine herself leads a great ritual intended to heal the Mandestri’s wounds, channelling a vast quantity of potent gore through a sacred sacrificial shrine magically linked to the Mother Cauldron. But enemies seek to impede her plans; they must be driven back – or fed to the Mandestri themselves.
Dawnland Deaths
During the ever-present night of the Dawnland, someone is killing thieves and murderers. And no one knows why…
Eternis Gate Orrery
Recently, Azyrite scholars have unearthed the lost, and thought destroyed, Eternis Gate Orrery — the projection orrery that mapped the whole of the Amethyst Princedoms vast realmgate network. Many of the realmgates may have been lost or, worse, corrupted, but the value of the rest is priceless. Some brave souls must start investigating the realmgates within the extended network to discover which still function and what is now on their other side, which are broken, and which must be reclaimed to ensure the safety of the rest.
Glymmsforge Catacombs
More and more adventurers are entering the Glymmsforge Catabombs of late, rumour has it there is a lost artefact of great power hidden down there
Ceraphate without a Ceraph
Ever since the vampire Eresiel was overthrown, the Prime Dominion has been a Ceraphate without a Ceraph – a kingdom without a king. The six remaining satraps, rulers of the provinces known as satrapies, have governed by way of uneasy council. Old grudges and ancient pride sit like embers beneath a paper throne, awaiting only a breath of air to burst aflame once more.
Tutanum Dissapearences
Rumours abound in the nearby free city of Tutanum, in the Blood-wood Swamps, that there seems to be a new natural formation has mysteriously formed nearby. Where there was once a desolate desert, now rivers, jungles, and swamps have formed.
Pirate Shinanegans
An increase in pirates has been noted on the Gnawing Sea, it’s time we found out more about this unforeseen increase in numbers
Shifting Fires
The Everflame, a great wall of fire that surrounds the city of Izalend, rendering it safe from attackers, has been shifting into strange colours of late
Barak Urbaz River Problems
A river between Barak-Urbaz and the Greyfyrd Lodge has begun to haphazardly sink various ships that use it as a trade route.
The Thirsty Pilgrim
The dour traditionalists of the sky-port of Barak- Thryng are slow to ask for assistance, which is why their plea for aid is so unusual. The Kharadron frigate, The Thirsty Pilgrim, crashed in the Yhorn Mountains, near the Spiral Crux, on the way to Barak-Urbaz. The fallen crew managed to send out a distress signal before they were cut off.
Glowing Lights
Strange sounds and glowing lights have been heard around the Lost Forgecity of Grugni, found on Ayadah
The Gargantuan Charonhydra
The Gargantuan Charonhydra was released from the alleged Stormvault beneath Hammerhal, and in its rise devastated half of the Lavafall district before being driven out to the Crescent Sea.
It still swims out there, threatening settlements all the way from the coast off Hammerhal, to Fort Denst, the Cape of Spines and all across the Vitriol Sea.
Nurgly Flesh Eaters
It is said in the mountains of Northern Verdia Nurgle-infested Flesh-eaters are developing the beinnings of a kingdom.
Trade on the Green Ridge Pass
Within Northern Lustrare, it is Rumored that Clans Pestilence and Moulder work together on some plot to weaken trade along Green Ridge Pass to draw out the garrison of Taki’to. The Star Priest Xo’talac may be willing to hire mercenaries to scout the pass and bring back valuable information.
The Sign of a Crow
Within Northern Lustrare, it has been reported by both the humans of Oscoda on the Huron Creek, skinks of Xlakana and the Slyvaneth of Arbor Vale that those who have gone out to collect berries and other food along Huron Creek and The Great Green Swamp sometimes do not come back. Wild animals were to blame at first, but no bodies have been found, only drag marks. Skaven are thought to be the cause after further investigation, but Skaven have never been known to make it this far into the valley. The Sign of a Crow has been found at least one site of a possible struggle, though strange claw marks have also been found.
