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RULES·WHITE DWARF 338

Campaign Locales: Seas, Volcanoes and Strongholds

February 2008·p. 61

THE SHORT VERSION

The campaign’s locations do more than offer territory. A creature in the inland sea threatens neighbouring settlements, volcanoes can trigger destructive chains and occupied wizard towers require small character battles before yielding a magical ally. Rivers favour mining, while the ash lands offer cheaper enchanted equipment. These local effects give players reasons to value different parts of the map and create risks that continue after a hex has been conquered.

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Find this article in White Dwarf 338, p. 61.

This is an original summary. Refer to your magazine for the complete article, rules, images and painting steps.