Transcript

The morning sun rises over the rolling hills of Isger, casting long golden rays upon the weathered stones of Citadel Altaerein. The fires that once sent plumes of distress into the sky have faded, and with them, the immediate peril faced by the Bumblebrasher goblins. Their chieftain, Helba, and her kin now wait patiently in the nearby wilderness, watching from the safety of the trees as their newfound allies prepare to reclaim the ruin they once called home.

Calmont, bound and grumbling, was marched back to Breachill under guard, his fate now left to the town’s authorities. His protests—ranging from indignant to self-pitying—grew quieter as he realized no clever quip or half-truth would talk him out of this one. The matter of his justice is now in Greta Gardania’s hands, leaving you free to turn your focus back to the threats that still linger within the crumbling fortress.

Your return to the citadel’s courtyard is met with uneasy silence. Though the grauladon’s corpse has begun to attract scavengers, the ruins themselves remain. The halls beyond the shattered doors remain shrouded in shadow, their depths a mystery, but the Bumblebrashers’ warnings of lingering dangers weigh on your minds. You know that within these corridors, monsters still lurk.

Cults, beasts, and worse things have claimed this place in the absence of the Hellknights. But you have come to reclaim it.

The scent of damp stone and aged wood hangs heavy in the air as you step forward. Whether it is the last remnants of the Cinderclaws, wandering horrors that have claimed the ruin for themselves, or something even fouler waiting in the gloom, one thing is certain:

The battle for Citadel Altaerein is not yet finished.

And you are here to finish it.