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The Daemonic Legion > Warmakers Campaign > Southern Continent


Title: Southern Continent
Description: Last Summary


daemonic badger - March 24, 2005 05:28 PM (GMT)
QUOTE
Southern Continent;

Basically, when the Chaos Mortals, Daemons and Beastmen of the North surged outward in the Storm of Chaos to attempt to sack Middenheim, the Southern Gate's power reached out as well. When the North stopped advancing, and in fact retreated, the South did as well. Without troops, the Southern Gate was just sucking other races' passing ships downward to it, resulting in some representatives of nearly all races being present on the continent.

Ideas for tying the Lizards, High and Wood Elves in mostly involve their coming to keep the other races fooling with forces they don't comprehend, and to keep Chaos in check.

The landscape of the Southern Continent lacked any real substance until the ships it pulled to itself allowed their crews' thoughts to be touched by Chaos. The forces of the Chaos Gate shaped the land nearest to each ship to be similar to the homelands of whatever race was on the ship; Dwarfs would land in an area of mountains and gem-rich mines, Humans in bountiful farmland and woodland, Greenskins in harsh, volcanic and desert-like regions, swampland and mountains bordering them oft-times, etc.

There are no PEOPLE on the continent, only villages, towns and keeps built in the fashion of whatever race/nationality lands in the nearby vicinity. After-comers will not create new things in the landscape(anyone coming after the initial arrival of each race, that is), unless they build them themselves. Greenskin influenced land would have rough huts, ruined keeps of their foes, razed towns, and captured Dwarf Holds, for example; while an Empire influenced land would have sprawling metropolises and keeps, along with farmland and small villages with inns and taverns. All these buildings and cities and villages would be completely empty, except for the arriving forces drawn there by the waters or the want to prevent Chaos gaining a second foothold in the world.

Eventually, as the forces explore, they encounter the other races present... and, as is natural to the Warhammer World, a war for control begins.



That's the original summary... now to flesh it out a bit...

(I'm just working with what I know here ... which would, primarily, being Greenskins... might hammer something out for Dogs of War in a bit... I'm rather lacking in the attitudes of the other armies towards Chaos...[aside from the obvious! ])



After the great Greenskin civil war in the Old World, stretching from the Southern Empire, Sylvania and the Moot to the Red Eye Mountain and Ferlangen, many Greenskin Warlords were left without armies or followers as these greenskins went north to join in the fight. What was left in the Badlands was a group of very desperate warlords, many of whom fled from the still expanding Nehekharan Tomb Kings' forces, going into the Dark Lands through the World's Edge. These Greenskins, once there, began to suffer visions, driving many of them insane. The few who survived these visions, mostly the most massive of the Warlords and the most insane Shamen, suddenly had an uncontrollable desire to head southward.

The desire within them, they each gathered hordes about them, promising the warriors in the horde a good fight if they followed them. In order for them to gather these hordes, many lesser warlords were slain, and these hordes were comprised of a great myriad of the Greenskin kind. Night Goblins, primarily under Grimview Grot(by no means meaning he lead all of them, just the largest portion(at the best estimate of the passing High Elven Navy patrol, five percent followed Grimview)), were present in a fleet of stolen Chaos Dwarf ships. Orcs, under various thousands of warlords, followed in any ship they could find. Common Goblins mixed with the Orcs and Night Goblins, and the Savage Orcs joined the fleet on crudely constructed boats from the southlands. Snotlings overflowed from the ships, and often were dragged on small logs behind the larger ships.

Something had influenced the minds of these Greenskin warlords, and each of them thought it was a message from Gork and Mork that a great war would be fought in the south. In truth, it was the encroaching influence of the Dark Gods, sprawling out over the land from the former Gate of the Old Ones located on the southern-most tip of the world.

some general and Greenskin stuff.

Introduction: The Southern Continent
In this idea the campaign takes place on the Southern Continent of the Warhammer world. It is a place to which few men have ever travelled, and that fewer have ever returned from, and its existence has been mostly a rumour amongst most races. But that has now changed. The Southern Continent is no longer the same, it is now like a new world, and in this idea the campaign revolves around the fight for this new land.

Of course, it is not so simple as that, new land does not just pop up from nowhere. Something is at work on the continent, and while some war for the land, some make war to stop the others from disturbing something that should be left alone.


Background Story
When the Storm of Chaos struck the north with a violent blow, it was not the only disturbance of chaos. In the south, a land far from sentiment populations and populated by mewling chaos spawns, the surge of chaos was more subtle. Here no minds were around to influence, but the hunger was just as vast. Entropy could not be denied, and little by little the currents of the southern seas started turning towards the southern continent in a spiral pattern. Ships intent on journeying elsewhere ended up stranded there, and those attuned to the winds of magic would also be aware that something was brewing in the south. But what?

The entire continent was in flux, in chaos, finding the form it sought from the thoughts of those that approached it. Verdant lands, thriving cities, gem-rich mountains and vast deserts, the dreams of those that landed on its shores took form. Was this perhaps how the world had first been given order back when the universe was still fresh and under the webbed fingers of the Old Ones? Nobody could know, but it mattered little. What did matter was that here was found dreams to be chased… and nightmares to be feared. One was not more real than the other.

But for those that landed on the shores and dared to seek what lay inland would find countries ready for them, strange and empty places, but still perfectly suited for them. Unnerving feelings and occasional oddities were shrugged off, for was not all new places odd? And soon more and more people flocked to the south, their intent on taking these lands for themselves. It was not long before conflict broke out…

This land had known only peace and desolation.

Now it knew war, intrigue, decay and desire.

And the powers of chaos were content.


General Information
The map used for this campaign will be rather large, since we have an entire continent to play with, and will be able to take any shape we wish since its uncharted. Most armies will have slightly different reasons to go there, The High Elves for example would probably not be interested in taking the land, but would probably be more interested in silencing the continent again to make sure people would not go there and be corrupted by chaos. The campaign would be a fight for land as the different sides try to for fill their goal of dominating the continent, but since a fight for supremacy could drag out for ages there will probably be some form of victory condition, composed perhaps of finding or controlling something that can be used to dominate the land.

some more fleshed out stuff. i cant be bothered to dig out any more stuff at the moment, but ill edi tthis post when i do.

Sarkan - March 24, 2005 05:49 PM (GMT)
Out of all of the ideas that were proposed, this is certainly the one that I like the most, mainly because there is so much stuff that we could do, simply because it's uncharted.




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