Publisher: Frontier Gaming
Beyond the sun-scoured caravan roads lies Zhur-Kalam, a city of black stone terraces and sunken courtyards, carved into a crescent canyon where daylight fades early and shadows linger long after dusk. Once a holy bastion guarding ancient trade routes, Zhur-Kalam now survives through secrecy, ritual contracts, and whispered oaths sworn beneath obsidian arches. You are known—quietly, carefully—as a Champion of the Dark Accord. Not a monster, not yet a tyrant, but a chosen blade bound by ancient covenant to forces older than law and crown. Your strength is borrowed. Your soul is collateral. A relic tied to your pact has resurfaced somewhere within the city’s underlevels—a thing thought lost during the Sundering Riots generations ago. Factions move in …
Publisher: Frontier Gaming
Beyond the sun-scoured caravan roads lies Zhur-Kalam, a city of black stone terraces and sunken courtyards, carved into a crescent canyon where daylight fades early and shadows linger long after dusk. Once a holy bastion guarding ancient trade routes, Zhur-Kalam now survives through secrecy, ritual contracts, and whispered oaths sworn beneath obsidian arches. You are known—quietly, carefully—as a Champion of the Dark Accord. Not a monster, not yet a tyrant, but a chosen blade bound by ancient covenant to forces older than law and crown. Your strength is borrowed. Your soul is collateral. A relic tied to your pact has resurfaced somewhere within the city’s underlevels—a thing thought lost during the Sundering Riots generations ago. Factions move in silence. Guilds trade lives like coin. Every descent into the city’s depths reshapes the maze above, and every failure leaves scars that do not fade. Zhur-Kalam does not forgive weakness. It only remembers.
Zhur-Kalam is ruled not by a single throne but by interlocking powers: cult-princes, mercantile cabals, oath-bound warriors, and veiled mystics. Bronze masks are worn not for ceremony, but to conceal allegiance. Every alley holds shrines to forgotten gods; every tower is built upon older ruins whose purposes are best left unnamed. The city’s undercrypts—called the Deepward Spiral—shift unnaturally. Passages close. Doors open where none existed before. Those who descend too often begin to lose their sense of time, memory, and mercy. You are not the only one hunting the relic. But you may be the only one who can survive claiming it.
_________________________________
HOW TO PLAY
In this Solo Adventure you assume the role of an adventurer in a Bronze Age Fantasy setting where kingdoms rise and crumble beneath obsidian skies, and where warlords, sorcerers, and wandering heroes carve their names into the annals of Karnaxos. You will require the Warborn of Karnaxos Core Rulebook (CRB) and any expansions you wish to incorporate. The story you experience is your own. The actions you choose depend on who and what you encounter, and how you elect to interact. Keep a record of your journey, tracking outcomes and branching consequences. Your decisions become the voice of the unseen Storyteller. The world of Karnaxos stirs to life through your interpretation, your vision, and your courage. This template provides structure, direction, narrative density, and motivational clarity, ensuring you always know what drives the hero, what threatens them, and what lies beyond the next torchlit corner.