Welcome to your campaign!
A blog for your campaign

Wondering how to get started? Here are a few tips:

1. Invite your players

Invite them with either their email address or their Obsidian Portal username.

2. Edit your home page

Make a few changes to the home page and give people an idea of what your campaign is about. That will let people know you’re serious and not just playing with the system.

3. Choose a theme

If you want to set a specific mood for your campaign, we have several backgrounds to choose from. Accentuate it by creating a top banner image.

4. Create some NPCs

Characters form the core of every campaign, so take a few minutes to list out the major NPCs in your campaign.

A quick tip: The “+” icon in the top right of every section is how to add a new item, whether it’s a new character or adventure log post, or anything else.

5. Write your first Adventure Log post

The adventure log is where you list the sessions and adventures your party has been on, but for now, we suggest doing a very light “story so far” post. Just give a brief overview of what the party has done up to this point. After each future session, create a new post detailing that night’s adventures.

One final tip: Don’t stress about making your Obsidian Portal campaign look perfect. Instead, just make it work for you and your group. If everyone is having fun, then you’re using Obsidian Portal exactly as it was designed, even if your adventure log isn’t always up to date or your characters don’t all have portrait pictures.

That’s it! The rest is up to your and your players.

The adventure begins
Korzons restructure

As the great capital city of Korzon rises up from the destruction that has ravaged the lands since the reign of Xu was usurped and the goddess Hera freed from the clutches of Xu’s trickery partnered with the dark intentions of Hades, the people who still remain and have survived find their inner strength and start to rebuild again, and find meaning in all the chaos.

Starting at the park circle inn in the central district of Korzon; Groomp, Gan, and Tyrius find each other in an enteraining nature. First Tyrius takes up the city badge to represent the Sheriffs of her divine grace in the efforts to squash out some of the chaos. Though his intentions may not be 100% pure, the future of his efforts under this still remain to be seen. Gan decides to come along with Tyrius and start the partnership that soon grows to an adventuring party and they go in the inn to lighten their spirits.

Soon they meet the young and lovely lady of undetermined race and skill, who comes into the inn under her own personal contracts seeking out a congressman of interest in pursuit of nailing him with infidelity. Tyrius accuses her of being drow, and as soon as interest in her peaks, she vanishes from the scene. She then continues to pursue her contracts in a solo fashion.

When they decide to leave the inn, they run into Groomp, who has taken on a magic school student as a guide to the ways, comes walking in with his apprentice and makes some controversy using ghost sound to make Tyrius think the bartender is talking smack to them as they leave. After discovering the real culprit of the insults, Tyrius and Gan chase Groomp down by any means necessary. After talking a bit, they all come to the understanding that they should group together and find adventure, glory, and treasure as an adventuring party.

Where do we go?
Call to action: Take down the Chaos Veil!

The days continue to bring strange and oddly familiar events as the party members start to really come together and put their heads together to hatch a plan, a goal, hell, maybe you can just call it simple entertainment. Whichever way you wish to see it, a very interesting and unlikely alliance starts to form with the player characters.

Are these goals traveling the same road and clashing at some destined point in time, or is this just a group of personalities trying to seek relating to other people in all kinds that will have them?

Each individual has a statement to say, and dreams of their own design.
Will they be similar enough, or come together as a collective some how?
Or will they pursue them alone in their own way?
This has yet to be determined as the group takes its first steps toward the future with the company of one another.

Gan, that silly big man, still insists on hiding his face in his helmet, burying deep his discontent. He only reveals the true reason to the remote one or two, wonder who that may be?

Rovalf joins the party at the Flying Pig inn.
Funny how the simple provisions bring so many different souls together, isn’t it?

