The Bleeding Wilds
In a time beyond memory - maybe even before the Age of Myth, the great dragon
Maudra Rua was divided and imprisoned, split between Ghur and Chamon, by a
mismatched band of champions known only as The Six. Her soul was trapped in an
ancient mountain range in The Badlands of Lahar, Ghur. Her physical body was
encased in a substance that became known as Dragonmetal, and buried under a
new mountain range in Silverside, Chamon. The new mountain range echoed the
shape of the one in Lahar almost exactly and created a bond between two
Realms.
Maudra Rua’s imprisonment was supposed to last all of eternity, and it might
have done, if something catastrophic had not happened. As it is, she was freed
after only a few thousand years.
Not that long ago the Ur-River was dammed by the actions of a powerful ritual
down-stream, in another Realm. The Ur-River burst its banks and flooded
Silverside where Maudra Rua’s body was imprisoned. The magical interactions
between the river and the dragon, two powerful sources of energy, caused a
phenomenon called The Bleed.
The Bleed flowed like a tidal wave over the areas and linked the Badlands of
Lahar and Silverside in a violent and unpredictable way. For a while it was
possible to walk from one Realm to the other, through a flowing wall of magic.
Many were caught unaware as the tide of the Bleed washed over them and
transported them to the other side without warning. Lahar and Silverside were
called, collectively, the Bleeding Wilds.
While the tides of the Bleed ebbed and flowed, the Realms started to change
each other. Chamon poisoned Ghur: Ghur made Chamon wilder and more predatory.
The Realms went to war against one-another in a battle for survival.
For a time there was a mad scramble to explore this strange and shifting
environment. A number of coalitions struggled for dominance. Each coalition
was made up of a wide range of warriors, explorers, hunters and fanatics and
each coalition was trying to control the Bleeding Wilds and the fate of Maudra
Rua for their own ends.
But the Bleed eventually dried out and most of Silverside was lost forever.
When the tide of the Bleed receded only a few areas of Silverside remained,
and those that did were wholly transferred into the Badlands of Lahar.
At the height of the Realmwar the Mindstealer Sphiranx Nashwar and her
followers performed a ritual of transference. They placed Nashwar’s mind and
soul within Maudra Rua, as the great dragon broke free of her prison she
shattered the mountain range in Lahar, split the land asunder and left a vast
chasm where the mountains had been…
Nashwar Rua - a three-eyed dragon godbeast - was created, and in triumph she
soared up through the Realmsphere and out into the Aetheric Void beyond.
The Scarlands
In the aftermath of the Bleeding Wilds the Badlands of Lahar became known as
the Scarlands. At the same time a New Six formed, to try to recapture or kill
the dragon and prevent her from unleashing her terrible power upon all the
Mortal Realms. Their first act created a network of new geoglyphs and ley
lines across the Scarlands that tapped into the power of Ghur and focused it
to their own purpose. Each of the New Six were given demi-god-like powers with
which to pursue and battle Nashwar Rua.
The Prowling Forest
In the east of the Scarlands there is a vast predatory and primordial jungle;
wild and overgrown and teeming with huge reptilian monsters. It remained
largely unexplored during the Bleed and is only now revealing its secrets.
The forest itself ensnares passing wildlife (and explorers!) that linger
beneath its leafy bowers. Fast-growing vines tangle the limbs of its victims
and drag them to openings to be consumed in the wells of digestive fluids
within the tree trunks. There was a known convergence of geomantic ley lines
in the Bleakwood Grove, on the southern edge of the Prowling Forest. The
foreboding woodland was filled with all manner of strange and magical
wildlife: animal and plants. At its heart was a crumbling stone city that was
almost entirely lost to the trees and vines.
The Ruins of Qul'takteq
The remains of a city from the Age of Myth still persisted within the Prowling
Forest. Most of the buildings had fallen, crumbled, overgrown; reclaimed by
the earth and the trees over the centuries. Scattered shells of stone-built
walls were all that stood, fragments of larger structures, obscured by the
tangled trees and undergrowth. But there was still a chance that hidden within
and beneath the ruins there were treasures beyond imagination: Relics from the
time of The Six. Relics that have been dormant for centuries, but have been
awakened by the apocalyptic events of the emergence of Nashwar Rua and the
creation of the New Six.
Brackenthorn Tower
A moss-covered stone tower on a rocky hill at the northern edge of the forest,
in the shadow of the Biting Stones. The tower and the surrounding woods were
overrun with small spined beasts: Horrible hungry things sometimes called Bearakeets,
with more teeth and claws and spikes than anything really had a right to have.
The Swordfyshes made their first encampment in the tower; red and off-white
striped sails were tied-up as awnings around the walls and their sky-ship was
moored to the roof.
Ironlarder Gorge
At the edge of the forest on the north-eastern side was an ogor camp. Also
known as the Hungering Canyon or the Ravenous Ravine, the Ironlarder Gorge was
a narrow valley between forest-covered hills, with steep rocky walls and a
small stream running through it. Both ends of the gorge had been walled-up
with piles of great rough-cut stone slabs. At the south-western end a
jury-rigged drawbridge, made from lashed together tree-trunks, was constructed
by the combined strength of ogors and ingenuity (and rope-knotting skills) of
gnoblars.
Blubberfen
Deep in the northern quarter of the woods there ws a Stranglegrove Swamp, ripe
with fungi and teeming with horrible critters of all sizes. Only a few
navigable paths wound in or out of the bog and an unwary traveller could
quickly find themselves lost and swallowed-up by the swamp, or eaten by the
semi-aquatic creatures that made it their home. It was temporarily dried out
when a crude dam was built by the Swordfyshes and many of the flora and fauna either died-off or
moved on to wetter habitats. But when the dam was destroyed the swamp was
re-flooded and it burst into disgusting life once more.
Badrok Anchorage
Bounded by a high stone wall, covered in knotted creepers, with an opening
through a broken archway, half hidden by overgrown plants. In the area
enclosed by the wall were the crumbling remains of an ancient citadel. None of
the buildings were intact, in fact most were nothing more than piles of
stones, but remained half-standing. Long ago, this was an impressive
stronghold: The remains of once-strong defensive walls and towers could be
seen; houses and halls, barracks and stables, storerooms, a blacksmith's, a
wide courtyard and much more. For a short time the Swordfyshes made their encampment within the walls.
~ ⦽ ~
The Campaign
This is the stage for a Warcry narrative campaign set in a corner of the
Scarlands, in the aftermath of the Animosity IV: The Bleeding Wilds campaign:
Our story follows the adventures of The Swordfyshes (a crew of Ironjawz
orruk sky-pirates led by the Warchanter Explorer, Lord Krashhart) and the
Ironforged (an Ogor Mawtribe led by the Tyrant Skargat) as they explore the
forest and search for the treasures hidden in the ruins of Qul'takteq:
- Part 1, The Swordfyshes
- Part 2, Murkskull Pit
- Part 3, Ley Lines
- Part 4, Reapers
- Part 5, Brackenthorn Tower
- Part 6, Into the Woods
- Part 7, the Ambush
- Part 8, A Disorganised Raid
- Part 9, Sailing Against the Tide
- Part 10, Against a Lee Shore
- Part 11, Cut and Run
- Part 12, Ships in the Night
- Part 13, No Quarter in a Storm
- Part 14, Dambusters
- Part 15, Dambusters II, the Revenge!
- Part 16, Blubberfen
- Part 17, No Mercy
No comments:
Post a Comment