Tonight, I'm running session #2 of my online D&D 4th Edition campaign dubbed 'Age of Might'. Here is the teaser for the game:
The Age of Might
The last Age ended as the world burned in a storm of corrupt magic, other-worldly invasion and human pride.
The last Age ended with the fall of the Thousand Cities, the Empire of Man, the Empire of Folly.
The last Age ended as dweomercrafted battlebarges fell from the sky and abominations called forth by cults of horrific gods ravaged the cities of the Old Kingdoms. A few, unfortunate humans escaped the cataclysm and found sanctuary in the young, Imperial colonies across the Sunset Sea.
The last Age ended as the Eladrin withdrew to their sanctuaries beyond the Veil and the dwarves shut their gates, laying runes of warding and hallways full of traps, and hid in their underground fortresses.
You are the descendants of the survivors of the Last War of the Empire of Man.
In the dying days of the last Age, Lady Helja, matriarch of the Bronzesinger clan, offered sanctuary to any and all who would dwell in peace within Deepwell holdfast. Dwarf, Human, Halfling, Elf and Eladrin lived together under the rule of the Dwarf Jarls. Born and raised in a Deepwell you are eager to make a name for yourself in this new Age.
The Jarl (ruling lord of the house Bronzesinger), Nilgar Ebergun, calls upon the intrepid and the enterprising folk of the holdfast to:
- clear the route to the upper gates, unravel the seals of protection, explore the surface world, establish trade routes for Deepwell's ore and goods and learn of the changes since the last Age
- reclaim the abandoned mines and dwarf halls to provide ore for the forges and living space for the rapidly growing population
- explore forgotten passageways or sail beyond the dim horizon of the underground lake and re-establish contact with the other dwarven holdfasts and underworld settlements
Gold and Glory Await!