Karwelas
Dwarf Taffer
Ah, welcome.
I know most of you around know me either from Myth, Overlord (I sometimes vote) or my previous CYOA/Quest. Those that played it know that I was forced to lock down first one, both becouse of my mistakes during making it and becouse of my real live matters that still are around. But this doesn't matter I give up. Oh, no.
This quest is my second attempt and I don't intend to give up. First - everything changes. No more updates around 10 000 words. I want to try again and I hope that this time I will do it right. I will focus on smaller updates, less mechanics.
Second thing - this quest will be CROSSFORUM quest. You probably ask "Wait, what?". Well, putting that simple - both your votes and people on other forums counts. I know this will make communication a bit... hard. But I have idea how to do it. I will link their thread here and ours there. I will pass and votes, unless you want to make your account there and do it yourself. I will link posts, quote them and make everything in my power to do it. It may work, it may not. We will see.
Last, but not least - what is this CYOA/Quest about. Well, that is simple - your character is Jarlo Karhim, young agent of Circle, organization of archmages that keep world safe... so far.
I want to create series of smaller adventures with a premade hero, each with a loose connection to another. While most of the Quest aim to be longer, epic adventures, I will try to make this shorter, with smaller areas and with less people involved. Each adventure will take place in a different location, but your character won't change, as probably his companions. (that's up to you)
It is really simple system. Your choices are everything (there may be some randomly determined results to some of the choices, but those will be rare), and the flow of the story will be decided by them, but some luck with rolls will be involved. Some feats will make rolls easier, and some would autoresolve them altogether.
I think that is everything you should know now. I hope it is enough to make you read it to the end of this text.
Warning: I'm not native english speaker and I will make mistakes as my grammar isn't perfect. I always try to work on my mistakes, but sadly, I'm only human being. I hope you don't mind. (I thanks my awesome editor, who asked me to don't post his nick around. Thanks, bro. You made this possible)
Spoilers below were added at last character creation update time.
I suggest to read all of those, but only "About Project" and "Mechanics" are are 'must' read things. Other are here just to give you more informations about setting.
Prologue
"Shadow Karhim"
An old man is sitting in an oaken chair, slowly writing something with a quill pen. Darkness surrounds him, disturbed only by a faint candle flame. A table creaks when the man leans on with one hand, looking at the letter. His face, barely visible in the light, shows great sadness and pain. He thinks about something and winces, turning away, to the window near him.
'Don't worry, old fool. It will end soon.' A quiet whisper suddenly comes out of the darkness, and the old man turns around. Pulling out a blade concealed in his cane, with great speed he rises up from the chair and looks around. His moves resemble those of a warrior rather than what you'd expect from someone his age.
'Who are you? How did you get here?' his voice is strong and confident, if a bit suprised. How could someone get inside his rooms without making a noise? He should have heard the door open in the room next to his. 'I repeat, who are you! Show yourself!'
For a moment, he hears only silence, but then... a quite chuckle resounds in the darkness. 'As you wish, old fool.'
A flash of light lits the room as something charges at the old man. He tries to parry the attack and raises his other hand in defence. And then...
Light and heat.
***
Later, they said that people could hear the explosion even from a village a few miles away. Light filled the sky when a part of Manor Speltuzer, the office of Lord Graham Dimas, went up in flames. It was not exceptionally poweful, but it was loud enough to scare people in Rade Valley that belonged to the Dimas family.
Miraculously, the Lord himself survived the explosion despite his many wounds, and was found and saved by his personal guard. He regained consciousness a few days after that, and called for a messenger with his first words. His daughter, who had been sitting next to him with eyes red from crying forthe last couple of days, have helped her father write down a new letter.
"To Circle.
I ask you for help, my long time friends. Attacked in my own house, unable to trust anyone among my own people, I am forced to seek your assistance. I need one of your agents. Please, send him to me as fast as possible.
Do not worry about payment. I will have something that will interest you.
Lord Graham Dimas."
***
Meanwhile, in the kingdom of Raignar, a young man by the name of Jarlo Karhim has just finished his last test, the one he took together with the people he was working with for the past few years. The same people whom he just fought. It was the goal of the test to determine whether they would be ready to attack their own partners, should their orders demand it.
And now, looking at them sprawled on the ground before him, he smiles and winces at the same time. He won. He succeeded. But he took away the dreams of people who were his friends for the last few years. Metron, who is staring daggers at him. Rega, who winks at him with a smile. Rino, trying to hold back her tears. And Delam, who offered him only a brief nod.
Suddenly, all of them look up when they hear the elevator slowly descending to their floor. Finally, it touches the ground without a sound. A lone figure steps out, and gives them a round of slow applause as it comes closer to group, who rise to their feet.
The man is dressed in a light leather armor, and a long black cape with a hood. On his belt, there is a sheathed longsword. His voice is warm and charming as he approaches them.
'What a performance! I must say, it was one of the better fights I have seen on that arena.' His gaze stops on Jarlo. 'Recruit Karhim... or rather, Shadow Karhim, I should say.' he nods. 'You have impressive reflexes. You struck your companions mere moments after I told you the true goal of the test. You did good, and you can be proud.'
He turns to the rest of Jarlo's squad. 'As for you... Metron, your anger took away all that your training have taught you in a matter of seconds. One hit from your companion, and already you let the hate command you... Even if you were to pass today, you would have failed in the end.'
'Rega, that was a sound tactical thinking on your part. Attacking those that are busy fighting between themselves was a good idea, and only Jarlo's fast reaction saved him back there. Rino...' he sighs, shaking his head. 'Stop crying. You are an adult woman. Delam, I must say you have suprised me. I was all but certain it would be you, not Jarlo. But it seems that luck sometimes turns her eyes away, even from you.' he smiles at the young man.
'And with that, your training is complete. Jarlo Karhim, you come with me. The rest of you, go to your rooms. We will discuss your future later.' he shakes Jarlo's hand. ' Welcome to the Agents, Shadow.'
***
The office of Agent Asmund is a small room in the west wing of the central complex. The headquarters of Circle Agents are carved entirely in the rock, under the mount Karvo. They are big enough to house one thousand people, but only about 600 stay around at any given time, either to do some paperwork, to catch a breath between the missions, or to train new recruits like Asmund does. The existence of the base is common knowledge, but few people outside their ranks have access to this place.
And if they had, they'd be surprized how cosy the place is. A private brewery , a "tavern", a few places for agents to relax... most people would have to spend a pretty penny to afford a living like that. Agents weren't poor by any means.
