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Karaz-a-Karak Introduction

Karaz-a-Karak, ancient capital of the Dwarven kingdom of Karak Ankor and seat of High King Thorgrim Grudgebearer. Karak Ankor, now a shadow of its former glory, once stretched all along the Worlds Edge Mountains and Black Mountains, even to the Moutains of Mourn. However, with the Sundering and the constant incursions from Skaven and Greenskins, the Holds began to fall. Less than a dozen holds remain in Dwarven hands along the Worlds Edge Mountains and Black Mountains; all the holds far away from Karaz-a-Karak are considered lost. Karaz-a-Karak, which means Everpeak, lies at the junction of the Black and Worlds Edge Mountains and aside from Karak Azul and the seaport of Barak Varr, it is the southern-most of the existing holds. All the remaining Holds are connected by a vast network of tunnels called Undgrin Ankor. From here the army of Oathbearers marches forth to avenge the most recent and damning grudge, the fall of Karak Eight Peaks.

Using what information I have, I have concluded that the Dwarven capital of Karaz-a-Karak existed in the game prior to launch and was actually completed before the Inevitable City and Altdorf and then was removed from the game. In my version, Karaz-a-Karak exists as a functioning capital with merchants, bankers, trainers, etc. In the Age of Reckoning the Greenskins have overwhelmed Karak Eight Peaks and push north to Karaz-a-Karak penetrating the massive Dwarven Hold through the tunnels beneath the city. With the limited knowledge I have of Karaz-a-Karak and pen and paper I give it a skeleton. I shall attempt to use what limited pictures of Dwarven architecture that exist to give it a skin. The rest we must leave to our imagination.

The invasion of Karaz-a-Karak begins from a chamber within the massive Hold that has been breached from underneath by greenskin tunnelers. The green dot indicates the point of invasion. The blue dots indicate siege weapons posed and ready to fire upon the invaders. The room opens upon the Hall of Kings, flanked by eight massive statues on the sides of bygone Dwarven kings. Two even grander statues of Dwarven kings stand in the middle of the hall with a platform accessible by stairs in the middle; each of these two grand statues has doors facing the platform from which pour forth Oathbearers. Between the four statues on the sides of the hall are passages to other portions of the city, and above each passage is a balcony with siege equipment that is only accessible by posterns. Pushing out of the point of invasion into the Hall of Kings will draw the focused fire of all the siege weapons and will require the utmost coordination between tanks using Hold the Line and healers using Shield of the Skies to make it behind terrain to use as cover.

A greenskin warboss prompts you of the situation as you huddle in the room.  “Da Bloody Sun Boyz are wit you boss! Theres lotsa stunties and rock lobbas in dat big room ahead, but we’ll smash em flat wit your word! Da rest of da git army lay outside dem massive doors to join us inside. We break da gates, we take da stuntie hole.” You have an army of greenskins behind you in the tunnel beneath the city, a room ahead of you full of deadly siege weapons, the ground beneath you trembles as Oathbearers storm to defend the citadel, and above you cannons and gyrocopters roar. The din of the battle outside the massive doors of Karaz-a-Karak can be heard, if the cannons above can be destroyed then more reinforcements can be made available.

Directly across the point of invasion is a room with a massive staircase leading both up and down. From this staircase you can reach the Eastern Lower Reaches of Karaz-a-Karak, the Grand Floor, or the upper levels with the siege weapons firing upon the invading army. The doorway at the south west of the Hall of Kings leads to the Western Lower Reaches. The first task at hand is to push out of the point of invasion and secure the Hall of Kings with its rally flag on the central platform. This rally flag however is very heavily defended from all sides of the Hall and will require negotiating of obstacles in the Hall as use of cover from the siege weapons. Because this city is indoors, the use of air units is limited but available if certain tasks have been achieved – the silencing of the Sky Cannon Battery. If these cannons can be silenced then it is possible for Wyverns to fly through the grand halls of Karaz-a-Karak to harass siege weapons, but they will mostly serve as cannon fodder. Secure the Hall of Kings and all avenues of Karaz-a-Karak are available to you, but do not be fooled into thinking that the defenders will not fight back! As a treat, here’s a special picture of Karaz-a-Karak before it was cut from the game, presumably the entrance hall.

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