Soroth Kor, The Silent City
The origins of Soroth Kor are buried deep beneath layers of myth, misinformation, and fragmented memories. It seems that every account weaves another version of the city’s birth - each tale conflicting with the next, each more outlandish than the last. Theories abound, whispered in hushed tones by those who dare to speak of the city: a grand mausoleum, a sanctuary for the undying, a city that sprouted from sorrow itself. But the truth, hidden within Soroth Kor’s shifting streets and shadowed alleys, is far darker than any of these claims suggest.
Most historians speculate that Soroth Kor was established long before the Age of Chaos, during a forgotten era of myth and conquest. The city’s architecture reflects conflicting influences – celestial alignments, ancient runes, and ominous symbols – suggesting that its creation was not the work of a single culture but a mosaic of rival factions and lost civilizations. Contradictory carvings and glyphs throughout its crumbling walls indicate that Soroth Kor may have served as a trade hub, pilgrimage site, or even a sanctuary for exiled elites, each leaving their mark over the centuries.
In truth, Soroth Kor is not just haunted or cursed - it is an infection spreading through reality itself, a sentient wound in the fabric of the Mortal Realms. It is a product of the Architects of the Abyss, entities from outside reality who exist in the void between worlds. These beings, immune to the laws of physics, time, and nature, crafted Soroth Kor as a colossal, malignant gateway - part machine, part organism, and part nightmare. The city was never intended to be a home or fortress; it was designed as a parasitic structure meant to consume reality itself. Every stone, spire, and street is an extension of the city’s hunger, drawing in life and energy to feed the unknowable plans of the Abyss.
A Soroth Kor campaign is designed to be played through by a single gaming group over the course of 3 months. The campaign focuses on warbands battling it out over the ruined city of Soroth Kor, carving out swathes of territory as the mysteries of the city unfold around them. You can expect each warband to have much more territory under its control than in a normal campaign and warbands can grow much larger than before (up to 1250 points.) A variety of new campaign mechanisms are also presented to further immerse players in the setting of the Silent City.
The campaign is divided into 3 distinct phases. In each phase, players can fight as many campaign battles against other players in the campaign as they wish; however, there is a limit on the number of territories they can control and the types of territory they can discover. As the campaign progresses, players will be able to grow their domains ever larger.
At the end of each campaign phase, the players will pair off to play a convergence battle in which they will earn either an artifact of power or a command trait. The pairings for that convergence battle will be decided by how many territories the players control (the top two players will battle each other, then the next two, and so on) in order to ensure a challenging fight for all. The convergence battle at the end of the third campaign phase will also decide which player is the overall winner of the campaign.
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