OF DUSK AND DAWN
THE INFERNAL INVASION
Daemon Prince Azazel, one of the rulers of the 666 Planes of Hell, has returned from banishment. One thousand years and a day ago, he was returned to the Hells by Venerator Imperialis Mandulis, the Divine Champion. His imprisonment now at an end, Azazel has risen once again to wage war on the Material Plane. He knows, however, that if he were to openly appear, Mandulis would surely make a stand to banish him once more. He must draw the Champion out on his own terms, so that he is not defeated again as he was before. Azazel called upon his most sinister and cunning advisors, who convened for sixty six days. During this time, they conjured an infernal scheme to not only subjugate the Material Plane, but to rally them to their own wicked cause. This tipping of the extraplanar scales would incite a celestial cataclysm, and force the Divine to retaliate. Before this, however, the war council determined that they must first test the will of the mortals on the Material Plane, and see whom they could corrupt to serve them...
To whom to do you pledge your allegiance?
Campaign One: Division
Crimson Wood
Saturday, October 25th
1000-1600
Azazel, now freed from his imprisonment, has resumed his campaign against the mortal realm. His legions depleted and banished to the Abyss, the great Daemon Lord must rebuild his forces. From the ranks of mortals does he elect to begin his army anew, and amongst them he seeks out the willing to carry forth his bidding. The first mind to be tainted is that of a Druid who resides in the neighboring woodlands of Crimson Wood. With the fel corruption of his will, the Druid calls upon the spirits of the earth and the creatures of the wilderness to aid him in Azazel's name. Bandits, brigands and simply those of ill intent amass alongside him, and soon lay their might upon the temple and the lands of Crimson Wood.
While his influence reaches through to the mortal realm, Azazel is still weak, and must use three scrying crystals, under the guard of demons, to control the Druid. Should the forces of Good manage to capture and cleanse these crystals, the Druid shall be set free, and his mininos pacified. This, however, shall be no easy task, for the very temple in which they must be cleansed is the one besieged by the forces of the Daemon Lord.
Victor: Good
The first engagement went to the forces of good, with the Extraplanar Javelin being given to Bear of Crimson Wood. It was a long, hard fought day that went back and forth several times before good finally retrieved the last orb to cleanse the Druid's insanity.
Campaign Two: Goetia
Wyvern's Spur
Sunday, November 16th
1400-1800
The great demon lord Azazel, after his defeat at the Crimson Wood, has turned his baleful eye on the village of Wyvernspur. There his minions will start the profane rituals required to bring the more powerful of his servants onto this plane of existence. The excommunicated angel Mandulis has anticipated this move and is bringing his ragtag forces into play in an attempt to stop this vile ceremony. Wirt, Azazel's mighty lieutenant, has been sent to personally oversee the extraplanar gateways and their much needed travelers. Once more, blood will be spilled and buildings will be burned. Which side will come out victorious?
Victor: Stalemate
The forces of Evil gathered amongst the ancient groves surrounding the arcane keep of the creature only known as "The Lich". This addled and venerable being was renowned for his control over ley lines and means of interdimensional travel. As such, they sought to use his summoning circles to unleash their infernal allies. The contingent of Good arrived on the tower grounds, and stood against their foes. Unfortunately, the innocent and helpless villagers whose homes surrounded the Lich's tower were caught up in the conflict, and their blood was inevitably spilled. Evil subjugated the villagers and sacrificed them in the name of their Demon Lord, the blood of the innocent powering the gateways between worlds and allowing the legions of Azazel to set foot upon the mortal plane. Outnumbered and overpowered, the forces of Good had no choice but to end the lives of the captive villagers, before they could be used as a tool of great destruction. Innocent blood was spilled, for the greater good, but in the end, neither force was victorious...
...and so into the tower of the Lich did both armies march, to defend and destroy the greatest of the creature's portals...or to unleash from it an evil the likes of which have not been seen in over a milenia...
Campaign Three: Escalation
Thor's Refuge
Sunday, December 14th
1200-1600
The lesser of the portals of the ancient Lich having proved unresourceful to Azazel, the great Demon's will be done regardless, in another manner. His forces driven by the need to summon the remainder of Azazel's mighty armies, they marched into the tower of the Lich, to find and control the Great Gateway. Only through such a planar portal could the Demon Lord himself pass. Once the portal was in the control of Evil, they would need to secure the tower, to allow Azazel time to rest and recover from his summoning. In his weakened state, he would be vulnerable, and could be defeated if Good were allowed to have such an opportunity. Beaten back from their earlier battler, the armies of Good gathered what forces they could muster and entered the Lich's tower from another side. Within the labyrinth of the tower, they would have to find the Great Gateway and somehow defend or destroy it. Evil could not be allowed to control the Gateway, for with it in their possession, who knows what abyssal atrocities they would be able to pull forth from the planes beyond...