The Lost Chambers of the Sun
Within Northern Lustrare, there is a legend of there being lost chambers under the lone obelisk in the northern part of the Desert of the Sun. It is said these chambers hold immense wealth, lost scrolls from the age of myth, lost plaques from a time before time, one legend even says there is a powerful weapon of old gods locked away…. legends are mostly made up, right?
Little Helpers
It is said that in Hallowheart people have been using little creatures to do their bidding. Some say that the creatures are tiny humans, others say strange birds with human arms, others claim it’s actually inanimate objects come to life.
Necromancy in the Tunnels!
Bones of the dead are going missing and bodies are not making it to the crematoriums. Whispers circulate that a powerful Necromancer is at work in Hammerhal.
Eastern Parch Dragons
A black dragon has been sighted swimming in the Heartblood Sea
Blessings in the Magma Flow
The river of magma flowing through the Adramar Rift is starting to change, becoming foul smelling and torrid almost as if it was once alive, now rotten.
Meglofin Feast
A huge Meglofin has crashed into Brightspear recently and has been providing enough food to feed huge sections of Brightspear’s New City. It seems as if as more and more is carried off, more fights are breaking out over the best parts of the catch
Resolved Quests:
The Siege of the Voidfang
The only hope of stopping the Fae’s reign of terror in Rondhol lies in the defeat of their monstrous creation, the Voidfang. It’s time to gather a powerful force and embark on a dangerous journey into the heart of enemy territory, facing countless obstacles and dangers along the way.
Fortifying Positions
The denizens of Rondhol must prepare themselves for any number of the various onslaughts that are incoming. Those that are currently within Furyoth Dell and the Mountains of Maraz know that the likelihood of the Voidfang reaching them is high, cities along the coast of the Bitingsea such as Civilia’s Ruin need to prepare for the Svlind to finally reach them, and others throughout the region – including Khardhir – are under an ever-growing number of threats.
Plunder the Bitingsea
Amidst the chaos and destruction of Rondhol, some are choosing to take advantage of the situation and raid the abandoned towns and attack the refugees fleeing the destruction. Those led by Targug the Cleaver and Khrovar Blackmaw are all still in the Bitingsea, making the most of the situation.
The Rising Flood
Civilia’s Ruin has begun to degrade further; the waters of the Bitingsea flooding the city to greater measures due to the Svlind moving towards the southern shores. Those within the city can no longer ignore this threat.
Dire News Has Arrived
A Skink by the name of Ku’tok-notoc has returned to the city of Khardhir with dire news indeed – the Fae are on the move, and the city needs to shift its focus or all is lost.
The Procession of Blood
The Burning Templars have created a procession of sorts that now moves through the Furyoth Dell – in the direction of where most believe the Fae to be coming from. This massive group of followers have begun to pull even more to their cause, but someone has arrived that brings of news of a new plan…
An Engine is Needed
While the city of Khardhir may be grounded, with Seraphon allies at their side they’re looking to reassert themselves on the now roused continent. Can they successfully lift the city again, or will they perish in the mud like so many other crusades?
Beastial Pride
The Fae are using the amber blood, pulled from the depths of Rondhol, to control all manner of large beasts. This theft of the blood of the land, along with the use of it in controlling the wild creatures of the continent, has not gone unnoticed.
In Need of More Blood
Sorrah Nikos, now without a ring of Seraphon around her city, seeks to further her burgeoning kingdom – and to do that she’ll need much, much, larger reinforcements.
Spoils and Plunder
The cessation of Rondhol’s slumber has brought terror to the denizens of the continent. Towns all along the Svlind have been destroyed, and those that call the other side of the Bitingsea home look to the northern horizon – and flee. This is the Mortal Realms though, and as such, there are plenty that are willing to use this terror to their advantage…
The Whispering Call
A new presence is making itself felt across the Furyoth Dell…
Whispers, guiding you through the valley, promising power and purpose if you prove yourself.
