
Undead Dominion · The campaign
The Long Night
The Thousand Shrines have started binding your dead where they fall. Unbind them.
The Barrowlands
The Thousand Shrines are binding our dead where they fall. Unbind them.
The road
Ten fields — moor and mist, from the pauper fields to the last ward. The Jade Dynasty is the rival, and six kingdoms stand in the way.
Chapter I · The Muster
We are not in a hurry. That is not a weakness. That is the entire strategy.
- 1
The Muster · Raze the keep
The Pauper Field
A Realm garrison, and a great many new recruits.
To win: Raze the keep. Bring their walls down. Nothing else ends it.
Against: Human Realm.
Terms: The standing works — A spawner is already raised and already yours.
A pauper field, a garrison, and eight hundred graves nobody paid for. Half this army was already here, waiting.
- 2
First Blood · Take the toll
Coldstep
Clan sappers, digging where they should not.
To win: 50 of their soldiers down. Put their soldiers in the ground. Their walls can wait — or fall, if you would rather.
Against: Dwarven Clans.
Sappers. Digging down into a place that is already full. They will meet the tenants shortly.
- 3
A Twist · Hold the ground
Hollowmoor
The wild has taken the moor. Take it back.
To win: 75s on the high ground. Take the contested ground and keep it — the clock only runs while it is yours.
Against: Mythic Beasts.
Terms: The empty chest — You march with nothing. Everything you field, you earn here.
The wild has taken the moor. The wild is welcome to it afterwards. Not during.
Chapter II · The Rival
The living have come out early and in good order. They are frightened, and being frightened makes them punctual.
- 4
The Rival · Break the ward
The First Shrine
Jade wards, and the reason your dead will not rise.
To win: the ward broken, then the keep. Their keep takes no harm while the ward stands. Break the ward, then raze the keep behind it.
Against: Jade Dynasty — the rival.
The first ward. This is why our dead lie still where they fall. Break it and listen to the ground answer.
- 5
Adversity · Hold out
The Grey Vigil
The Court has come to burn the barrows. Endure it.
To win: stand for 4m 00s. Keep your own walls standing until the horn.
Against: Elven Court.
Terms: No walls of your own — Your keep cannot be fortified. Meet them in the field.
They have come with fire, to burn what has already finished burning. Endure it. Fire is a very short argument.
- 6
The Ally · Burn the camps
Emberbarrow
Orc works on holy ground. Pull them down.
To win: 4 of their war-camps burned. Their war-camps feed this assault, and they will keep mustering until they burn. The keep can stand.
Against: Orc Horde.
Terms: The war-chest — An ally has paid for this one. Spend it well.
The Horde has built on the barrows. Not malice - they simply never look down. Pull it all down and they will notice.
Chapter III · The Long War
A bell is only a bell. Somebody has to keep ringing it.
- 7
The Siege · Raze the keep
Shrine of Bells
Warded, walled and ringing. Silence it.
To win: Raze the keep. Bring their walls down. Nothing else ends it.
Against: Jade Dynasty — the rival.
Terms: Walled against you — Their keep was fortified long before you came.
Warded, walled and very loud. Go in quietly. There is nothing here that has to be hurried.
- 8
The Reversal · Get the column through
The Gilded Waste
Hold the ground while the host crosses.
To win: 22 of yours through their gate. Walk your soldiers into the ring at their gate. Every one that passes is off the field, and counted.
Against: Human Realm.
Terms: The thin muster — Only your cheapest ranks answered the call.
Hold the waste while the host crosses. It will take some hours. We have some centuries.
- 9
The Gathering · Raise the tithe · Eight commanders
The Muster of Bones
Everything that ever died here, and everyone who killed it.
To win: 22,000 gold banked. Bank the war-chest while they try to stop you. Razing them ends it too.
Against: Dwarven Clans.
Everything that ever died on this ground, and everyone who killed it, on the same field on the same day. A tidy arrangement.
Chapter IV · The Crown
Silence, and a field standing up. We were always going to outlast them.
- 10
The Crown · Raze before the horn
The Thousandth Shrine
The last ward. Before the dawn bell.
To win: their keep inside 7m 00s. Their walls, and quickly. Time is the other enemy.
Against: Jade Dynasty — the rival.
Terms: Walled against you — Their keep was fortified long before you came.
Nine hundred and ninety-nine behind us and one in front. Be done before the dawn bell - it is the only clock we have ever had to keep.
The rival
The Jade Dynasty — Courts of the Thousand Shrines.
The living have come out to meet us. They are never in this much of a hurry unless they are frightened.
The living have sent their finest, in formation, on time. They are very good. They are also in a hurry.
The Shrine of Bells. They ring it to keep the dead down. Take the bells and the ground stands up on its own.
The Thousandth Shrine. Every one before it was practice for this.
How it ends
Crowned
The shrines are silent and the ground is ours again. We were always going to outlast them. That is the whole of what we do.
Broken
The bells are still ringing and our dead are still theirs. We have time. They do not.
The Undead boons
The branch of the boon tree only the Undead Dominion can take:
| Boon | Cost | What it does |
|---|---|---|
| The Open Barrows | 1 | The dead are not short of numbers. |
| Grave-Robbing | 2 | Everything they leave on the field is yours. |
| The Unliving | 2 | Harder to kill a thing that is already dead. |
| The Long Night | 3 | They rise faster the longer the dark holds. |
| The Thousandth Shrine | 4 | The last ward broken, and everything behind it standing up. |