Despite that, Asmund's office does not have much in the way of luxury. A small safe on the wall, a pair of chairs, a desk. The only decorations in the room are a tapestry with a Circle's emblem and a small rug made of wolf skin. Nothing fancy or precious, just simple things.
'Feel free to sit.' he points at the chair, as he sits across the desk. 'So, have you already decided which group will you choose?'
'Uh, to be honest, I haven't. I mean, I'm still considering the posibilities.' Jarlo scratches his head. It is an important decision, the one that will heavily impact his future career. 'But I think I'm ready to choose...'
1. Whom will you serve, Jarlo?
[ ] "I think I will pick Count Zabadon. He is a man that was born to rule and command. I think he is the one I'd like to serve."
[ ] "Lysang... he is the one they call Old Man for a reason. His age is matched only by his wisdom. In serving him, I will obtain knowledge... and maybe a peace of mind."
[ ] "Murok. They say he is a man that knows the price of power. I want to learn it, too."
[ ] "Lady Artia. There is something fascinating in her madness. It intrigues me."
[ ] "Emperor Tarok. Is there a limit to what the man can do? And to how much he can pay... yes. I believe my talents would be worth his money."
[ ] "Zalin. He seems... alright. I like to have fun and he appears to be a man that appreciates it just as much as I do."
[ ] "Masked...?" Asmund gives you a weird look. "I think it may prove interesting, sir."
[ ] "Gorasul. He seems to know what is important to people around him. It is a safe choice."
[ ] "Vash. He isn't an archmage, so it should be interesting... and at least I won't be a pawn in their games. I don't like the idea of being a toy for other Circle members."
[ ] "I think I will be one without a group. I'm here to serve not one person, but to serve both Circle and Known World as a whole. Other matters do not concern me."
And welcome in Known World, again.
Link to thread on another forum: https://forums.sufficientvelocity.c...ystery-of-manor-speltuzer.26933/#post-5531584
I know most of you around know me either from Myth, Overlord (I sometimes vote) or my previous CYOA/Quest. Those that played it know that I was forced to lock down first one, both becouse of my mistakes during making it and becouse of my real live matters that still are around. But this doesn't matter I give up. Oh, no.
This quest is my second attempt and I don't intend to give up. First - everything changes. No more updates around 10 000 words. I want to try again and I hope that this time I will do it right. I will focus on smaller updates, less mechanics.
Second thing - this quest will be CROSSFORUM quest. You probably ask "Wait, what?". Well, putting that simple - both your votes and people on other forums counts. I know this will make communication a bit... hard. But I have idea how to do it. I will link their thread here and ours there. I will pass and votes, unless you want to make your account there and do it yourself. I will link posts, quote them and make everything in my power to do it. It may work, it may not. We will see.
Last, but not least - what is this CYOA/Quest about. Well, that is simple - your character is Jarlo Karhim, young agent of Circle, organization of archmages that keep world safe... so far.
I want to create series of smaller adventures with a premade hero, each with a loose connection to another. While most of the Quest aim to be longer, epic adventures, I will try to make this shorter, with smaller areas and with less people involved. Each adventure will take place in a different location, but your character won't change, as probably his companions. (that's up to you)
It is really simple system. Your choices are everything (there may be some randomly determined results to some of the choices, but those will be rare), and the flow of the story will be decided by them, but some luck with rolls will be involved. Some feats will make rolls easier, and some would autoresolve them altogether.
I think that is everything you should know now. I hope it is enough to make you read it to the end of this text.
Warning: I'm not native english speaker and I will make mistakes as my grammar isn't perfect. I always try to work on my mistakes, but sadly, I'm only human being. I hope you don't mind. (I thanks my awesome editor, who asked me to don't post his nick around. Thanks, bro. You made this possible)
The CYOA/Quest will take place on the world called 'Zinoth'. The 'Known World' itself is an area of about 1000 miles in diameter surrounded by mountains with only a few ways in or out. From east and west it borders an ocean, and great deserts lie to the south. The easiest way to get out 'Known World' is by north, but it is very dangerous journey, with dangerous animals and monsters barring the way and civilized placed few and far between.
The 'Known World' is the work of a group of 'Creators' or 'Gods' - powerful beings that appeared from beyond the Void (the space between the worlds) about 3000 years before the game takes place. After the Creators finished their work, they have shaped humans and elves, the only two intelligent races on the continent.
In the next thousand years both species have developed enough to obtain the power to cast spells. The scholars say that the knowledge came from ancient texts and the priests say that it was a gift directly from the Gods. However, that was a bad time to learn magic. A war has happened between the two Creator factions, of which most sources claim there were 20 by that point.
Their war was long and cruel... and when it ended, only a few Creators were left standing. Having all but destroyed the world they have created, they have retired to a separate plance of existence, and set up a rule, a vow that every one of them must obey from this point onwards: they could not manifest themselves in the mortal world directly anymore. The punishment was death.
But their servants observed them during the war. With time, those who would die with their Creators' names on their lips before started to doubt their wisdom. They saw Gods treating them as tools. The most powerful of mortal wizards, Mazeron raised a call for fellow mortals to help him free them from their slavery. The great war has taught them how to kill those who gave them life - with the help of the Void itself.
Mazeron and his Circle of Ten almost succeeded. They got enough power to create a tear in the fabric of reality and tried to push the Creators into it, which would inevitably kill them. The mages' attempt has failed, however, when the spell got reversed and their own shattered souls flew into the Void. Everyone who accepted the plan of Ten was subsequently wiped out from the face of Known World. But the Gods underestimated their own creations. A seed of rebellion has already been planted...
One hundred years later, a new Power has appeared, a Dwarven panteon together with their own people. Nobody knows why and from where, and the Creators were suprised. After meeting with the new Panteon in person, they have concluded that the newcomers were too powerful to risk another fight. They Dwarven Gods, have agreed not to interfere with the Creators' business and avoid direct intervention with the mortal world...
A long time has passed. Kingdoms and empires have rised and fallen. Because of their vow, the Creators didn't appear in the mortal world anymore, but they sent their Avatars instead - chosen people who had a small part of the soul and power of their patron in them. To the Gods, the Avatars and their churches remained the only way to influence the fate of the world and interact with it. With time, the Creators distanced themselves from mortal affairs and forgot all about the former disobedience of their servants. And that was reason why they fell.