The Drowned Citadel
Civilia’s Ruin is now solidly in the hands of Sorrah and her allies. Those that sought to defend the city have either been killed by those they thought to be friends, are missing, or have turned to the Dell in search of a new way forward. To make matters more complicated, the Seraphon from the Xarlanth continue their incursions with their broken ship clearly in mind.
A Fortress of Deceit
Civilia’s Ruin is now in the hands of Sorrah and her allies. Those that sought to defend the city have either been killed by those they thought to be friends, or are missing. To make matters more complicated, the Seraphon from the Xarlanth approach with their broken ship clearly in mind.
A Destination to Reach
Khardihr is no longer safe. From the inside families and communities eye each other suspiciously while the House of Vermillio and the rest of the Council go at each other within the Council. Not to mention a significant amount of very angry orruks now eye the city with great desire.Although the Council has forced the city to move towards Furyoth Dell, it is moving slowly and is certainly open to attack.
A Portal’s Pull
Warbands that found themselves battling high on the River Att have been decimated. Those that survived need to re-group, fighting off the jungles that lay beside the river. Some will make their way upstream towards the Furyoth Dell, while others, hearing that the Gaping Portal is soon to be attacked, decide to defend what’s already theirs.
A City’s Decision
With the help of some local explorers, the College of Engineers in Khardihr have obtained a piece of technology that can detect the location of sections of the downed ship given that they are large enough…
Headz and Tailz
A kruelboyz scout has spotted the crash site of a portion of the Xalranth. Most notably, it seems the seraphon here have survived, and are pulling together sections of the ship to create a temple-raft fortress on the back of a gargantuan gharial – a crocodilian megafauna half a mile long.
The City of Wavemeat
Lord Haddrik Carminnio has attacked the port city of Wavemeat, located in The Svlind – much to the chagrin of Khrovar Blackmaw who has often used the town as a base of operations when on land.
Trouble on the Att
The battle at the Gaping Portal as swept upstream as the violence sweeps across the continent, drawing more and more into the fray.
The Occupied Ruin
Although the survivors of Civilia have managed to create a defensible position and enemies still abound as they refuse to allow the city to reform.
Into The Dell
Not only has the Furyoth Dell been exposed after centuries of being hidden away, it’s also where known parts of the Xarlanth fell – possibly even the primary site. If the Dell was a curiosity to adventurers before, it is now irresistible to treasure seekers, explorers, and merchants throughout Rondhol. Additionally, it is clear to everyone that many of the Seraphon that survived the crash are now converging on the area in the hopes of finding parts of their lost ship.
Halt the Resurrection
With the Free City reconstituted as best as Drakengrad’s brief calm would allow, its defenders stand ready to oppose The Cult of The Fell Dragon’s attempts to resurrect their dead god. You’ve chosen to head up one of these forces, marching out to one of the Sentinel Bones to disrupt the ritual.
Reconstitute Your Forces
After the Battle of Drakheim, the armies across Drakengrad have depleted themselves. In this time, you’ve chosen to reconstitute your own forces, or look deeper into the mysteries surrounding Drakengrad—including its new denizens.
Investigate New Means of Resurrection
Despite victories in the Battle of Drakheim, an enterprising interloper has stolen The Cult of The Fell Dragon’s stores of amberstone, ruining their initial plan for summoning an avatar of their patron. You’ve chosen to assist The Cult in researching new means of resurrecting the dragon god using the Sentinel Bones around Drakengrad or in seeking out the mysterious interloper.
Rebuild the City
Following the Battle of Drakheim, the west district lies in ruins, with the citizens in distress and spirits of the city restless. You’ve chosen to aid the city in rebuilding, quelling disturbances, and rooting out any remnants of The Cult of The Fell Dragon remaining in the city.
Protect Yourself
After the chaos of the struggle for the amberstone, The Cult seems dissatisfied with their share and is making to attack the Free City of Drakheim. You’ve chosen not to directly involve yourself, and weather the oncoming battle in whatever way you can.
