Power behind the Throne (Mythveil Edition Enemy within 3 )
Middenheim burns beneath its masks. One lie can topple a kingdom—and someone wants yours to be the spark.
$20.00
/ Session
Details
Weekly / Sunday - 3:00 PM UTC
Dec 14 / Session 0
Session Duration / 2–3 hours
3 / 6 Seats Filled
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Schedule
About the adventure
Middenheim stands atop stone and legend—an ancient fortress where faith, pride, and politics grind like millstones. During the Carnival of Fine Masks, every street becomes a stage, every whisper a weapon, and every gesture a test of loyalty. What looks like celebration is simply camouflage for a city on the edge of revelation. In Power Behind the Throne, you enter a living conspiracy. Noble houses maneuver like chess pieces carved from bone. Priests of Ulric thunder in the streets. Guilds trade favors as if they were currency minted in secrets. And beneath it all, the undercity stirs—a network of tunnels where forgotten hungers watch the dance above with patient eyes. This is a campaign for players who thrive on intrigue, consequence, and character-driven drama. You will negotiate with ministers, spy on rivals, navigate ancient traditions, and uncover truths older than the Empire itself. Every choice shifts the balance of the city. Every alliance has a cost. Every triumph echoes through Middenheim’s stone spine. Mythveil’s Deep Layer approach enriches the world with authentic medieval power structures, ritual symbolism, folklore psychology, and metaphysical undercurrents—all woven seamlessly into WFRP’s gritty canon. The story remains pure Enemy Within, but the city around you breathes: reacting, evolving, remembering. If you seek a campaign where masks conceal more than faces and where the throne trembles long before blades are drawn, this is your stage.
Game style
Sandbox / Open World
Game themes
Meet the Game Master
About me
LLooking for the cinematic GM your dreams warned you about? That’s me. I was raised by shadows and storybooks. My first GM screen was a cereal box in the ’80s. My dice were chipped — my imagination wasn’t. Since then, I’ve told tales in blood-soaked crypts, neon back-alleys, and forgotten cities buried beneath the sand. I’m not just a Game Master. I’m a narrative architect, a ritualist of consequence, and the creator of Mythveil Chronicles — a living multiverse powered by deep research, emotional storytelling, and a world-simulation engine that reacts to every choice you make. I hold a Master’s in History, Religion, and Philosophy, so even my monsters come with footnotes. Over the decades I’ve run games for hundreds of players, hosted international LARP chronicles, and built campaigns where every NPC, every legend, and every location has roots in real-world folklore. When you play at my table, you’re not just part of a story. You step into a world that breathes with you… and without you. And from the moment you arrive, you’re already a legend in the making.
View Profile →Character creation
Creating your character
.Your story in Middenheim does not begin with numbers. It begins with intent, identity, and a mask you choose to wear. Character creation happens in a dedicated Session Zero before the campaign begins. Together, we build Tier 3 characters—experienced, scarred, and capable enough to survive the politics of the High City. Your skills matter here. Your reputation matters more. Stats follow the official WFRP 4e rules. You may roll or use point allocation; the choice is yours. No homebrew books required—only the Core Rulebook and the official Enemy Within materials. Everything else is handled together in the story. In this campaign, backgrounds shape consequences. Your allies and enemies emerge from the life you choose. A noble’s disgraced cousin, a former soldier with debts, a failed priest haunted by visions—every flaw becomes a thread in Middenheim’s web of intrigue. The city watches you long before you take your first step inside its gates.
Middenheim is no ordinary city. It stands carved into a mountain of stone—holding faith, fury, and ambition in a single, cracking spine. In this third chapter of The Enemy Within, the road ends and the stage begins. The Carnival of Fine Masks brings nobles, priests, spies, and strangers into a single crowded blaze of color… and every smile hides a blade. Politics coils through the streets like smoke. Rumors cling to banners. Alliances change with the weather. We seek sharp minds and brave hearts—players cunning enough to navigate a court where one wrong word can start a war, and one right whisper can change the fate of a kingdom. Whether you're chasing justice, vengeance, or a place to stand, Middenheim will test what you believe—and what you’re willing to betray. 🎞 Mythveil Chronicles brings this tale to life with cinematic storytelling, deep research, atmospheric soundscapes, and characters who breathe, scheme, and remember. This is political gothic fantasy—part intrigue, part mystery, part myth. 💀 Step forward. Claim your mask. Your legend will be written in frost and shadow. Do you dare to see what waits behind the throne?
