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Resolved Quests

The Latest in the "Resolved Quests" Weaving

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.

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

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

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…

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

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.