Assault the City
After the forces of Drakheim denied The Cult of The Fell Dragon the amberstone with which to resurrect their ruinous patron, the warleaders of The Cult have ordered a full assault upon the Free City. You’ve chosen to join The Cult in their attack, aiding their efforts however you and your warband can.
Defend The City
With The Cult of The Fell Dragon mobilizing to attack Drakheim en force, the multifarious defenders of Drakheim gathered to man the walls against the oncoming assault. You’ve chosen to be apart of the repelling force, aiding the Free City in any way your army can.
Steal the Amberstone
As the forces of Drakheim and those of The Cult of The Fell Dragon spar over the stolen amberstone, opportunities present themselves. You’ve decided to seize on these opportunities and seize the realmstone for your own purposes.
Escape With The Amberstone
Following the daring heist of amberstone from the Stormcast of Drakheim, cultists of The Fell Dragon race to reach safety from their oncoming pursuers. You’ve been tasked with diverting or disrupting the Drakheim defenders’ attempts to recover the stolen amberstone.
Chase For The Amberstone
As cultists dedicated to The Fell Dragon abscond from Ghur with their stolen realmstone, the Stormcast of The Children of The End Times mobilize to give chase. You’ve been called on by the Chamber to join them in their hunt to recover the amberstone.
Explore Drakengrad
While the conflict between the Free City of Drakheim and The Cult of The Fell Dragon mounts, the wonders of Drakengrad prove far more enticing. You’ve chosen to wander this forgotten underworld, to uncover its secrets, or perhaps, some of its people.
Earn The Cult of The Fell Dragon’s Favor
While you may have chosen to cast your lot in with The Cult of The Fell Dragon, its warleaders are not one’s to be satisfied with mere pledges of loyalty. You have been tasked with demonstrating your power and loyalty to their cause of ruin by making an attack upon any of their foes, be it roving undead or Chaos worshippers, scouts from Drakheim, or other tribes of Drakengard’s Hidden People who dare to reject the will of The Fell Dragon.
Scout Drakheim’s Territory
With your interest in joining Drakheim’s defense, local Freeguilds see opportunities to apply these extra hands to their everyday work. You’ve been tasked with scouting the regions outside the city’s walls and to report any activity that seems out of the ordinary.
Pledge to No Warlord
The ground trembles and groans beneath you as you finish building your settlement. The beasts of the Steppe scatter as Ghur itself growls in hunger. The locals refer to this as the ‘Great Awakening.’ What beast is so great that it’s awakening could disrupt the entire Steppe? Even the local warlords fear this looming threat and begin to make their moves to consolidate power.
You receive an invitation into the courts of the warlords. Each one promises great power for pledges of loyalty. Will you band together or forge your own path?
Pledge to the Warlord of the Swallowing Bogs – Bor Goadfist or Veinir
The ground trembles and groans beneath you as you finish building your settlement. The beasts of the Steppe scatter as Ghur itself growls in hunger. The locals refer to this as the ‘Great Awakening.’ What beast is so great that it’s awakening could disrupt the entire Steppe? Even the local warlords fear this looming threat and begin to make their moves to consolidate power.
You receive an invitation into the courts of the warlords. Each one promises great power for pledges of loyalty. Will you band together or forge your own path?
Pledge to the Warlord of the Plains – Menthizar Kraeth or Huntmaster Sylai
The ground trembles and groans beneath you as you finish building your settlement. The beasts of the Steppe scatter as Ghur itself growls in hunger. The locals refer to this as the ‘Great Awakening.’ What beast is so great that it’s awakening could disrupt the entire Steppe? Even the local warlords fear this looming threat and begin to make their moves to consolidate power.
You receive an invitation into the courts of the warlords. Each one promises great power for pledges of loyalty. Will you band together or forge your own path?
Pledge to the Warlord of the Fangwood – Arch-Hekatos Kalazar or King Elrog
The ground trembles and groans beneath you as you finish building your settlement. The beasts of the Steppe scatter as Ghur itself growls in hunger. The locals refer to this as the ‘Great Awakening.’ What beast is so great that it’s awakening could disrupt the entire Steppe? Even the local warlords fear this looming threat and begin to make their moves to consolidate power.
