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Author Topic: A6.5; Threads of Fate  (Read 670 times)

Offline Demonslayer

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A6.5; Threads of Fate
« on: June 27, 2013, 06:03:55 PM »
You can find the trailer here

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Everything changes, given time. Lives so furiously and desperately lived become meaningless as time stretches out and generations come and go while the world turns around them. Empires live and die as the people who birthed them change or vanish altogether. Step back far enough and these too become trivial as the world itself shifts like a slumbering beast, its surface slowly drifting across the ocean as the fire at its heart rumbles and growls. Yet all history was lived once, all wars and the end of all Empires fought over by someone. Blood freely given in the vain hope survival. For a people. For an Empire. For a way of life.

The Dark Gods. Once the greatest threat to the world's existence, now they are nothing but a distant memory, destroyed by the First Saint of Sigmar. Yet the world celebrates, there are those who are concerned with the consequences of the war for the North. For the power vacuum in te warp has thrown that realm into turmoil, a turmoil which has its echoes in the world. As the winds of Chaos become increasingly more erratic, wizards find that spells and rituals they once mastered have become unreliable. While the common folk is left blissfully unaware of this development, the ruling class of each race understands the disastrous consequences of a world without magic, or at least, a world in which only their enemies still possess magic. While it is too soon to say for sure, that world seems to be fast emerging.

There is one form of magic that still remains reliable; the art of evocation, or djinn-binding, practiced by the mystics roaming the desert east and south of Araby. Yet these mystics are secretive, considering their art a sacred expression of their god's blessing, a god they know only as the One. Their traditions are passed down from teacher to student and have never been recorded. Indeed, the mystics of the desert guard their secrets jealously even from each other; to teach them to an outsider would be heretical.

One of the mystic's former acolytes, however, has taken it upon herself to break with the mystic's traditions. Yasmin "Silverveil", former noblewoman of Araby and student of the desert mystics, has rebuilt an ancient ruin south of Araby, founding the Academy of Evocation open for anyone with a talent for the arcane. It wasn't before long that this Academy attracted not only the desperate wizards of the Old World and Viziers of Araby, but also merchants, craftsmen and other smallfolk willing to seek their fortune in the emergent city-state.

The Academy is a thorn in Araby's side. Many nobles cannot abide the fact that a woman has overstepped her traditional bounds. Others are seriously concerned that in a few generations, the Academy will have stolen away all of Araby's Viziers, leaving them without any knowledge of- and defense against- the arcane. Not at all convinced of the Academy's pure intentions, Sheikh Tariq Abbas dispatches a force to bring the Academy under his nation's wing. Claiming that since the Academy was founded by an Arabian, the Academy already belongs to Araby, all Tariq needs to do is somehow bring Yasmin under his control- through diplomacy or, if such measures fail, through force.

However Yasmin's teachers are not at all content with this turn of events. They fear that, should Araby conquer the Academy, their sacred rituals will be laid bare to the world. Unwilling to accept this possibility they declare war upon the Academy. Their intention is to slay all those with knowledge of their secrets, and claim all relics crafted by the students of the Academy- for if they have been forged through the ways of the One, then they are sacred artefacts which must be guarded. To this end, their leader Nabil has forged an uneasy alliance with a Waaagh! of savage orcs- by slaying their current boss. While this alliance is indeed likely to fall apart as soon as the battle turns against them, the combined efforts of the orcs and the One's followers is a threat to be reckoned with.

To the west of the Academy lies Sudenburg, a colony nominally under Imperial rule but in practice an independent city, where merchants and mercenaries thrive. Various bands of these mercenaries now band together, former rivals forged into a single army by a mysterious man from the Empire. With the Academy, the Arabs, the mystics and orcs all fighting one another, the mercenary force known as the Sons of Sudenburg intend to raid the Academy, stealing its many magical artifacts for profit. These mercenaries are not the only ones seeking to plunder the Academy's treasures, however. Clan Flem, excommunicated by the Council of Thirteen, seeks its treasures to buy its way into the Ascension Court in the north. Clan Skaul, on the other hand, seeks these treasures to improve their standing with the Council. These skaven clans now battle both each other and the surface dwellers. Only time will tell whether clan Flem's desperation will overcome clan Skaul's ambition.

There are those who watch these developments with growing concern. Ancient prophesies in Tlaqua foretell that great doom will befall the Temple-City should the Academy survive this conflict. Scar-Veteran Raqeta, unwilling to let harm come to Tlaqua, has rallied the Vanguard of Xokha- followers of the Old One, saurus and skinks, supported by devout pygmie devotees of the lizardmen. Yet their prophecy is echoed not too far from the city. Near Tlaqua is Athel Angoth, a forgotten enclave of elves. Having no ties to Ulthuan, Naggaroth or Athel Loren, these followers of Kurnous and Khaine watch the founding of the Academy with dread. Their prophesies state that their Twin Gods will break the world lest the blood of the humans be sacrificed in their name. And so these primal elves go to war, to eradicate the Academy and any who would deny Kurnous and Khaine their tithe in blood.

The year is 2543, and the future has never been more uncertain.

Faction Registration began last Monday, initial faction size will be restricted to 5 players. Rules/map/initial information will be released shortly. Turn 1 begins Monday July 1!
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