After settling in for the night finding the best comfort available for each individuals means, they awaken in the middle of the night to the most disgusting stench they’d ever experienced. They follow the trail of smoke that lingered its way to their window, down the street and around the block to the house of a congressman’s wife.
There was a secret boiling here, you suspect?
Merida knows the truth of this more than anyone in the party could imagine.
Apparently the congressman’s wife was burning her husbands remains.
Gan carelessly tries to burn her permit in the funeral pyre. Tyrius’ fast reflexes prevents this from happening, and suspects it was not the accident that Gan suggested it was. But did it really matter?
She ends up calling the police and they arrive because Tyrius was trying to indict her.
Her grasping for straws did not reward her. She got caught, tried to run, and was nearly killed in the process. Justice prevailed, bittersweet in her case.
She offered her husbands effects to the party that had helped her in its own way.

Gan earns some serious cash selling the contents not needed from the caravan.

Merida finally decides to join the party. For now.

Tyrius meets Axiom the Lion, who is decidedly “in charge” of running the capital city of Korzon. Axiom marks Tyrius with his gift. Tyrus had to drink some Kool-Aid for that shit.

Gan spends the night at the local villiage square district brothel. And apparently had a very very good time. Some members of the party think too much of a good time. INDEED.

After many squabbles over racism and elitism, Gan slays Tyrius in cold, angry blood.
Both parties elevated the fight that started this incident. Axiom appears to Tyrius in the world between worlds. Tyrius uses his gift.

The party decides to go out adventuring.
Merida does research on a dungeon from the bulletin board on one of the billets.
They all decide on the call to action: Take down the Chaos Veil!
The party leave with another caravan moving North.

This other caravan is accompanied by Archer of the Veil, who joins the adventurers.
The elves of the Veil discover each other and have some fun interaction.
Some of it including the very creative way that Archer finds in obtaining the tools that he needs in order to survive or endure the harsh elements ahead that the party will face.
Some differences appeared at this time with all members of the party, but were dealt with to safisfaction. The long trip North begins.

The party makes it to the Western city of Byford in the greater area of Loreau. This was the merchant caravans final destination previous to the trip. It is midnight when they arrive, so they making rest arrangements at this time.
That night, Byford does a traditional bonfire party . During preparations, Gan was sitting outside his tent and noticed the activity. He lends his cooking skills as an effort to bring his part to the celebration. Merida also hears the instruments being played and joins in as well, dancing to her new experience hearts’ content.
During the party, Merida and Gan discover that this party is in fact a celebration ritual of sacrifice, as the bonfire spectacular finale explodes the sky with hundreds of white doves. Merida discovers that it was for the demi-goddess Yao, daughter of Hera, ruling over creation. They both decide that it is important at this time to pay her a visit, introduce themselves, and request a blessing to make passage through her domain. She is appreciative of this notion and grants them some gifts of her own.
Item granted: cigar of insight to Merida and Gan.

Archer and Tyrius scramble endlessly to keep the caravan spotless as possible, barely meeting the requirements they demand based on the expectations of their race, as they prepare later that morning to make the further trek north into the mountains of Battikh.

The group encounters fire bats in a flock as they are heading north.
Using spyglasses they discover that these creatures look too menacing as fire engulfs their physical form, and decide it best to not let them get close to their travelling caravans.
Although it was a close encounter in the end, few got through the first rounds of assault and the adventuring party prevailed. These lands obviously look more dangerous in person than on the paper billets tacked up on the bulletin board at city square!

1600 experience awarded to:
Chris, Justin, Shelby, Mike, and Andy

See you all next week, enjoy and send me any messages you like about comments, suggestions, complaints!

We LOVE the smell of burning flesh in the morning!
tracking paths before the plan of attack (Part One)

That morning, the party awakens to the intriguing smell of Gan’s Bat Jambalaya.
He had already skinned and made preparations to the bats that the party had killed before reaching their caravans. Surprising himself with exceptional skill cooking this delicacy, it is soon discovered that upon feasting of this seemingly delicious meal grants the eater a special circumstance bonus that makes them feel lightheaded and amazing!

