
Year 2013: It was without much fanfare that He Who Shall Remain Nameless took up occupancy in the abandonded fortress of Neya. It was mostly a sparsely populated wilderness in the far northern reaches of the Khurdak kingdoms, with only a few smaller barbarian tribes for neighbors. When a large Wildryn fleet sent from distant lands looking for him was completely destroyed, curiosities were piqued. Ambassadors were sent, but returned empty-handed. When he took a handful of troops, a bound Demon, and an allied Dragon and single-handedly ripped apart a northern Orcish splinter kingdom, his neighbors became concerned. Ambassadors were sent with more urgency; they were summarily incinerated.
Khurdak immediately mobilized for war, spearheading an alliance with several of the northern barbarian tribes. Despite his aggression, The Necromancer was apparently caught by surprise at the rapidity of the Dwarvish response. Despite some success with local counterattacks, his outposts were shattered and his forces pushed into retreat; his Orcish mercenaries and slaves proving less reliable than he had hoped. Fortunately for him (but unfortunately for history), the rebuilt defenses surrounding Neya were very strong and proved extremely tough for the Alliance to breach. There followed a protracted and bloody conflict in which he just barely managed to keep the Alliance at arms length from the source of his power. Even when reinforcements from the southern Elvish kindoms eventually arrived, the decision was made that it would be too costly to dig the Necromancer out, and the Alliance decided on simply keeping him isolated and under siege in Neya.
This would turn out to be a decision with fateful consequences. The time gave the Nameless One a chance to increase his own already formidable personal power. Next time, he would not so flaunt it until he was completely ready; it would only be a matter of a century before he would have sufficient strength to shatter the encircling armies and unleash the most widespread and devastating war the continent had ever seen.

Setup: Purchase units simultaneously. Mortod then sets up first, followed by the Allies.
Mortod: 140GP of units, plus one 4s Castle and the Necromancer at 8s in Neya. Remove the other two Necrom units from the game. Set up in any friendly city (see Special Rule #2), at least 2 units per city. May use Jurlak pieces as Allies (see multi-applicable rules).
Alliance 1 - Wildryn: 70GP of units. Set up in friendly cities on boards 12 and 11 (see Special Rule #6).
Alliance 2 - Khurdak: 90GP of units. Set up in friendly cities on board 9 and 11 (see Special Rule #6).
Special Rules
Victory: The Alliance wins by controlling Neya at the end of the game. Otherwise, Mortod wins.
Variant: See the old version of this scenario.