Warhammer - 7th Edition - Campaign - Nemesis Crown.pdf

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To War!
W ar approaches once more. In the
playing games to help tell a story set in
one of our gaming worlds.
This time around, we reveal a tale
of the dangerous forests of the
Warhammer world. The Nemesis
Crown, an item of immense magical
potency, was hidden away in the deep
woods of the Empire by its creator
Alaric the Mad many long millennia
past. There, he hoped it would remain
undiscovered and the world free of the
evil he had inadvertently created.
Perhaps it would have been so,
were it not for the activities of a group
of Dwarf Miners who stumbled upon
the crown while investigating an old
mine. News of the discovery has spread
throughout the Old World, and now
armies from many nations are combing
the woods, searching for the crown,
and trying to claim it for their own.
depths of the Great Forest, at
the very heart of the Empire,
armies from all over the world are
engaged in a desperate search for one of
the greatest magical artifacts ever created
– the Nemesis Crown.
The Nemesis Crown is Games
Workshop’s latest worldwide campaign.
These multi-national happenings are your
chance to throw yourself completely into
our gaming universes and immerse yourself
in the visceral experience of tabletop war.
Each campaign has a specially written
storyline, the outcome of which your
games help decide. The hub of the
campaign is an online web site, where you
can post the results of your own battles and
edge your faction closer to victory…or
defeat. These campaigns are a great period
of hobby activity, where everyone is
Dwarf Runesmiths such as
this one are capable of
creating immensely powerful
artifacts. The Nemesis Crown
is one such item.
THE NEMESIS CROWN
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Join Games Workshop’s global campaign and
lead your army to glory, as whole nations
struggle for the powerful Nemesis Crown.
Contents
The Story of the
Nemesis Crown
2
4
Nemesis
Crown Map
6
7
Using the Map
The Contested
Territories
12
Why We’re
Fighting
24
25
Gaming Ideas
Campaign
Details/Sign up
26
Council of
War Scenario
28
The Unquiet
Dead Scenario
30
Blood Beneath
the Branches
Scenario
32
Events & Mega
Battles in U.S.
Hobby Centers
The campaign charts the struggles of
these armies and presents a chance for
glory for one or more factions. The
campaign is also a chance for you to
meet new opponents and write a glorious
history for your own army in the blood of
your foes and perhaps make a few
friends along the way!
Throughout the period of the campaign,
there will be participation events in Games
Workshop Hobby Centers and independent
retailers as well as at larger gaming events
like Games Days. Through these events
and the games played in your own home
or gaming club, the campaign will take
shape. As the results are reported online,
the campaign’s storyline will unfold on a
weekly basis through a series of ongoing
reports and stories describing the progress
of the war as the hunt for the Nemesis
Crown intensifies. Keep your finger on the
pulse of the conflict by means of regular
web bulletins and Hobby Center activities.
While the history and setting of the
campaign is detailed here, the final result is
up to you, the gamer, to decide. Any
faction can emerge victorious, and it is
possible that there will be more than one
winner. What is certain is that the more
victories you gain for your faction, the
better its chance of winning the campaign.
You can find out more about how to
sign up and join in later on in this
supplement. There are also more details in
White Dwarf magazine and on the internet.
But first, let us look, my liege, to the
field of battle. The fate of your army, your
honor, and maybe your people rests upon
your shoulders.
The Nemesis Crown awaits you,
somewhere within the beast-haunted
depths of the Great Forest!
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Nemesis
The
For long centuries, the Nemesis Crown has rested hidden
deep beneath the Howling Hills. Few know of its origins, of
its mad creator, or of the terrible curse that will echo down
the ages if ever it is disturbed.
A Bygone Age
Two and a half millennia ago, the Old
World was a wild and benighted land.
Savage beasts and fell beings haunted the
forests and plains, and survival for the
warring tribes of Men who dwelt there
hung ever in the balance. It was into this
savage world that Sigmar was born, and his
first great deed was the rescue of the Dwarf
King Kurgan Ironbeard from a greenskin
raiding party. Ironbeard gifted Sigmar with
a great runic warhammer – Ghal Maraz –
with which Sigmar fought against the
greenskins and ultimately united the
scattered tribes of Man.
Years later, Sigmar and Kurgan stood
together at the Battle of Black Fire Pass,
and in recognition of their great victory,
Kurgan ordered his Master Runesmith to
forge the Runefangs.
Alaric the Mad
That Master Runesmith was Alaric, creator
of some of the greatest weapons ever
wielded in battle. A century in the making,
the Runefangs were gifted to each of the
Empire’s Elector Counts. Some say that the
century Alaric spent toiling at his forge
drove the Runesmith to obsession and
paranoia. His peers considered the
Runefangs Alaric’s greatest achievement,
but the Runesmith himself refused to
accept that he had reached the height of
his art.
