With the campaign map inching toward completion, let’s take a moment to explore just what you’ll be fighting for. Every time you play a game, your NEO will report it to one of the nine “locations” listed below. If you take another look at your coalition pages, you’ll notice the first paragraph outlines which locations your figurehead has tasked you with capturing.
Of course, they’re not all the same- which means that, while you’re fighting to achieve your own goals, you will need to prevent your opposing coalitions from doing the same. Ultimately, where you fight during the campaign is your choice.
Grung Esik, “Grungni’s Threshold”
Grungni’s Threshold is a great gateway-aqueduct which bridges the sides of the valley where the Ur-River enters Amasya. Sun-bleached and covered by creeping vines, this soaring stone arch is many hundreds of feet high and flanked by carved stone gryphons. It is a masterwork of engineering, built to divert water into workshop, cooling forges and powering water-wheels across the city, with runoff chambers to ensure the city and its tombs never become flooded. These subterranean waterways have not been maintained in centuries however, and it’s anyone’s guess what has made its home there now.
Nagaskahip, “Nagash’s Graveyard”
The Hallowed Necropolis’ namesake, Nagash’s Graveyard is a winding network of dark caves, damp caverns, plummeting shafts and eldritch tombs cut into the cliff faces above the Ur-River. During the Age of Myth, countless generations of human, duardin, aelf, orruk and ogor dead were laid to rest here. The oldest burial sites are at the top of the cliff face and they are the least adorned – they are simple caves cut into the rock, with irregular walls, low ceilings, and steps worn smooth by countless footsteps over the aeons.
Further down, tombs become more ornate the closer they are to the city. Carvings of kings and champions battling fearsome monsters adorn much of the walls and ceilings, tribute to the mortal lives of those buried here. While many graves are vulnerable to simple plunderers, many more are protected by holy wards and arcane devices. Those few with knowledge of Amasya speak of places deep in the labyrinthe where the veil between the Realm of Life and the Realm of Death wears thin.
Rahipmezar, the “Priest’s Tomb”
Cut into the cliff face across the river from Nagaskahip, the Priest’s Tomb was built for the Basrahip and other, lesser holy figures of the races whom once dwelt in Amasya. It is here within the Rahipmezar that Mithridates Alti buried his mortally wounded father alive over five centuries ago. The halls and chambers are built in exacting geometric patterns, with hundreds of thousands of tiny figurines of pilgrims carved into the walls. Each figure is unique and all appear to be the work of a single stone mason, yet there are more than one man could have crafted in ten lifetimes.
Azyrhol, the “Hall of the Heavens”
The largest structure in Amasya, supposedly built atop the place where Sigmar beheld his vision and constructed in the style of the great cities in the Celestial Realm. The white stone outer wall is made up of a series of colonnades, porticos and arches that once awed pilgrims, only to overwhelm them even further when they entered and beheld the glories inside. Once, its immaculately painted ceiling depicted a magnificently stylized map of Azyr, but the vast domed roof of turquoise-copper has long since collapsed, opening the holy sanctum to an actual view of Azyr after sundown.
Isik Kulesi, the “Tower of Light”
The Tower of Light was once a place of study, knowledge, and mastery. It has since collapsed under its own weight, the tower’s great spire sent crashing down into the river and its immaculate study-halls left open to the elements. Rain and the encroaching plant life that follows it have combined to overwhelm most of the place’s former treasures. Although sealed with hexagrammic wards of Hyshan magic when it was abandoned, the tower’s secrets are now ripe for the taking- or so they appear.
Karanlik Saray, the “Palace of Shadow”
The shore here has been totally reshaped by the Palace of Shadow, a dark abode dedicated to a god of malice. The foreboding structure once served as the city’s dockyard, a bustling hub of trade and transit, yet now it stands derelict, the alleys, chambers and rising parapets choked with the smell of mold and dead fish. More unsettling still, the water beneath the old piers boils and churns, as though with a life of its own.
Gorkoyuk, “Gorkamorka’s Pits”
Part stable and part zoo, Gorkamorka’s Pits were once huge enclosures where greenskins and ogors brought the greatest of monsters to the city as tribute to the two-headed god. Often, these beasts were allowed to roam freely within the walls of the Gorkoyuk, their captors reveling in the fights that inevitably broke out between the fearsome creatures. It is no stretch of the imagination to believe the strongest may still nest there, preying upon the bounty of Ghyranic fauna drawn to the river which bisects the city.
Teselli Alari, “Alarielle’s Solace”
Outside the city proper stands Alarielle’s Solace, innumerable temples and shrines scattered within the tangled woodland on the mountain slopes. Haunted by sprites and spites, the region is centered around a Great Tree in what used to be a marketplace of the fey folk now known as Wanderers. Today, the thick forests have reclaimed most of the buildings and the ruined temples are hidden from all but the most determined of explorers.
Yol Grimnir, “Grimnir’s Road”
Rising from the riverbank at the far end of Amasya from Grung Esik, Grimnir’s Road road was laid down by Grimnir’s kin under Mithridates Besh as a mustering ground for his mighty crusades. Now overgrown as Ghyran encroaches upon the city, it’s heavy brickwork is uneven and pushed out of place by the roots of thousands of trees. The statues that once lined the road are covered in tangled with vines or toppled-over into knotted grasses.