About 250 years before the start of the game, a mage by the name of Xyon arrived to the temple of Teriona, the Goddess of poisons and plague, and pleaded with her for something. She refused, shunning and humiliating him. After that, he disappeared from the eyes of the chroniclers, only to reemerge after 10 years, gathering people that were spurned by fate and Gods themselves under his banners. Thanks to his resoursefulness and unbelievable charisma he got thousands of allies and followers in the next 30 years, including several emperors and kings. The most powerful allies of Xyon (each a noteworthy mage in their own right) swore an oath and started calling themselves 'New Circle', or just Circle, in memory of Mazeron and his Circle of Ten. They have picked up the banner and started searching for a way to destroy the Gods once and for all. Under mysterious circumstances they have conjured up a spell that was capable of banishing the Gods to where they came from. To the Void.
Churches of Creators were already warned by their masters (as the Gods themselves were bound by their vow of non-interference in the affairs of mortals) and put their forces against the Circle's armies. It was later called 'Sacred' March (the irony was strong among the rebels. Yeah, March forces were Circle forces) Circle's forces won battle after battle until they came near the Spire, the highest mountain in Known World and the only place connecting the mortal realm to a pocket dimension where the Creators resided.
In the middle of the battle that was meant to break the forces of 'Sacred' March, Circle performed a ritual that was supposed to destroy the portal to the pocket-plane, even as the Gods set up a protective spell around it. The resulting collision of two spells was a catastrophe. Thousand of people have died as the Breach into the Void appeared and sucked away whatever life force there was within 10 miles, turning the area around the Spire into a wasteland. Circle managed to escape the worst of it with a tiny amount of followers through the use of 'Gate' and 'Portal' spells, but the vast majority of those involved in the battle have died, the Creators among them. Those people whose souls, minds and bodies (the Triangle of Existence - it's an important magic theory in the setting, but that's for another time) were powerful enough turned into Soulless, sentient undead creatures without souls. And many more things on Zinoth have changed with the appearance of the Breach and the perishing of the Creators, including the rules of magic itself.
Now, 250 years after 'Sacred' March, a young Circle Agent, Jarko Karhim, begins his service. Where will he go?
I don't know, but I know one thing.
You will be his fate.
The 'Known World' is the work of a group of 'Creators' or 'Gods' - powerful beings that appeared from beyond the Void (the space between the worlds) about 3000 years before the game takes place. After the Creators finished their work, they have shaped humans and elves, the only two intelligent races on the continent.
In the next thousand years both species have developed enough to obtain the power to cast spells. The scholars say that the knowledge came from ancient texts and the priests say that it was a gift directly from the Gods. However, that was a bad time to learn magic. A war has happened between the two Creator factions, of which most sources claim there were 20 by that point.
Their war was long and cruel... and when it ended, only a few Creators were left standing. Having all but destroyed the world they have created, they have retired to a separate plance of existence, and set up a rule, a vow that every one of them must obey from this point onwards: they could not manifest themselves in the mortal world directly anymore. The punishment was death.
But their servants observed them during the war. With time, those who would die with their Creators' names on their lips before started to doubt their wisdom. They saw Gods treating them as tools. The most powerful of mortal wizards, Mazeron raised a call for fellow mortals to help him free them from their slavery. The great war has taught them how to kill those who gave them life - with the help of the Void itself.
Mazeron and his Circle of Ten almost succeeded. They got enough power to create a tear in the fabric of reality and tried to push the Creators into it, which would inevitably kill them. The mages' attempt has failed, however, when the spell got reversed and their own shattered souls flew into the Void. Everyone who accepted the plan of Ten was subsequently wiped out from the face of Known World. But the Gods underestimated their own creations. A seed of rebellion has already been planted...
One hundred years later, a new Power has appeared, a Dwarven panteon together with their own people. Nobody knows why and from where, and the Creators were suprised. After meeting with the new Panteon in person, they have concluded that the newcomers were too powerful to risk another fight. They Dwarven Gods, have agreed not to interfere with the Creators' business and avoid direct intervention with the mortal world...
A long time has passed. Kingdoms and empires have rised and fallen. Because of their vow, the Creators didn't appear in the mortal world anymore, but they sent their Avatars instead - chosen people who had a small part of the soul and power of their patron in them. To the Gods, the Avatars and their churches remained the only way to influence the fate of the world and interact with it. With time, the Creators distanced themselves from mortal affairs and forgot all about the former disobedience of their servants. And that was reason why they fell.
About 250 years before the start of the game, a mage by the name of Xyon arrived to the temple of Teriona, the Goddess of poisons and plague, and pleaded with her for something. She refused, shunning and humiliating him. After that, he disappeared from the eyes of the chroniclers, only to reemerge after 10 years, gathering people that were spurned by fate and Gods themselves under his banners. Thanks to his resoursefulness and unbelievable charisma he got thousands of allies and followers in the next 30 years, including several emperors and kings. The most powerful allies of Xyon (each a noteworthy mage in their own right) swore an oath and started calling themselves 'New Circle', or just Circle, in memory of Mazeron and his Circle of Ten. They have picked up the banner and started searching for a way to destroy the Gods once and for all. Under mysterious circumstances they have conjured up a spell that was capable of banishing the Gods to where they came from. To the Void.
Churches of Creators were already warned by their masters (as the Gods themselves were bound by their vow of non-interference in the affairs of mortals) and put their forces against the Circle's armies. It was later called 'Sacred' March (the irony was strong among the rebels. Yeah, March forces were Circle forces) Circle's forces won battle after battle until they came near the Spire, the highest mountain in Known World and the only place connecting the mortal realm to a pocket dimension where the Creators resided.
In the middle of the battle that was meant to break the forces of 'Sacred' March, Circle performed a ritual that was supposed to destroy the portal to the pocket-plane, even as the Gods set up a protective spell around it. The resulting collision of two spells was a catastrophe. Thousand of people have died as the Breach into the Void appeared and sucked away whatever life force there was within 10 miles, turning the area around the Spire into a wasteland. Circle managed to escape the worst of it with a tiny amount of followers through the use of 'Gate' and 'Portal' spells, but the vast majority of those involved in the battle have died, the Creators among them. Those people whose souls, minds and bodies (the Triangle of Existence - it's an important magic theory in the setting, but that's for another time) were powerful enough turned into Soulless, sentient undead creatures without souls. And many more things on Zinoth have changed with the appearance of the Breach and the perishing of the Creators, including the rules of magic itself.