You receive an invitation into the courts of the warlords. Each one promises great power for pledges of loyalty. Will you band together or forge your own path?
Settle in the Plains of the Hungering Steppe
Your travels complete, you see the Steppe laid out before you. Across the horizon, you see other warlords begin to build their strongholds. Some have come in search of the Amber Stampede, others have come by the invitation of local warlords, and some just see the land as a font of opportunity.
But this story is yours to tell. Why have you come? Where have you settled? Who are those that fight alongside you? What is the Stronghold you will build? These are the questions the Steppe demands of you. These are the tools you will use to carve your legends into the lands of Ghur.
Settle in the Fangwood
Your travels complete, you see the Steppe laid out before you. Across the horizon, you see other warlords begin to build their strongholds. Some have come in search of the Amber Stampede, others have come by the invitation of local warlords, and some just see the land as a font of opportunity.
But this story is yours to tell. Why have you come? Where have you settled? Who are those that fight alongside you? What is the Stronghold you will build? These are the questions the Steppe demands of you. These are the tools you will use to carve your legends into the lands of Ghur.
Settle in the Swallowing Bogs
Your travels complete, you see the Steppe laid out before you. Across the horizon, you see other warlords begin to build their strongholds. Some have come in search of the Amber Stampede, others have come by the invitation of local warlords, and some just see the land as a font of opportunity.
But this story is yours to tell. Why have you come? Where have you settled? Who are those that fight alongside you? What is the Stronghold you will build? These are the questions the Steppe demands of you. These are the tools you will use to carve your legends into the lands of Ghur.
The Amber Stampede Breaks Loose
This quest is where the podcast “Path to Story” will take place. As the armies from the podcast explore the area, feel free to explore it yourself as well.
Death Atop Neolotl
Drekazra now rides to war atop an unknown beast formed from both Ghur and Shyish, you either stand with him, or you will burn in Shyish forever
A Tear in Reality
The city of Nassolotyl has been deceived, and Sylvene Lyonaver was a follower of the dark powers all along. But there is no time to find a spy when there are daemons to kill.
In the Deep
Deep below the corrupted have delved a little too deep…
Defend the Settlement!
The settlement atop the worm hasn’t even been named yet, and it’s already under threat…
The Great Rift
“One does not need a city, or a great army, to claim power; one simply needs to direct existing power to where one wishes…”
– Unknown
The Giant Leap
This is what you’ve been working towards! Get to it!
Where Best to make a Nest?
A spiders nest is something of sublime elegance. But it’s also a pain to work out just where to put the damn thing…
The Forges on Neolotl
Neolotl has begun to burn, and not because of all his forges…
Death at all Cost
As the powers of life grow ascendant, the followers of Nagash and his allies now find themselves on the back foot… but not for long.
From Within
Although Vorghur Boarfrenzy will soon hammer on the walls of the city, Chaos worshippers have grown their cults through both sides of the city of Nassallotyl, managing to infest every level of society…
Down Wit Da Walls!
Da hummies that try to tame the great Puncha and Sitta have done it now! Time to krump dere walls once and for all, and take da stuff for ourselves!!
Spiders in the Night
The Vurm-tai who follow the great worm have found themselves in a particularly sticky situation as they have to pass through the Forest of Gorch. Meanwhile, the grots that call the forest home have raised the alarm and now make their way towards the beast…
The Dawnbringer Crusade of Nassollotyl
A great worm is gaining on the Nassollotyl. The scholars, seers, and navigators of the city have all determined that the creature will pass right between Nasson and Neolotl. As such the leaders of the city have declared that a Dawnbringer Crusade should be formed, mounting the beast, and taking advantage of the beast’s now-roving Geomantic Nexus. Much is needed to accomplish this for the beast will move quickly through the area, and the window for action will be short indeed.