Ekrund
From TheWarWiki
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| Ekrund | |
| Levels: | 1-10 |
| Tier: | 1 |
| Pairing: | Dwarf vs. Greenskins |
- Upon the rocky slopes of Ekrund, the Dwarfs of old built a great mining fortress that eventually fell to their greenskin enemies. As the Age of Reckoning dawns, Dwarf forces have made a determined push into the Dragonback Mountains, reclaimed the fortress at Ekrund, and established a tenuous foothold in the lands that surround it.
- Generations ago, the massive mining fortress of Ekrund fell to the hordes of Orcs and Goblins that have plagued the Dwarfs since the first grudges were recorded. Now the Dwarfs have returned in force, battling across the Badlands and over the Dragonback Mountains to reclaim the ancient holds of their ancestors. Far from beaten, the greenskins assault the Dwarfs from all sides, and the battle in Ekrund rages atop the highest peaks and within the deepest vaults of the mountain.
- The mines of Ekrund hold the bitterstone that is the key to the creation of the Doomstrikers, and it is all the Dwarfs can do to retrieve the ore and get it on the road to Karaz-a-Karak before the greenskins overwhel them. They must retrieve what ancestral riches they can and repair the trains for shipment should they hope to create any supply route through the mountains. For the Bloody Sun Boyz, the Dwarf presence in Ekrund presents the newly created Waaagh! its first real challenge.
Ekrund Overview
Long ago, amid the rocky slopes of Ekrund, the Dwarfs built a great mining fortress that fell to their hated enemies, the Orcs and Goblins. As the Age of Reckoning dawns, Dwarf forces have made a determined push into the Dragonback Mountains, reclaiming the fortress at Ekrund and establishing a tenuous foothold in the lands surrounding it. Now, they battle to hold the strategically vital outpost knowing that if they can repair its defenses, they will gain a valuable staging area from which they can take the fight to the enemy. However, there is still a significant greenskin presence in Ekrund and the beleaguered Dwarfs within the fortress find themselves in an almost constant state of siege.
While the Orcs and Goblins launch their relentless attacks upon the fortress, Dwarf reinforcements continue to pour into Ekrund and entrench in the craggy landscape. The resourceful Dwarfs have wasted little time in putting to use the many outposts and storehouses retaken from the greenskins, and are now making preparations to launch an offensive against the besieging Orc horde. Key to the success of this assault is a new workshop the Dwarfs have begun to build not far from the fortress. Here, the legendary Grungni Rockcrusher is already busy crafting death-dealing organ guns, swift gyrocopters and thundering flame cannons for the Dwarf army.
Elsewhere, other dangers wait to prey upon the unwary. Lurking deep within one of the numerous caves in Ekrund is Murgluk the Mad, a mutated Goblin once fond of making brews to increase his strength and courage. While mucking about in a sinkhole searching for new ingredients, he discovered a tiny pebble of Warpstone and plopped it into one of his concoctions. When he drank this foul potion, he was transformed into a towering, muscle-bound monster. His twisted mind now plots the destruction of Dwarf and Orc alike, for Murgluk is determined to prove that he is the biggest, strongest and meanest greenskin of all.
Fearsome creatures are not the only threat to be found in Ekrund. The aggressive mining of the greenskins has weakened the surface of a landscape already plagued by frequent earthquakes. The ground is now peppered with sinkholes, many of which contain fetid pools of stinking water covered by poisonous algae. Normally the Dwarfs would leave well enough alone; however, a number of fortifications they constructed upon returning to the area collapsed into such sinkholes, taking with them the caches of gold, gems and precious metals stored there. Many an intrepid Dwarf has tried to safely recover the lost loot, but so far none have succeeded.
Also in Ekrund can be found a number of ancient Dwarf burial chambers. These hallowed tombs are guarded diligently by the stout warriors, and they will suffer no trespassers. The guards are scarcely needed, however, for the eerie sounds occasionally heard within the crypts have the Dwarfs convinced that the spirits inside are restless, and better left alone. The less careful greenskins, on the other hand, would love nothing more than to plunder the tombs to the last bone just to spite their foes.
Day after day, the battle for Ekrund rages without end. The Dwarfs fight with an iron determination, knowing that control of the fortress is the key to driving out the vile greenskins and retaking the land that once was theirs.
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