Now, 250 years after 'Sacred' March, a young Circle Agent, Jarko Karhim, begins his service. Where will he go?
I don't know, but I know one thing.
You will be his fate.
Spoilers below were added at last character creation update time.
I suggest to read all of those, but only "About Project" and "Mechanics" are are 'must' read things. Other are here just to give you more informations about setting.
So you want to hear more about my project. Very well, here we go.
I want to create series of smaller adventures with a premade hero, each with a loose connection to another. While most of the Quest aim to be longer, epic adventures, I will try to make this shorter, with smaller areas and with less people involved. Each adventure will take place in a different location, but your character won't change, as probably his companions. (that's up to you)
Why I want to create it like this - at the time I started this CYOA, I was busy with many things and my free-time was almost noexistant. Also, I think it will be best form for it.
I want to create series of smaller adventures with a premade hero, each with a loose connection to another. While most of the Quest aim to be longer, epic adventures, I will try to make this shorter, with smaller areas and with less people involved. Each adventure will take place in a different location, but your character won't change, as probably his companions. (that's up to you)
Why I want to create it like this - at the time I started this CYOA, I was busy with many things and my free-time was almost noexistant. Also, I think it will be best form for it.
Information about the Setting goes here:
Races in Known World:
Humans - pretty much standard fantasy humans. Not much to say about those.
Humans - pretty much standard fantasy humans. Not much to say about those.
Dwarves! On Zinoth, dwarves come from another world from beyond the Void, after theirs was destroyed by one of their Gods - Valatun Trickster - as he broke something called "A Forge of North Soul" and killed most of their race and pantheon (and himself) in the process. Jarin Moutains, the site to the north-west of Known World, house 250 000 dwarves, which is all what remains of them.
They live in clans that have their own heads, thans. For most dwarves, there is nothing more important than their own clan, even their kingdom and their Gods come after, except for priests who devote their souls to their deity and thus do not belong to a clan anymore.
The Dwarven Gods reside in their own plane of existence, so they are alive and well even after Circle destroyed the Creators together with the pocket dimension they were in. They are still bound by their vow of non-interference, though, even after the Creators have died.
About 5000 dwarves volunteered to support 'Sacred' March and died after the Breach has opened, as dwarven souls are much different from the others on Zinoth (they come from another world, after all). These dwarves are called Turmabug - the Legion of Willing (People), and they are heroes to both dwarves and the people from March.
Dwarves see humans as their allies in most part of Known World, except for South Kingdoms - the three kingdoms where faith in the now dead Creators is still strong.
They live in clans that have their own heads, thans. For most dwarves, there is nothing more important than their own clan, even their kingdom and their Gods come after, except for priests who devote their souls to their deity and thus do not belong to a clan anymore.
The Dwarven Gods reside in their own plane of existence, so they are alive and well even after Circle destroyed the Creators together with the pocket dimension they were in. They are still bound by their vow of non-interference, though, even after the Creators have died.
About 5000 dwarves volunteered to support 'Sacred' March and died after the Breach has opened, as dwarven souls are much different from the others on Zinoth (they come from another world, after all). These dwarves are called Turmabug - the Legion of Willing (People), and they are heroes to both dwarves and the people from March.
Dwarves see humans as their allies in most part of Known World, except for South Kingdoms - the three kingdoms where faith in the now dead Creators is still strong.
Elves aren't much different from humans in this setting, except for their history and some physical differences. What little remained of them after the first attempt to destroy the Creators evolved in the last 2500 years to mortals very similiar to humans. They still have a lifespan of about 800 years and much faster reflexes.
They were servants of the Goddess Meluia back in ancient times, and they would have fought against March 2500 years into the future, were they not betrayed by their own Creator. One of the Mazeron's Ten warned his Goddess about the uprising, hoping to prevent her from coming to harm, only for Meluia to expose the conspirators and doom the one who confided in her. Thousands of the elves have risen in arms against the Creators after that, trying to buy the Circle of Ten a bit of time to cast their banishing spell, but they have ultimately failed.
Not many elves were left after that. Meluia begged others Creator not to destory them all, but she was forever loathed by her children and nothing she did could soothe them. The elves destroyed her temples and retreated deeper into their forests.
When Circle have declared war on the Gods, elves did not forget what happened to the one who pitied their Creator, and many of them have joined the March. Most of them died when the Breach opened.
They were servants of the Goddess Meluia back in ancient times, and they would have fought against March 2500 years into the future, were they not betrayed by their own Creator. One of the Mazeron's Ten warned his Goddess about the uprising, hoping to prevent her from coming to harm, only for Meluia to expose the conspirators and doom the one who confided in her. Thousands of the elves have risen in arms against the Creators after that, trying to buy the Circle of Ten a bit of time to cast their banishing spell, but they have ultimately failed.
Not many elves were left after that. Meluia begged others Creator not to destory them all, but she was forever loathed by her children and nothing she did could soothe them. The elves destroyed her temples and retreated deeper into their forests.
When Circle have declared war on the Gods, elves did not forget what happened to the one who pitied their Creator, and many of them have joined the March. Most of them died when the Breach opened.
Soullesses are humans that were part of March and were in range of the spell that opened the Breach to the Void. Their souls were torn away from their bodies, destroying their Triangle of Existence (Body - Mind - Soul) and driving them crazy for the next several years. They transformed into life-sucking creatures that would kill anyone who entered the Wasteland around the Void, but a few of them managed to regain their sanity and reintegrate into a society of Known World. However, they have changed greatly. They did not age anymore, did not need to eat or drink (though they still could as it makes them regenerate wounds faster), and only needed a few hours of sleep in a week. People still feared them as they have the ability to drain one's life force by mere touch, and some say that they suck away others' souls and use them as fuel for their strange powers.
Many of the Soulless were killed by scared peasants, cultists of Dead Gods or people from South Kingdoms in the 245 years after the first of their kind regained sentience. Circle and most of the kingdoms who took part in March recognize them as heroes and consider themselves indebted to them for their sacrifice. But among the simpler folk they are feared and are seen as monsters.
Many of the Soulless were killed by scared peasants, cultists of Dead Gods or people from South Kingdoms in the 245 years after the first of their kind regained sentience. Circle and most of the kingdoms who took part in March recognize them as heroes and consider themselves indebted to them for their sacrifice. But among the simpler folk they are feared and are seen as monsters.