(Eating Bat Jambalaya grants +4 to all stats for 24 hours)

Moving on north into the mountains of Battikh,
Gan and Merida decide to investigate some ruins at the base of the mountain range.
With keen and experienced eye, they noticed that one of the vine-covered pillars was rather bulbous, and wiggling in a way that looked strange. Upon closer inspection, Gan realizes that it is a person inside, in serious trouble and fighting hard for their life. His enthusiasm to help the person may be a bit misplaced, however, as his hacking away at the plant to release the person inside also harmed them as well!

Avoiding attack from the vines on the opposite pillar, Gan frees a woman named Alestra that was trapped inside, looking very worse-for-the-wear.
Using his alchemy skill and herbal stock on hand, Gan makes a healing salve and offers it free to Alestra. He uses the first application of the jar and rubs in on her wounds to show how amazing its healing properties are. Merida suggests that she also fill her belly with some of the Bat Jambalaya while she rests, to fully recuperate and feel better. After talking a bit to see what she was doing out here alone and where she is headed, it is decided best that she join the group in the caravan, resting until they reach the mountain destination.

That night, as the group makes camp, building a fire, Gan and Merida talk more with their new friend; trying to discover her motivations and what abilities she possesses. Alestra demonstrates her mind powers a little, targeting a very large rock and making it explode into tiny pieces, merely by looking at it and using her force of will. This could be very useful, indeed, they decide!

Gan takes first watch as the ladies rest. He hears a fierce growling in the distance, from somewhat of a large wildcat. He decided to investigate alone, feeling confidant that some kitty cats would never get the best of him! He can see in the dark, after all!
About 100 yards from camp, Gan almost gets lost, his sense of direction failing him. Thank goodness the group made a campfire! He could see and smell it in the distance, reasserting his senses. Here he finds two Krenshar cats, growling, hissing, and fighting each other, baring their skeletal faces as he approaches. krenshar.jpg
Defeating them easily single-handed, he slays them in a barbaric manner, seemingly unaware of his advantage of strength over the natural critters.
Knowing that all meat is lost, he skins them, salvaging what is left of the belts and sewing them together to make two hide blankets. He decides to gift them later to Merida and Alestra upon reaching camp again, in the morning when all rest has been attained.

1 action point awarded to Gan Stormblade

During last watch, Merida spots a strange … tree? I know it sounds contrite, but yes, a tree. For some reason she noticed that it was in fact, moving! In danger of sounding insane or paranoid, she decides to confirm her suspicions that it is really in fact, moving around the campsites outer limits. She gets out her spyglass, wanting to get a closer look at it without actually getting close, because it freaks her out a bit. As she peers at it through the looking glass, she sees two eyes appear on it and blink! What is this crazy magic?! treespirit2.jpgShe wakes up the party just to be sure that any harm may not go unnoticed. Gan believes that it is merely a tree spirit, and goes right up to it, greeting it. With one of its upper willowy branches, it offers Gan a leaf. He receives this gift and as he turns to tell the ladies that its alright, just as mysteriously as it appeared, the tree vanishes from sight.

Already awake and with an odd start to the morning, they decide to make the last bit of the trip to their final destination, the mountain stronghold. Onward and upward! They soon reach the cave entrance and find that the opening is doorless, with only 2 guards outside on post. Alestra demonstrates more of her mind powers, making one pass out cold, and thralling the other, bending his will to her wishes. They have him open the inner door to the stronghold, allowing them easy access. Realizing he would not be her thrall for very long, Alestra alleviates his service by sending him back out on post by the other guard and knocking him out, too.

