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Two Groups, One Ending.

Below are two groups and their characters and items. Twisted by fate, their paths will cross when they least expect it, and when they need each other the most.

Dale’s Group.

Connor’s Group.

Where they’ll be.

These groups will be on the opposite ends of the spectrum, dealing with environments that will always contrast each other, until they begin to go into the same territory where their original paths will meet.

Dale’s Group.

This group’s setting is quite the luxury if you know what you’re doing. Rich fields, bustling cities, there is plenty of wealth to go around, and plenty of scandals to go along with it. You need to know what to say, and how to say it, if you want to get anywhere in these territories. There is a constant flourish of culture, the history just as rich, and if you’re out of range with certain cities, make sure you’ve got a good survival skill; you don’t want to pass by any trolls, do you?

Connor’s Group.

Although the group is in the deserted part of the land, it doesn’t necessarily mean that they aren’t in any more danger. With towns and cities spread out, the quests that you’ll be given will deal more with running errands than actual political scandals. But don’t be fooled, what you feel may be something small will be something that can be either catastrophic or life-saving. Do your quest right, and you’ll get more than just gold— you’ll get connections and grateful gifts. The lands here are both sacred and historical, but watch your step! Monsters are everywhere, and there are no Imperial Guards to save you if you get into trouble.

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