The Groom's Gambit: Chains of the Blackrock Wardens
Veteran players, you are summoned to the frontier bastion of Blackrock Keep, where the elite Warg Wardens maintain a fragile peace through their bond with domesticated wargs. Recently, the beasts have turned feral and violent, breaking their chains and slaughtering handlers. The official story blames a rare disease, but whispers point to sabotage within the feed. Investigate the keep's stables, the surrounding wilds, and the desperate motives of those who live and die by the wargs. Every choice you make will have bloody consequences for one side or the other. There are no heroes here, only survivors.
Chronicle Prelude
The Outer Yard of Blackrock Keep: A grim, stinking courtyard of packed mud and timber, surrounded by high stone walls. The air is thick with the smell of beast musk, cheap straw, and fear. Armored Wardens patrol nervously, their eyes on the reinforced warg pens where guttural growls echo. The Groom's Hall, a low building attached to the stable, is the center of the feed operation.
Environmental Traits
The immediate crisis: the wargs are escaping their pens, attacking patrols, and threatening to overrun the keep's defenses. A beast incursion from the surrounding wilds is imminent if the domesticated herd is lost. The deeper, unspoken crisis is the exploitation of the wargs through hallucinogenic straw, a practice that has made them tractable but has also broken their minds, creating a volatile population of drugged, weaponized beasts.