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Hyborian Campaign IV
"Embroiled in 'troubles',
Conan's attention is on holding together the great kingdom he has conquered. Meanwhile, his people, the Cimmerians, have just repelled
a major onslaught from Vanaheim."
Chapter I: The Sons of Brutheim
On the Asgard side of the Eiglophians,
the Cimmerian survivors of a Cimmerian/Aesir war-band fight the stragglers of Grimnir's retreating army. They are
lured into a cave by a Vanir witch and held captive by a tribe of maurauding man apes. The Connarch are placed
under a geas and sent on a quest to locate royal relics lost during the slave revolt that toppled foul Brutheim. Though
they succeed in their quest and escape with their lives, they set in motion a series of events that bode ill for the Northlands.
Chapter II: Arena of Dreams
While transversing the Eiglophians
on their homeward journey, the Cimmerians experience a mutual dream in which a sorceress and a shadowy demon forced
them to fight each other in a surreal pit-fight. Though the motives of these supernals remains obscure, our band discover that
they sought a Champion from a particular Cimmerian bloodline.
Chapter III: The Cult of the Dragon
Separated from their fellows by a sorcerous storm, Kamuru
and his band of Connarch take refuge in a cave in the Eiglophian Mountains. Following an eerie and inhuman chant from deep
underground they discover a savage tribe of Brutes engaged in a primordial rite. Disrupting the ritual by
slaying the shaman, the Cimmerians have to face the Dragon Kings conjured by the slain Son of Brutheim.
Chapter IV: The Ones That Got Away
Separated from their fellows by a sorcerous storm, Talon
and his band of Connarch encounter bizarre creatures from their wildest campfire tales and bed-time stories before being ambushed
by Vanir War-Maids led by a powerful Witch. Her fey magic turns brother against brother and several of the Connarch are
slain by their closest friends. When all seems lost Kamuru's band and an unknown tribe of Cimmerians turn the tide of battle.
The Vanir Witch vanishes in a swirl of snow - with the Connarch she's won over.
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Chapter V: Echoes from the Past
Driven into accursed Vanaheim by an unnatural blizzard in
the Eiglophians, the Connarch discover the strange truth behind some of Conan's earliest exploits.
Chapter VI: The Wyrd of Vanaheim
The captive Connarch discover that their people's recent defeat
of the Vanir and their Ymirish allies was a sham. Vanaheim is awake and strong, more than ready to return to battle. The Ice
Queen who captured them holds much influence among the red hairs. She will not rest until every last Cimmerian is slain, including
King Conan of Aquilonia.
Chapter VII: The Enemy Within
The Connarch escape from their Vanir prison. Or are they
released? Many are slain by unseen assailants during their homeward trek. Who is attacking them? Is it
the Vanir? A new enemy? Could it be one of their own?
Chapter VIII: The Atlantean Strain
The Connarch who followed the unknown Cimmerian tribe after the battle
with the Vanir witch discover a thriving community of Cimmerian battle-sorcerers in the Eiglophians who never reverted to
savagery after the fall of Atlantis and managed to preserve their ancient Atlantean heritage. They charge their guests with
a mission: deliver an important message to King Conan.
Chapter IX: Sorcerous Siblings
The Witch who plagued the dreams of the Connarch and her Demon-Brother are
made flesh by an Acheronian lich and his Daughter-Wife who have allied with the Vanir. The lich, Busiris, then raises
one of his undead brethren and makes preparations to restore Rune the Vampire God to his former glory. Busiris' minions attack
the Atlanteans and hunt down the messengers dispatched to King Conan.
Chapter X: Revenge of the Man-Apes
The Sons of Brutheim, assisted by the Vanir, begin raiding
isolated Cimmerian villages. Inspired by Kern's example, Connarch Champions, and Connarch who wish to carve out their
own legend, form a tenuous alliance with heroic individuals from other tribes to become Protectors of Cimmeria.
As the campaign wraps up, a Call to Adventure is received from King Conan.
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and/or CONAN THE BARBARIAN® and related logos, characters, names, and distinctive likenesses thereof are trademarks of
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