Venturing inside, they come upon a room that opens to a great hall, with tables abounding all around the room, encircling a metal throne. The tables have half-eaten plates and various supplies on and around them, as if some event happened that made the people leave what they were doing with haste. As the group starts taking things from the tables for their own purposes, they hear a dwarf laughing in the corner, sitting at one of the tables. He is pale and transparent, wavering in and out of existence as if … he were a ghost!
dwarf_ghost.jpg They sit at the table with the ghost, Keigann, aiming to talk with him as he urges them to drink with him. While talking, Alestra discovers the nature of Keiganns death, more information on Boulden (the leader the group is after), and clan Thunderbeard, which is the clan responsible for this very stronghold they have entered, it turns out. Boulden is said to be fearsome, murderous, and tempermental, while wielding the power of thunder magic, along with a legendary greataxe weapon. He demands unquestioned following of his minions, for them to carry out tasks without error, who are threatened with punishment of death if these demands are not met. While further prying on the subject of Boulden, their leader, Keigann seems to grow fearsome, talking to midair, at someone the group cannot see or hear. He mutters something about not telling any of the clan secrets before disappearing from sight. Abandoned at the table, the group decides to loot the supplies in the room, carrying it back out to the caravan. Expecting the guards to be out there on the way back out, they are surprised to see that the guards are now gone.

at this point the current players decide to go to bed, and at the same time player Archer joins in the game and only he and Gan remain
to be continued…

Hey, I don't think that's PAINT!
Tracking paths before the plan of attack (Part Two)
Chaos Vale logistics discovered by the investigation of Drax the Breaker

Key infiltration points within the city of Korzon:

-Thieves Guild
(Merrick Lenni)

-Park District
(Thom Jarvis)

-Tailor Shop
(Cordelia Monso)

-City Guard
(Byron Warren)

-Trade Route
(Giles Vern)

Suspected Leader: Rhen Anders

City on lockdown!
things seem to be moving at a faster pace during these times

Frank sounds the alarm as investigations reveal more information about the Chaos Vale operations. Activating some of his latest endeavors during community service, the city is placed on lockdown for the safety of all the inhabitants of Korzon. This denies all entrance and exit access to everyone. Teleportation and breaches are not advised!

Chaos Vale logistics (cont'd)
Liberation has been attained!

After arduous investigation and interrogation, our hearty group of adventurers have managed to find a solution of sorts. As the Royal Guard closed in on the apprehended prisoners, time presses them to find a solution quickly. In his best efforts, Dimmorals prays to his deity and finds assured comfort in Poseidons presence!
He prays for the souls of the prisoners that they find the error in their cause and realize that all they have done was to terrorize and harm people, and that he guides them in his great judgement. The request was granted, and hereby changed the fate of the prisoners, given that Hera wanted their heads and to resurge them anew onto a path of service in the name of redemption. Instead, they are given a new path to pursue, and to fight against the forces that once drove them against the citizens of the realm.
The adventurers are justly rewarded, as all are given the title Champion of Korzon, in all of its perks which remain to be seen. In addition, a huge bag of coin equaling 10,000 platinum each.
It is a glorious day indeed! May the good hearts of all prevail!

But first...
some odds and ends to take care of!

Meanwhile, at the small village that our brave heroes are starting to build up-
they check on Velka who is left charge to lead fortifications and oversee the happenings.
They hear mention of the sand-buried ruins of a city just a short stint southeast of them and decide its of particular interest to check out what is so very near their newly claimed stead.
Our hearty adventurers decide to take flight for a better vantage point.
What they see gives a small sense of caution, as they are apparently outnumbered by dozens of desert nomads of sorts, and Craig just heads down in a carefree manner-
“Hello, my friends!” he exclaims.
“Who are you? What are you doing here, and where did you come from?!” they are all apprehensive and reach for their weapons.
Using some abilities to bolster his position and lower their aggression, “No, No, you misunderstand, I’m one of you! Relax fellas, what’s the deal here, what are we all trying to do?”
They correct Craigs issue with the wrong attire, and hand him an outfit befitting a desert raider. Craig then calls his party companions down from above, triggering the nomads to regain their resolve and reach for their weapons again as new intruders are introduced.
“Who are you? What are you doing here, and where did you come from?!” once again…
“Guys, relax, they are here to help us, we are all friends here, calm yourselves, let’s all work together and gain treasures and glory for all!” Craig cheers.
Everyone seems calm for the moment.
It does not last for long..

