A History of Halgrad

 

There was once a time that when the people of Old Mahz spoke of ‘the city’, they could only have meant Halgrad, for truly there was no other place in all of their once great empire that they could have referred to. It was a city beyond rivalry, a monument to mortal ambition and potential.

The Rise

Founded by the Mahzkani Empire in the Spring of the year +2870, on what was then known as the Bay of Glamours (now the Bay of Bones), Halgrad was the heart of trade in all of the northern world. Northman longships, Huresian cogs, Telerodan galleons, all moored at her piers. The city welcomed merchants and wanderers from every shore, including the nearby imperial provinces now known as Marocia, Caernborg, Ghyrsholme and Far-Abrimor.

Even the merchant-princes of the Pharazabad, frequent foes of the Mahzkani Empire, found themselves unable to resist the promise of gold, and the shelter that the city provided from the cruelty of the Sea of Wyrms, which lay just beyond the mouth of that tranquil bay. Swollen by trade, what started as a coastal outpost became a marvel of stone and spirit. Soon, a city dominated the bay. Vast piers jutted into the bay like lances of pale marble, forming the famed Guildsport, where the riches of the known world flowed like the water beneath their feet.

But Halgrad’s wealth was more than gold or grain. With the merchant fleets came scholars, tradesmen and magicians of all stripes, as well as exotic warriors and priests of distant faiths. Even the crimson-eyed Indra-Kur, previously treated with suspicion, were welcomed, bringing with them their ancient knowledge and magical prowess. Temples rose among the growing forums and academies, forming the foundations of all modern study; while in the practice yards, Masters-At-Arms developed what would become the Marzayan Reforms, turning the Mahzkani Legions into the most fearsome fighting force the world has ever known.

The city grew inland, pressing deep into the fens beyond the bay, a land then ruled by a tribe of goblinoids known as the Drekh. They were cunning and vicious creatures, with toxic blood as black as tar. They harried the builders and land-borne wayfarers alike until the Empire dispatched two full legions, to drive the beasts from the region. The campaign was long and brutal, but successful; and before long, the white walls of Halgrad shone from as far away as the Gallowgheist Hills to the south, and on clear days, it is believed that could even be seen from the shores of Witch Bay, on the opposite coast of the Sea of Wyrms.

So vast was this city, so grand its promise, that some wondered whether it had been guided by the hands of the gods themselves (at least in those days when the Mahzkani still held their gods dear). Legends grew, and soon the priests of many faiths began to declare that Halgrad’s rise was of divine mandate. The Saren, the largest hill in the city, was declared a holy site, believed by many to be the place where the gods themselves walked during the last Sundering, saving the world from annihilation. Atop the Saren rose a palace of impossible grandeur, a shining monument of gold and white stone, a physical exaltation of the gods, and perhaps controversially, the seat of the regional Governor, who ruled over the city from a throne of solid silver.

In those days, it was said that Halgrad’s streets were safer than most convents, its impoverished grew fatter than the common folk of other places, and its nobility the very embodiment of the word. Halgrad was the jewel of the Imperial Crown.

But no empire lasts forever.

 

The Waning

As the centuries wore on, the Mahzkani Empire grew larger and more decadent, its people began to seek pleasure over purpose, and soon even their gods were abandoned. The Island capital of Mahz became a nest of eunuchs and pitiful aristocracy; and the line of Emperors, once thought wisest and noblest of all beings, grew weak. Law became bribery, argument became assassination, and the profane became the divine.

Countless wars saw the legions spread thin, their ranks bolstered by debtors, criminals, mercenaries and slaves. The provinces became restless, their governors turning their gaze inward, away from Mahz and the imperial unity it represented.

In the north, Halgrad remained prosperous, but it could no longer be considered imperial. After years of underpaying their tithes, the Marocians broke from the Empire, claiming both the fertile heartland of their home on the Grey Sea, and the less prosperous holdfasts of Ghyrsholme.

For a time, the city of Halgrad became the jewel of the Marocian crown, as prosperous as it had ever been, and unshackled from Imperial regulation. But as a nation Marocia was still young, and as paranoid as it was proud. Civil war erupted suddenly between the Marocian and Ghyrish territories, Halgrad fell within a night, set upon from the inside by Ghyrish raiders and mercenaries hired by by the nobility. Their prosperity secured, Ghyrsholme seceded from Marocia, never to reconcile.

 

The Age of Tarnishing

Briefly, Halgrad stood as a capital once more, this time ruled over by a council of the eldest Ghyrish nobles. But where Marocia had broken from the Mahzkani through open rebellion, the lords of Ghyrsholme took their freedom through conspiracy and bloody gold, a trend that continued throughout their rule. For a time, Ghyrish courtly life became a dark dance of assassination, bribery and theft, and all of it steeped in old blood magic. The palace devolved into a nest of silken masks, hired blades, and quiet horrors.

