CHAOS OF THE OLD WORLD
The great Twin-Tailed Comet, a portent tied to both Sigmar and the Empire, has been seen in the sky. To some, it is a sign of hope. To others, the harbinger of doom. Tensions rise, as the effects of a ruthless winter and poor harvests are felt across the Empire – villages and farms find it harder than ever to scrape by, and supplies for the Empire’s constant war efforts dwindle ever lower.
To many citizens, this can mean only one thing. The End Times are at hand. Fear is rife. Another Great War is coming. Beastmen are growing restless, attacking villages with greater frequency and ferocity. The Chaos cults are rising up, summoning daemons, fomenting rebellion, and instigating insurrection throughout the Empire’s cities. Bands of Chaos marauders scout further and further south than usual – some even penetrating as far as the Reikland to test the Empire’s defences for the coming conflict.
In the midst of this bleak, brewing turmoil, the adventurers are beacons of hope. Fate has called to them, binding them with the silvery threads of destiny and fortune. Together, valiant humans of the Reikland, wood elves from Athel Loren, high elves from distant Ulthuan, and the dwarfs of Karak Azgaraz face the formidable threats of the Old World.
“Be wary when you set out from the relative safety of your snug home, outside the pallisades and fences protecting your town. What lies outside those walls is cruel and unforgiving. The area between towns and cities is little more than a seething mass of anarchy, violence, bandits, and beastmen. If you’re lucky, you’ll only run into one of them at a time… If you’re not, the next Warden to fill your boots will hear the same warning.”
– Oscar Heilmann, Roadwarden Captain
Excerpt from a lecture to newly appointed Wardens