The Sedated Howl: Tethers of Blackrock Keep
You are drawn to the remote, perpetually overcast Blackrock Keep, a frontier bastion where the ruling 'Iron Guard' garrison tames and war-rides fearsome wargs. For months, reports have filtered out: wargs breaking their magically-reinforced tethers, going berserk on handlers, or simply vanishing into the screaming wilds. The official line blames a potent 'plague of madness' in the beasts. But a desperate, anonymous groom within the Keep's stables has smuggled a plea for help, claiming the truth is far worse—that the wargs are being deliberately poisoned with a cheap, hallucinogenic chaff blended into their feed by elements within the Keep itself. The Iron Guard's entire military doctrine, their regional supremacy, and their very survival hinge on the wargs. To investigate is to challenge a desperate army that cannot afford to be seen as weak or wrong. The truth, buried under layers of fear and necessity, is a powder keg waiting for a spark.
Chronicle Prelude
The campaign begins at the muddy, makeshift 'Wanderer's Rest' camp a league outside the looming, scarred walls of Blackrock Keep. Refugees, deserters, and wary merchants huddle around sputtering fires. The air smells of wet stone, beast musk, and paranoia. The Keep's main gate is a heavily guarded checkpoint, and the surrounding wilderness—the 'Howling Demesne'—is a treacherous mix of rocky badlands and dense, unnaturally silent forest, home to what remains of the untamed wargs.
Environmental Traits
The regional crisis is the systemic collapse of the Iron Guard's warg-rider program, threatening to destabilize the entire province. The 'victory condition' is uncovering the source of the warg madness and deciding the fate of Blackrock Keep: whether to expose its sins and risk its annihilation, or help cover them up to maintain a fragile, monstrous status quo.