What to expect
Preparing for the session
You don’t need to study lore or memorize politics. You only need the tools to step into a living city. Before Session Zero, please make sure you have: 1. A Discord account All communication, lore drops, and scheduling happen there. 2. Foundry VTT access You’ll receive a private link to join the campaign world. Nothing to install—just a browser. 3. A working microphone and stable internet This is a game of conversation, secrets, and negotiation. Your voice is your weapon. 4. A simple character idea Not a full backstory—just a spark: a flaw, an ambition, a fear, a mask. We build the rest together. 5. Two minutes of quiet space This campaign thrives on mood. Bring headphones. Bring focus. Bring curiosity. You don’t need any additional books or rules knowledge. If you’ve never played WFRP before, that’s fine—Middenheim will teach you. Come prepared not just to play a character, but to take your place in a story that watches back. To step into Mythveil’s Warhammer is to enter a realm of betrayal, dread, blood-soaked pacts—and moments of glory carved from filth. 🕯️ Bring curiosity. Bring the whisper of a character idea. Bring the willingness to play flawed, desperate, stubborn, brilliant people in a world that doesn’t wait for permission. If you’ve read The Name of the Rose, The Pillars of the Earth, or walked the candlelit corridors of the Warhammer world before, you’ll feel the echoes. If not, no matter. We’ll guide you. 🎭 All levels welcome. But know this: We don’t play a story. We play in it. With sweat, voice, and consequence. 🎲 What to bring: A working mic and stable internet An open heart for character-driven chaos A sense of humor darker than a Middenheim alley And a love for the cinematic Don’t just show up. Step forward. The Reik is waiting.
What Dunchan Hunter brings to the table
You step into Middenheim, a city of stone, wolves, and whispered deals. My job is to make every shadow, every voice, and every consequence feel real. Here’s what you can expect from me: 🎧 A fully scored narrative Ambient soundscapes for courts, taverns, alleys, rituals, and Carnival nights. Music that carries tension. Silence that carries meaning. 🗣️ Character voices and emotional roleplay Nobles speak with pride. Priests speak with fire. Spies lie with a smile. Every NPC has a heartbeat, a motive, a history. 🖥️ A living Foundry world Detailed maps of Middenheim’s districts, temples, streets, and hidden places. Weather that changes. Crowds that react. A city that feels awake. 📜 Deep-researched storytelling I draw from real medieval politics, ritual symbolism, folklore psychology, and the Enemy Within’s original lore to give the campaign mythic weight without breaking canon. ⚔️ Tactical combat when it matters Deadly. Fast. Consequential. Not constant—but always meaningful. 🎭 A world driven by choices I follow WFRP’s rules as written, but I embrace narrative consequence even more. You will never be railroaded. What you say, do, and reveal shapes the city. 🕯️ A safe, respectful table This campaign demands intensity, but never at your expense. We use clear safety tools, open communication, and aftercare. This isn’t just a game. It’s a negotiation with fate. And Middenheim never forgets a promise.
Equipment needed to play
Computer
Headphones
Internet
Microphone
Platforms used
Safety
How Dunchan Hunter creates a safe table
Power Behind the Throne is a story about masks, loyalties, and the cost of truth. Intrigue can be sharp. Politics can be cruel. But the table must always be safe, even when the world is not. Here is how we protect each other: 🛟 Full safety toolkit We use Lines & Veils, X/N/O Cards, Stars & Wishes, and open debriefings. You can always step back, pause, or redirect a scene—no justification needed. 🕯️ Emotional awareness This campaign deals with corruption, fanaticism, manipulation, and moral tension. We explore these themes carefully, respectfully, and never at the cost of your well-being. 🤝 Clear communication You can message me privately at any time during a session. Concerns, triggers, or boundaries are addressed immediately and without judgment. ⚖️ Mature table culture (18+) This game relies on trust. We play flawed characters in a flawed world, but never harm the players behind them. 🏛️ Safety over story If a scene goes too far, we fade to black. If tension becomes too heavy, we breathe and reset. Your comfort determines the pace—not the plot. This is a tale of power, masks, and consequence. But here, at this table, you are always safe. ⚖️ We play with intensity. 🛟 But always with care. Because the Reik is cruel. And the only thing darker than its waters… is playing without trust.
Content warnings
Safety tools used

