loader image

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?

Game Master Notes

These notes exist to help you run through the Quest. They are put here by the creator and should give you some direction as to what they had in mind when they created the Quest

- Path to Story -

You ignore the warlords as they plead for their loyalty. They seek to use your power to further their plans, but you have designs all your own. Let them battle amongst themselves and pull in your would-be competitors. At the end of it all, it puts you at an advantage.

With the Great Awakening on the horizon, you seek to explore the new lands around your settlement. Who knows what treasures and artifacts await you within the Hungering Steppe?

Though you choose not to ‘Pledge’ to any Warlord, you are still able to fight alongside them in any future conflicts.


Rewards

Sometimes a Quest creator will tell you what you get for completing the Quest, depending of the outcome of course. If there is nothing, you can obviously create your own rewards, ahhh… imagine the possibilities…

You receive these rewards regardless of whether or not you supported a Warlord.

  • For completing this quest, word of your legend grows across the Hungering Steppe. You receive 6 Glory and your warlord gains 1d6 Renown.
  • If you participated in a game of Age of Sigmar and used the territory rules for one of the areas of the Steppe, you receive 3 additional Glory.

You also receive an Artefact. This can be a Universal Artefact, an Artefact from your army’s Battletome (or White Dwarf supplement), or the Artefact noted below.

Amber-bone Weapon

  • A relic from a lost people, this weapon is infused by the realmstone of Ghur. It may appear as a spear with an amber tip, a sword with the amber embedded in the hilt, or a greatclub of pure realmstone. Regardless of its form, this weapon gives you the ferocity of Ghur itself.
  • Pick 1 of the bearer’s melee weapons. Add 2 to the Attacks characteristic of this weapon.

Have you played through this Quest or Rumour?

If you’ve played through or resolved this in any way, be sure to tell us right here on the Quest page, we’d love to know what happened!

Subscribe
Notify of
guest

3 Comments
Oldest
Newest Most Voted
Inline Feedbacks
View all comments