Victor: Evil
Fueled by the sheer will of the Demon Lord, the Forces of Evil drove back the armies of Good. Through the maze-like halls of the tower did they fight, with Evil maintaining control over the activation of the Great Gateway. Through bribery and deceit did the champions of Evil sway the Lich to do their bidding, and with the forces of Good on the retreat, the Great Gateway was opened, and the Demon Lord Azazel allowed to step through onto mortal soil.
Azazel now returned to this realm, the armies of Evil have been bolstered, and their might is greater and farther reaching than ever before...
...the dusk has come.
Campaign Four: Sanctity
Wavehaven
Saturday, January 24th
1200-1700
Free from imprisonment and now unleashed upon the mortal realm, Azazel has commanded his armies to venture forth and conquer new lands in his name. As the sweeping tides of the Demon Lord's forces storm across the landscape, he grows stronger still. Corrupting all that they touch, the armies of Evil strengthen their master with every field they lay claim to. Blessed by the forces of the Divine, the armies of Good now meet Evil in open battle, and the conflict rages for control of the land. If Azazel is to be defeated, he must not be allowed to return to his full power. The advance of Evil must be halted, before all is lost...
...yet something in the Heavens stirs. Choirs of Celestials now cry out for one which was lost to them. After a century in exile, the Archangel Mandulis has once again reemerged. Will the Heavens hear the plea of the mortals, and allow Mandulis ascension once more? Shall he regain his rightful seat as the Champion of the Divine...
...or will it be too late for even the Archangel to stop Azazel now? Will there be a dawn for the mortal realm...or will there only be endless night beyond this dusk?
Victor: Evil
The armies of Evil advanced upon the holdings of Wavehaven's countryside, driven by the will of their risen lord. Azazel would have these lands as his own, so he commanded. So did the onslaught begin, as Evil ransacked the farms surrounding the keep in which Good had fortified themselves. Without the necessary supplies from the farmlands, Good would soon be forced to make a move, or starve. Each press offered up more of these precious lands to Evil's taint, and those minions empowered with shards of Azazel's very soul took it upon themselves to corrupt and despoil the once fruitful terrain. The now blighted landscape at their backs, the vast legions of the Demon Lord turned their efforts towards the keep and the valiant defenders within. The defenders were stalwart, and held their post as the tides of the enemy crashed upon them. Wave after wave did they withstand...but much as the endless ocean conquers even the mightiest shoreline, so did the strength of good falter. Inevitably the followers of Azazel broke through the front lines of the keep and made their way to the Eternal Sanctum wherein the Rune of Templaris was held. This fabled relic was told to be the key to unlocking the ancient city of Mortalis, a domain of untold magics and power. It was the charge of the forces of Good to safeguard this key, and despite a clever decoy placed to misdirect their enemies, Evil swarmed the halls of the keep and eventually found the Rune hidden in it's secret reliquary.
Once more forced to retreat, the last remnants of Good must gather their strength and make their way towards the fabled city of Mortalis. Myths and legends of the ruined city echo back to the far beginnings of time. A home to the post primal and raw magical forces, Mortalis may hold the power to allow Azazel to erradicate the barrier between the mortal and infernal realms. Defeat here would be unrecoverable, and should Evil be allowed to succeed, all humanity would be forever lost beneath an eternal hellish night.
Campaign Five: Armageddon
Sage Hill Campground (Sycamore and Live Oak sites)
Santa Barbara, CA
Friday, March 27th through Sunday, March 29th
GATE FEE:
$10 per person.
DIRECTIONS
From highway 101, take highway 154 approximately 15 miles to paradise
road. Turn right and continue 5 miles to Los Prietos road. Turn left
past ranger station to camp entrance.
Campground: Jan 1 2007 - Dec 31 2050 : Quiet hours are from 10:00pm until 6:00am and you will be expected to abide by this requirement. Early check-in will not be allowed prior to 2:00 pm on the first day of your reservation.
MEALS:
- Friday, Dinnner
- Saturday, Breakfast
- Saturday, Lunch
- Saturday, Dinner
- Sunday, Dinner
SCHEDULE:
FRIDAY
1400-1500: Gate opens
1500-Dusk: Ditching
1900-2000: Dinner
SATURDAY
0800-0900: Breakfast
Dawn-1200: Ditching
1200-1300: Lunch
1300-1400: Armageddon, The Gates of Mortalis
1430-1530: Armageddon, Of Dusk and Dawn
1600-1800: Ditching
1800-2000: Dinner / Court
SUNDAY
0800-0900: Breakfast
0900-1130: Clean up and go home! We must be checked out and good to go by 1200hrs.
Victor: Undecided