What is the Game? Well, what isn't the Game? The Game is what high-born people call intrigues, political plots, plans, trade agreements, wars... everything that has a major impact on the balance of power in Known World. While the Game was there since the dawn of time, it did not always have the form it does now. After the death of Gods, Known World was facing an economic crisis. Death toll in the thousand, farmlands burned to the ground, ruined trade routes, the rise of banditry... Circle knew everything they fought for was going to crumble if they didn't act... and they did. They have restored balance and peace, by placing themselves at the center of the new order, as unofficial leaders of the rebuilt kingdoms. Circle isn't just a bunch of the most powerful wizards on Zinoth. They are the people behind the status quo, and its guardians. This is why they can command even kings - not to their face, of course, but they often act as advisors (and in some places they are kings - Dragon Empire, Vin-Libre and a several other lands are directly ruled by Circle members).
The Game is their tool to keep this balance, and they are its main players, along with a few other powerful people. One can be invited to participate in the Game via a letter. Those that are not invited can still play, but they aren't protected by the rules (like, for example, 'No player may be killed by another'. Only pawns may accidentally kill the players, as they do not have knowledge of the rules or their place in the Game). Who are these players? Circle, powerful wizards/rulers/kings and people who have been around the block long enough to learn the rules. The rest are pawns, masters and servants alike... everyone in Known World who is not a player is a pawn.
Most people know that the game exist, even though nobody talks about it aloud. And they want it to continue.
- It provides an opportunity to earn wealth and power to those who participate.
- It grants peace and stability.
- Most people are aware of their insignificance and thus aren't afraid they would somehow suffer because of the actions of the players.
So most people do not mind... unless they find themselves on the receiving end.
The Game is their tool to keep this balance, and they are its main players, along with a few other powerful people. One can be invited to participate in the Game via a letter. Those that are not invited can still play, but they aren't protected by the rules (like, for example, 'No player may be killed by another'. Only pawns may accidentally kill the players, as they do not have knowledge of the rules or their place in the Game). Who are these players? Circle, powerful wizards/rulers/kings and people who have been around the block long enough to learn the rules. The rest are pawns, masters and servants alike... everyone in Known World who is not a player is a pawn.
Most people know that the game exist, even though nobody talks about it aloud. And they want it to continue.
- It provides an opportunity to earn wealth and power to those who participate.
- It grants peace and stability.
- Most people are aware of their insignificance and thus aren't afraid they would somehow suffer because of the actions of the players.
So most people do not mind... unless they find themselves on the receiving end.
Rolls - not too much to say here, but... rolls happen. Your choices are everything (there may be some randomly determined results to some of the choices, but those will be rare), and the flow of the story will be decided by them, but some luck with rolls will be involved. Some feats will make rolls easier, and some would autoresolve them altogether.
Game Over - there is only one way to finish your adventure forever, and that is to kill Jarlo off. Even if you get into worst kind of hell imaginable, there is still a chance that you get out alive. As long as you live, there is hope.
Bad Endings (for characters and whole adventures) - yes, there are bad endings. Your actions will have consequences. You are the only one who decides what kind of ending the adventure will get... so choose wisely. Some Bad Endings lead to automatic game overs, but most of those would not preclude starting new adventures.
Insta-death choices - while I'm not fan of those, they will sometimes appear among the choices. Most of them would be fairly easy to see. For example, attacking a Circle archmage would be suicide by stupidy. I won't judge you for your action, but I suggest you think carefully about what you want to do.
Death's Door - not every death means the end of your adventure. If you are lucky, you may find an artefact during your adventures that will take you to Death's Door, where you could try to bargain with death for another chance... but it will have its price. Just try not to die... there is always a chance you won't find any of those.
Game Over - there is only one way to finish your adventure forever, and that is to kill Jarlo off. Even if you get into worst kind of hell imaginable, there is still a chance that you get out alive. As long as you live, there is hope.
Bad Endings (for characters and whole adventures) - yes, there are bad endings. Your actions will have consequences. You are the only one who decides what kind of ending the adventure will get... so choose wisely. Some Bad Endings lead to automatic game overs, but most of those would not preclude starting new adventures.
Insta-death choices - while I'm not fan of those, they will sometimes appear among the choices. Most of them would be fairly easy to see. For example, attacking a Circle archmage would be suicide by stupidy. I won't judge you for your action, but I suggest you think carefully about what you want to do.
Death's Door - not every death means the end of your adventure. If you are lucky, you may find an artefact during your adventures that will take you to Death's Door, where you could try to bargain with death for another chance... but it will have its price. Just try not to die... there is always a chance you won't find any of those.
Prologue
"Shadow Karhim"
An old man is sitting in an oaken chair, slowly writing something with a quill pen. Darkness surrounds him, disturbed only by a faint candle flame. A table creaks when the man leans on with one hand, looking at the letter. His face, barely visible in the light, shows great sadness and pain. He thinks about something and winces, turning away, to the window near him.
'Don't worry, old fool. It will end soon.' A quiet whisper suddenly comes out of the darkness, and the old man turns around. Pulling out a blade concealed in his cane, with great speed he rises up from the chair and looks around. His moves resemble those of a warrior rather than what you'd expect from someone his age.
'Who are you? How did you get here?' his voice is strong and confident, if a bit suprised. How could someone get inside his rooms without making a noise? He should have heard the door open in the room next to his. 'I repeat, who are you! Show yourself!'
For a moment, he hears only silence, but then... a quite chuckle resounds in the darkness. 'As you wish, old fool.'
A flash of light lits the room as something charges at the old man. He tries to parry the attack and raises his other hand in defence. And then...
Light and heat.
***
Later, they said that people could hear the explosion even from a village a few miles away. Light filled the sky when a part of Manor Speltuzer, the office of Lord Graham Dimas, went up in flames. It was not exceptionally poweful, but it was loud enough to scare people in Rade Valley that belonged to the Dimas family.
Miraculously, the Lord himself survived the explosion despite his many wounds, and was found and saved by his personal guard. He regained consciousness a few days after that, and called for a messenger with his first words. His daughter, who had been sitting next to him with eyes red from crying forthe last couple of days, have helped her father write down a new letter.
"To Circle.
I ask you for help, my long time friends. Attacked in my own house, unable to trust anyone among my own people, I am forced to seek your assistance. I need one of your agents. Please, send him to me as fast as possible.
Do not worry about payment. I will have something that will interest you.
Lord Graham Dimas."
