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.
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).
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.
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 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...
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)
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)
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...
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...
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...
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...
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...
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
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…
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.
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
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