Gold still flowed through the Guildsport, but not as it once had. Crime was rampant, and corruption was everywhere. A hundred apothecaries bloomed like cancerous tumours across the city, each with claims more outlandish than the last, courting a noble class desperate to get ahead of their peers. Arcane runoff spilled into the fens beyond the walls, warping the land with each passing year. The bogs grew dark and misty, webs began to spread across the reeds like fallen curtains, and in time, the spiders grew. First they were no larger than a fingernail, but soon grew larger than a hand, then a hound, and some yet grew larger still. Citizens began to call it Funnelweb Fen, and no longer dared to stray into its depths. Yet even then, Halgrad still stood; tarnished, but unbroken. An city eternal.

The Tear

One night, in the winter of +3642, Halgrad tore itself apart. There was no warning but the trembling of the earth and a scream of riven stone. There was fire, on the ground, in the air, and high in the skies above, where the clouds tore with green lightning. Bells sounded, Halgrad was invaded.

With a chill, the veil thinned, and through the breach came horrors from beyond this plane of existence. Spectres and phantasms manifested in their thousands, while vampires and lycanthropes, long hidden among the populace, lost all control of their curses, falling into frenzy; and in the graveyards, the dead began to rise, clawing their way out of coffin and crypt to join the carnage.

From the sewers, once a marvel of Mahzkani engineering, came another horror long thought purged from this land, the Drekh. Driven from their fens generations ago, these twisted creatures had sequestered themselves in the warrens beneath the city, and now rose with a vengeance.

The city became a slaughterhouse.

The city guard rallied, but they lacked the salt and silver to face the undead effectively, and the foe was everywhere. Even the Drekh, though diminutive in size, attacked in overwhelming numbers. The sounds of battle echoed from Saren Hill to the Guildsport.

Even the dawn brought no reprieve. A black sun boiled over the horizon, and through the shattered veil rose the Ubracari, gates to the Pit itself; from them came the demons. Legions of Valamis led the charge, clad in hellforged steel and screaming mail; and in their wake came their more bestial kindred, Barghests, Harbingers, and Abominations of half a hundred breeds, all drawn by the violence and melancholy that had all but swallowed the city, falling upon the undead as eagerly as the living, and soon reality began to tear itself apart. Buildings crumbled, spires toppled, and great piers collapsed into the sea, which now roiled with unnatural fury, sinking ships as they lay in port. Some tried to escape, but the Tear would not let them, great leviathans lingered at the bay’s mouth, drawn by the chaos, dragging those who broke free down into the freezing black depths.

Halgrad was no more. Of the city, only the palace remains, its walls unbroken and unblemished, its gates sealed, silent.

But why did such a thing happen? Some whisper that the gods had turned their backs upon the city, disgusted at what it had become. Others claimed that it was the lords that had brought ruin upon them, an escalation in their endless game of courtly conspiracy. Others blamed greed, or northmen raiders; even the priesthood could not entirely escape suspicion. Some factions, like the Order of Yurion, god of Wandering and Safe Harbour, blame the Indra-Kur, who are well known for dancing with powers beyond their ken, sundering the veil in a dark ritual.


Visions

And so it was for six hundred years that Halgrad has stood alone, abandoned, and at the same time more occupied than it had ever been. The veil remains sundered to this day, the crumbling streets are stalked by demons, restless spirits, and those few unfortunate mortals that could not escape the Tear, driven mad by the horrors that live in their shadows. Mercifully, the demons and spirits could not venture far beyond the city walls, where the veil remained strong; the Tear was contained, and for centuries, none dared to breach the walls of Halgrad, leaving the city to its dark denizens.

But then something changed. Strange lights began to dance in the highest towers of the palace, and seers the world over speak of lost treasures, hidden knowledge, and a palace of pale stone, with its gates open and unbarred. Though the details of each vision differ, the message is clear, the city is waiting.


The Call

Now they come, cutthroats and crypt-delvers, landless nobles, questing knights, wizards, warlords, slayers, treasure hunters and pillagers of every stripe, drawn by the promise of gold, glory, and relics long thought lost. From Marocia’s war-torn coast to the boiling waters of the Blackiron Strait, from the golden halls of Vohldramar to the primordial dark of the Stoneways, bands of warriors now converge upon Halgrad’s gates. No love is lost between them, and no prizes will be shared, no peace accord reached.


All of those who enter Halgrad are both hunter and hunted.

 

Get Started

Looking to play the game? The best way to get started is to pick up the Halgrad Rulebook, and a dozen or so models, all of which you can find in our store.