***
Meanwhile, in the kingdom of Raignar, a young man by the name of Jarlo Karhim has just finished his last test, the one he took together with the people he was working with for the past few years. The same people whom he just fought. It was the goal of the test to determine whether they would be ready to attack their own partners, should their orders demand it.
And now, looking at them sprawled on the ground before him, he smiles and winces at the same time. He won. He succeeded. But he took away the dreams of people who were his friends for the last few years. Metron, who is staring daggers at him. Rega, who winks at him with a smile. Rino, trying to hold back her tears. And Delam, who offered him only a brief nod.
Suddenly, all of them look up when they hear the elevator slowly descending to their floor. Finally, it touches the ground without a sound. A lone figure steps out, and gives them a round of slow applause as it comes closer to group, who rise to their feet.
The man is dressed in a light leather armor, and a long black cape with a hood. On his belt, there is a sheathed longsword. His voice is warm and charming as he approaches them.
'What a performance! I must say, it was one of the better fights I have seen on that arena.' His gaze stops on Jarlo. 'Recruit Karhim... or rather, Shadow Karhim, I should say.' he nods. 'You have impressive reflexes. You struck your companions mere moments after I told you the true goal of the test. You did good, and you can be proud.'
He turns to the rest of Jarlo's squad. 'As for you... Metron, your anger took away all that your training have taught you in a matter of seconds. One hit from your companion, and already you let the hate command you... Even if you were to pass today, you would have failed in the end.'
'Rega, that was a sound tactical thinking on your part. Attacking those that are busy fighting between themselves was a good idea, and only Jarlo's fast reaction saved him back there. Rino...' he sighs, shaking his head. 'Stop crying. You are an adult woman. Delam, I must say you have suprised me. I was all but certain it would be you, not Jarlo. But it seems that luck sometimes turns her eyes away, even from you.' he smiles at the young man.
'And with that, your training is complete. Jarlo Karhim, you come with me. The rest of you, go to your rooms. We will discuss your future later.' he shakes Jarlo's hand. ' Welcome to the Agents, Shadow.'
***
Circle, or rather Circle of Archmages, is a group of people that are supposed to keep peace around Known World. While most of them don't actually rule kingdoms (though some of them are), they still have most say in everything that matters in Known World. They are nine archmages that supported Xyon in his Sacred March and survived: Count Zabadon, Old Man Lysang, Mukor, Lady Artia, Tarok - Emperor of the Dragon Empire, Zalin, Masked, Gorasul and Vash. Before March, there were also Xyon's mistress Sani, and his apprentice Bartok, but they died alongside Xyon during the last battle of March.
Circle Agents are people hired by Circle, both by the organization as a whole and on an individual basis. While they are mostly used as tools to mantain order in Known World, everybody knows that they also take part in a few other, less advertised activites. Agents are often feared by normal citizens, as nobody wants to attract the attention of an archmages or become entangled in their plots.
Circle Agents are divided in groups. Those groups choose to serve one of the archmages as personal agents, but it is also possible not to pick any and become "independent". The latter are usually people who don't want to be a part of Circle's internal intrigues, but share their common goals. They don't usually gain much weight in the power structure, and may be seen as 'outsiders' by their more dedicated peers.
Chain of command in Circle looks like this: Archmages <- Ageless (their personal bodyguards and lieutenants) <- Commanders <- Agents <- Shadows. Recruits don't have a say in anything until they pass their tests. There are also mercenaries who aren't Agents, but often work together with them.
Reputation of Circle Agents is a mixed bag. They are seen both as keepers of peace and as tools of Circle, who enforce their own laws. In South Kingdoms people hate Circle and their agents - as they blame them for death of their beloved gods, - and they don't bother to hide it. Most of people don't mind them, though, as long as agents aren't concerned with them.
They are a really diverse bunch. Wizards, fighters, psionics, assassins - you can find almost anyone here. While usually they work alone or with new partners for every mission, some of them might form groups that stick together, though those occasions are rare.
As for what do they do? A lot of things. They act like a small elite force of Circle, guardians of Known World and keepers of peace. They are also part of the Game, where they act as Pawns. Yet people also whisper about darker things: curses, kidnappings, murders, and dealing with forces much more powerful than they would publicly admit. But few dare to pry. A price for that knowledge may prove to be too steep.
The details of training one must undergo to become an Agent are often secret and Circle has ways to keep them that way. People trying to sell those disappear without a trace. But this is rare, as most people never complete it in the first place. Recruits often break or leave on their own, their memory wiped clean.
Circle Agents are people hired by Circle, both by the organization as a whole and on an individual basis. While they are mostly used as tools to mantain order in Known World, everybody knows that they also take part in a few other, less advertised activites. Agents are often feared by normal citizens, as nobody wants to attract the attention of an archmages or become entangled in their plots.
Circle Agents are divided in groups. Those groups choose to serve one of the archmages as personal agents, but it is also possible not to pick any and become "independent". The latter are usually people who don't want to be a part of Circle's internal intrigues, but share their common goals. They don't usually gain much weight in the power structure, and may be seen as 'outsiders' by their more dedicated peers.
Chain of command in Circle looks like this: Archmages <- Ageless (their personal bodyguards and lieutenants) <- Commanders <- Agents <- Shadows. Recruits don't have a say in anything until they pass their tests. There are also mercenaries who aren't Agents, but often work together with them.
Reputation of Circle Agents is a mixed bag. They are seen both as keepers of peace and as tools of Circle, who enforce their own laws. In South Kingdoms people hate Circle and their agents - as they blame them for death of their beloved gods, - and they don't bother to hide it. Most of people don't mind them, though, as long as agents aren't concerned with them.
They are a really diverse bunch. Wizards, fighters, psionics, assassins - you can find almost anyone here. While usually they work alone or with new partners for every mission, some of them might form groups that stick together, though those occasions are rare.
As for what do they do? A lot of things. They act like a small elite force of Circle, guardians of Known World and keepers of peace. They are also part of the Game, where they act as Pawns. Yet people also whisper about darker things: curses, kidnappings, murders, and dealing with forces much more powerful than they would publicly admit. But few dare to pry. A price for that knowledge may prove to be too steep.
The details of training one must undergo to become an Agent are often secret and Circle has ways to keep them that way. People trying to sell those disappear without a trace. But this is rare, as most people never complete it in the first place. Recruits often break or leave on their own, their memory wiped clean.