Alaric sought a new rune, and in time,
found a variation on the Rune of Kingship
– the Rune of Ages. This rune would not
only retain and distill the wisdom of each
of its bearers and pass it on to those who
followed but also give the bearer control of
his very destiny. Any who carried the rune
would become master of his fate and that
of his entire race.
But Alaric found that no matter what
material he set the Rune of Ages upon, it
would shatter as the last blow was struck.
Stone, iron, gromril, dragon scales – all
proved too weak to contain the mighty
energies of his new Master Rune. He set
out upon a great quest to find a substance
strong enough to bear the rune’s awesome
power. For long decades, Alaric wandered
the dark roads of the Old World, through
mountains and forests. Nowhere could he
locate the material he sought. As time went
on, he became more and more obsessed,
prompting Dwarfs and men to give him a
new name – Alaric the Mad.
While passing along what is now the
Old Forest Road, which at that time, was
little more than a well-trod woodland path,
Alaric was ambushed by a band of Skaven.
Though now aged and stooped, Alaric was
a veteran of many battles and dispatched
the vile ratmen with ease. From nearby, he
felt the presence, as only a Master
Runesmith could, of some unknown but
incredibly powerful ore. He followed his
uncanny instinct. Deep beneath the
knotted roots of a twisted oak, he found a
chunk of material strong enough to hold
the Rune of Ages – warpstone. Alaric
barely hesitated before he pried the chunk
of rock out of the ground. Perhaps his once
wise mind was clouded by his
overwhelming desire to prove himself the
greatest Runesmith the world had ever
seen, or perhaps the evil of the warpstone
reached out and touched his already
weakened powers of reason.
The next chapter of Alaric’s story is
rarely told. It is said that he traveled to the
Grey Mountains, where he constructed a
mighty forge fueled by the volcanic
lifeblood of the peaks. Alaric worked upon
the weirdling ore day and night, until he
had produced a gleaming crown, upon
which was struck the Rune of Ages.
As Alaric looked upon his creation, his
mind cleared. He had been blinded by
madness and obsession. The crown would
not distill the destiny of those who wore it,
but would instead draw out even the
smallest shred of evil intent and transform
him into the vessel for all the malice of
every former wearer.
Alaric was horrified by what he had
created, but he knew that the crown could
not be destroyed. Thus, he resolved to hide
it away. He traveled to the Great Forest
and the wind-swept Howling Hills and
descended into the depths of a worked-out
2 THE NEMESIS CROWN
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Crow rescue force led by Thane Grombold of the
famous Krud clan came in search of the
lost miners. During the chaos that
followed, a black-hearted Night Goblin
came upon the crown by chance,
slaughtered his fellows, and fled with it
into the forest.
Now, armies muster to retrieve the
crown, for wild rumors of its powers have
spread far and wide. The Dwarfs seek to
return it to their holds where Alaric’s
madness can be hidden for all time.
Grimgor thinks that, should he gain it, the
strongest warriors in the land will come
to fight him. The Emperor sees in the
crown an invaluable artifact of the
Age of Sigmar and believes that
its power could be harnessed
for the good of Man.
Whoever succeeds, they
will do so only at a terrible
cost in blood – a cost
each is prepared to pay
in the return for
possession of the
Nemesis Crown.
Dwarf mine from the times before the War
of the Beard. There, he sought a place in
which to hide the crown for eternity. Alaric
hewed a chamber from the living rock,
placed the crown within, and sealed the
chamber with the most potent of
warding runes.
Evil Reawakened
The crown lay hidden for many long
centuries. The chamber remained intact,
even as the mine entrance eventually
collapsed upon itself. Then, a mighty
earthquake shook the Howling Hills and
brought tales of fresh gromril seams and
wealth to be had in the area of the old
mine. A band of Dwarf miners was
dispatched to investigate. They found far
more than they had bargained for.
Discovering the uncovered mine workings,
they came upon the breached chamber.
What happened next is unclear, for only a
single Dwarf emerged, blood-splattered
and raving, into the light.
A short time later, a band of Night
Goblins, ever on the search for new cracks
and crannies to infest, came upon the
mine, where they found the insane Dwarf
and his dead companions. The lone miner
was captured by greenskins, who discerned
from his rantings that an object of great
power was to be found somewhere in their
new lair. The Goblins tortured the mad
Dwarf but could get little more from him.
Perhaps the location of the Crown would
thus have remained secret, but a Dwarf
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