The office of Agent Asmund is a small room in the west wing of the central complex. The headquarters of Circle Agents are carved entirely in the rock, under the mount Karvo. They are big enough to house one thousand people, but only about 600 stay around at any given time, either to do some paperwork, to catch a breath between the missions, or to train new recruits like Asmund does. The existence of the base is common knowledge, but few people outside their ranks have access to this place.
And if they had, they'd be surprized how cosy the place is. A private brewery , a "tavern", a few places for agents to relax... most people would have to spend a pretty penny to afford a living like that. Agents weren't poor by any means.
Despite that, Asmund's office does not have much in the way of luxury. A small safe on the wall, a pair of chairs, a desk. The only decorations in the room are a tapestry with a Circle's emblem and a small rug made of wolf skin. Nothing fancy or precious, just simple things.
'Feel free to sit.' he points at the chair, as he sits across the desk. 'So, have you already decided which group will you choose?'
'Uh, to be honest, I haven't. I mean, I'm still considering the posibilities.' Jarlo scratches his head. It is an important decision, the one that will heavily impact his future career. 'But I think I'm ready to choose...'
Who are the people in Circle?
Count Radosk Zabadon is the best swordsman in Circle and probably its best known member. Some consider him the face of Circle, as he is involved in many diplomatic matters and he is almost universally liked due to both his charisma and his heroic track record. He is one of the few humans to bear the title of Friends of Stonekin, which gives him a lot of leeway with Dwarven Kingdom.
While most of the time he can be seen traveling Known World instead of ruling his lands, everybody knows that those are the safest. The reasons are two-fold. First, nobody is stupid enough to invade Zabadon's domain, as he would go to any lengths to protect his people. Second, it's the economic capital that is home to most of the banks in Known World, and any country who dares to attack would find it hard to fight without money to support their armies.
"Old Man" Lysang is the oldest mage in Circle. While he is fairly famous, there are is not a lot known about him personally. He is one of the stronger Circle members, and probably the most talented shapeshifter in Known World. While back in time he was pretty active, now he rarely comes out of his domain, a small elven forest to the north where he trains other wizards who have talent for shapeshifting or nature magic. People call them druids.
Jarlo didn't hear much about him either. Those Agents that serve him usually either stay in his domain, or do private work for him, which they prefer not to disclose. Lysang doesn't like assigning his people to affairs that aren't his own. It isn't suprising that he is not very popular with new recruits.
Mukor is the third person who is widely recognized as a "good" part of Circle, together with Old Man and the Count. He rules Erin Valley, which belonged to Dwarven Kingdom back in the day and was gifted to him by the Dwarven King himself. People say that he is the second best fighter in Circle, but also that he is pretty weak as far as mages go. He is rumored to be really caring and kind, and a very good ruler.
Circle Agents know about the source of his strength that is also his curse - he is cursed by something that is called "Primal Rage". It grants him a strength of a giant, but every time he succumbs to it, he must either kill someone or be locked away until he calms down and the anger passes. This is why he shut himself off in his manor in Erin Valley.
Artia - also called "Beautiful Mad Lady/Hag". She rules Vin-Libre, one of the two kingdoms with access to the sea, the other being Dragon Empire. She isn't very popular either, mostly because everybody knows she is batshit crazy. Obsessed with beauty, she thinks that she is the prettiest thing in the world and anyone who doesn't agree... sometimes they just disappear, unless they are a Circle member or under a direct protection of one. While Vin-Libre is a really wonderful land, it is certainly not because of her rule - the Lady cares not for anything that isn't a work of art. People govern her kingdom for her and they do good job.
"Stay away from her and you should be safe" - the other Agents say, and they are probably right.
Tarok Vilerhetenmen - now if there is a man who could steal Zabadon's place as Circle's face, it's him, the Emperor of the Dragon Empire, the largest country in Known World, and one of most powerful magic users. The Empire is a magocracy and a paradise for anyone who fancies himself a wizard, so unsurprisingly, most mages choose him as their patron. But he is fair, and he rewards good service regardless of one's proficiency with magic. He cares little about Circle business, as ruling the Empire takes up most of his time, and archmage games grew dull after a while. His Agents really like him, but they rarely elaborate why. Thex just say "he is the Emperor" as if that's everything one needs to know about him.
Zalin - one of the few influental people that do not have their own kingdom or domain, he simply travels around the world and takes care of things in the name of Circle. He is probably the most active player of the Game, and a frequent guest to the Agents' headquarters. He is seen as a trickster, a rogue and a thief, all in one. But mostly, he just does things for fun. He caused a few "incidents" in South Kingdoms back in the day, and is probably the most hated Circle member around there. His agents mostly do field work, so he is often picked by those who don't like sitting in one place for too long. Other Circle members consider him a "jester", but they all know he is dangerous, and if wronged, he won't stop until he fulfills his vendetta.
Masked is the most mysterious Circle member. He/She disappeared 50 years ago, but this didn't seem to diminish his/her fame. Agents often say that even other archmages know neither his sex, nor his name, and that they probably have never seen his face. He is rumored to be a bit mad, love gambling and toy with people for his amusement. He is the author of the first Labirynthian, a game for powerful wizards played with real people as tokens. Now, after his disapperance, almost no one chooses his group, but a few weirdos still do from time to time. Other Agents view them as outsiders who took a joke too far, and this perception is unlikely to change unless Masked comes back... if he's still alive, that is.
Gorasul - often called a "Wizard of the Silver Flame" due to his unique fire-based spells. He is the only archmage from Circle that was born in South Kingdoms, and he still lives there, in a flying tower hovering above the Barovian capital. While his primary concern is the fair treatment of the people from South Kingdoms, he also has a keen interest in pretty much everything that may pose danger to the inhabitants of Known World. However, he is one of the more pragmatic people around, and there are rumors about him leaving his agents to die when it would assure the success of the mission. But, well... nobody really confirmed those rumors.
Vash - the king of Barbari, people from northern parts of Known World. He is the only one in Circle who is not a magic user, since he is a "honorary member" because of the support he lent to 'Sacred' March. He was rewarded by making him Ageless, both in title and in the literal meaning of the word, and so every 10 years he is chosen by his Barbari subjects to be their king. While most people portray him as a violent and ruthless man, he is not unliuke Zabadon in how much he cares about his followers and friends. While he doesn't care too much about anything connected to the rest of Circle, he gladly accept any Agents that are willing to serve his cause.
Count Radosk Zabadon is the best swordsman in Circle and probably its best known member. Some consider him the face of Circle, as he is involved in many diplomatic matters and he is almost universally liked due to both his charisma and his heroic track record. He is one of the few humans to bear the title of Friends of Stonekin, which gives him a lot of leeway with Dwarven Kingdom.
While most of the time he can be seen traveling Known World instead of ruling his lands, everybody knows that those are the safest. The reasons are two-fold. First, nobody is stupid enough to invade Zabadon's domain, as he would go to any lengths to protect his people. Second, it's the economic capital that is home to most of the banks in Known World, and any country who dares to attack would find it hard to fight without money to support their armies.
"Old Man" Lysang is the oldest mage in Circle. While he is fairly famous, there are is not a lot known about him personally. He is one of the stronger Circle members, and probably the most talented shapeshifter in Known World. While back in time he was pretty active, now he rarely comes out of his domain, a small elven forest to the north where he trains other wizards who have talent for shapeshifting or nature magic. People call them druids.
Jarlo didn't hear much about him either. Those Agents that serve him usually either stay in his domain, or do private work for him, which they prefer not to disclose. Lysang doesn't like assigning his people to affairs that aren't his own. It isn't suprising that he is not very popular with new recruits.
Mukor is the third person who is widely recognized as a "good" part of Circle, together with Old Man and the Count. He rules Erin Valley, which belonged to Dwarven Kingdom back in the day and was gifted to him by the Dwarven King himself. People say that he is the second best fighter in Circle, but also that he is pretty weak as far as mages go. He is rumored to be really caring and kind, and a very good ruler.
Circle Agents know about the source of his strength that is also his curse - he is cursed by something that is called "Primal Rage". It grants him a strength of a giant, but every time he succumbs to it, he must either kill someone or be locked away until he calms down and the anger passes. This is why he shut himself off in his manor in Erin Valley.
Artia - also called "Beautiful Mad Lady/Hag". She rules Vin-Libre, one of the two kingdoms with access to the sea, the other being Dragon Empire. She isn't very popular either, mostly because everybody knows she is batshit crazy. Obsessed with beauty, she thinks that she is the prettiest thing in the world and anyone who doesn't agree... sometimes they just disappear, unless they are a Circle member or under a direct protection of one. While Vin-Libre is a really wonderful land, it is certainly not because of her rule - the Lady cares not for anything that isn't a work of art. People govern her kingdom for her and they do good job.
"Stay away from her and you should be safe" - the other Agents say, and they are probably right.
Tarok Vilerhetenmen - now if there is a man who could steal Zabadon's place as Circle's face, it's him, the Emperor of the Dragon Empire, the largest country in Known World, and one of most powerful magic users. The Empire is a magocracy and a paradise for anyone who fancies himself a wizard, so unsurprisingly, most mages choose him as their patron. But he is fair, and he rewards good service regardless of one's proficiency with magic. He cares little about Circle business, as ruling the Empire takes up most of his time, and archmage games grew dull after a while. His Agents really like him, but they rarely elaborate why. Thex just say "he is the Emperor" as if that's everything one needs to know about him.
Zalin - one of the few influental people that do not have their own kingdom or domain, he simply travels around the world and takes care of things in the name of Circle. He is probably the most active player of the Game, and a frequent guest to the Agents' headquarters. He is seen as a trickster, a rogue and a thief, all in one. But mostly, he just does things for fun. He caused a few "incidents" in South Kingdoms back in the day, and is probably the most hated Circle member around there. His agents mostly do field work, so he is often picked by those who don't like sitting in one place for too long. Other Circle members consider him a "jester", but they all know he is dangerous, and if wronged, he won't stop until he fulfills his vendetta.
Masked is the most mysterious Circle member. He/She disappeared 50 years ago, but this didn't seem to diminish his/her fame. Agents often say that even other archmages know neither his sex, nor his name, and that they probably have never seen his face. He is rumored to be a bit mad, love gambling and toy with people for his amusement. He is the author of the first Labirynthian, a game for powerful wizards played with real people as tokens. Now, after his disapperance, almost no one chooses his group, but a few weirdos still do from time to time. Other Agents view them as outsiders who took a joke too far, and this perception is unlikely to change unless Masked comes back... if he's still alive, that is.
Gorasul - often called a "Wizard of the Silver Flame" due to his unique fire-based spells. He is the only archmage from Circle that was born in South Kingdoms, and he still lives there, in a flying tower hovering above the Barovian capital. While his primary concern is the fair treatment of the people from South Kingdoms, he also has a keen interest in pretty much everything that may pose danger to the inhabitants of Known World. However, he is one of the more pragmatic people around, and there are rumors about him leaving his agents to die when it would assure the success of the mission. But, well... nobody really confirmed those rumors.
Vash - the king of Barbari, people from northern parts of Known World. He is the only one in Circle who is not a magic user, since he is a "honorary member" because of the support he lent to 'Sacred' March. He was rewarded by making him Ageless, both in title and in the literal meaning of the word, and so every 10 years he is chosen by his Barbari subjects to be their king. While most people portray him as a violent and ruthless man, he is not unliuke Zabadon in how much he cares about his followers and friends. While he doesn't care too much about anything connected to the rest of Circle, he gladly accept any Agents that are willing to serve his cause.
1. Whom will you serve, Jarlo?
[ ] "I think I will pick Count Zabadon. He is a man that was born to rule and command. I think he is the one I'd like to serve."
[ ] "Lysang... he is the one they call Old Man for a reason. His age is matched only by his wisdom. In serving him, I will obtain knowledge... and maybe a peace of mind."
[ ] "Murok. They say he is a man that knows the price of power. I want to learn it, too."
[ ] "Lady Artia. There is something fascinating in her madness. It intrigues me."
[ ] "Emperor Tarok. Is there a limit to what the man can do? And to how much he can pay... yes. I believe my talents would be worth his money."
[ ] "Zalin. He seems... alright. I like to have fun and he appears to be a man that appreciates it just as much as I do."
[ ] "Masked...?" Asmund gives you a weird look. "I think it may prove interesting, sir."
[ ] "Gorasul. He seems to know what is important to people around him. It is a safe choice."
[ ] "Vash. He isn't an archmage, so it should be interesting... and at least I won't be a pawn in their games. I don't like the idea of being a toy for other Circle members."
[ ] "I think I will be one without a group. I'm here to serve not one person, but to serve both Circle and Known World as a whole. Other matters do not concern me."
And welcome in Known World, again.
Link to thread on another forum: https://forums.sufficientvelocity.c...ystery-of-manor-speltuzer.26933/#post-5531584
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