“So you guys are raiders, eh? Where are some good places with lots of big tough monsters with piles of valuable treasures? Any of you know of something like that around here?” Craigs asks the nomads.
“Well, the closest thing is the Cave of the Earthshaker. But we are not insane.”
“Oh yeah?” Craig seems excited at this. “Well what makes him so powerful?”
“First off, he moves the earth with his hands and destroys whole regions with the wave of them,” they exclaim. “He can move the whole desert if he wanted to!”
“Hmmm, well that’s easy to deal with! We just gotta take his hands! YEAH!” Craig at this point is trying to inspire the nomads into some craziness, it seems.. “You know who else has hands? The DEVIL has hands! We just gotta cut them damned things off and then how will he use his powers? You see, glory will be had this day, fellows!”
Their apprehension and faces full of doom and horror start to soften…and is soon replaced with greed, excitement, and vigor- “Yeah!!!! We just take his hands!! Why did we not think of that before??”

As the nomads lead the charge through the desert south to the cave, Craig, Rovalf, and Frank take the rear and keep a small distance to get a chance to chat about the game plan.
Craig asks Frank, “Do you think you could take them all out with one fell swoop? Like, can you be SURE?” The look on Franks face tells Craig all he needs to know, and that perhaps that was a very silly question to be asking him.

Merely moments later, massive bolts of lightning from an unknown place plunder their way through the nomads, wreaking so much overwhelming destruction upon them that absolutely NOTHING remains…save a few darkened spots in the sand…in just a few seconds…

“So we are not really going down to the Cave of the Earthshaker, are we?” They look at each other.
It was decidedly not so at this point in time.

They head back to the sand-buried ruins to give the news to the women who were left behind. And perhaps dispose of them?
As the news is broken to them, it seems that very few of them are rattled over it. One that is stricken with sadness decides to head to her quarters and take her own life…and then another joins her after some time passes and the first is discovered, she takes her own life as well, and they lie together…throats slashed open..

The remaining women talk with our heroes and decide to pack things up for a new life elsewhere…and the new up and coming town just northwest of here was offered. Craig tells them to ask for Velka, and they will be take care of…that is, set up for them doing their part for a community, of course! They all hole up in one of the largest buildings and make a fire for the night, since it was getting dark. The desert is not very safe for travelers at night, let’s not be unreasonable here!

Rovalf takes first watch, standing at the window to scan the vast dunes outside, and sees some lightning in the distance…strange…how it looked almost as if it were starting from the ground and reaching upwards…
Craig doesn’t seem very tired at this time. He talks with some of the ladies who are making beds in the sand. He rolls over a decision in his head as to what to do with these females…and decides that their strength and resolve in the face of all of this is what their new town truly needs. After all, how often is it that you find women who show evidence of being stronger and more talented than their male counterparts?

The women head off in the morning for their new destination. They leave the cart, and surprisingly, the adventurers go through some of it, but they do not take anything! They also find a way to send it along its way to the town, so that what is contained inside could surely only benefit the continuity of the up and coming town that they have just begun.

What comes of it, we shall see, in time…

We might be forgetting about something...
(just how far does this rabbit hole go, exactly?)

Having established resources, production, and fortifications, it goes without saying that our heroes’ new home in the south, now dubbed EPOR, has been focused upon intensely the last couple of days. While setting things in motion- arming its militant ready citizens, readying a farming system, and hiring a mage of Korzon for creating and iron wall structure- Drax grows more and more impatient.
He speaks his mind, with great enthusiasm, on how all this side detail, errands, and waiting is only making it worse for them to tie all the lose ends that were left with the Chaos Vail. Of course, even though our adventurers have been rewarded and titled for their efforts in taking down major operative activity within the great city of Korzon, where all have been heralded as Champions; Drax has not lost sight of the fact that they are giving the rest of the Order time to escape and disperse, which could potentially allow the C.V. to plant their roots elsewhere, to infiltrate other secret locations and make them much harder to track down or dig out. He calls his party members out to act upon this matter more urgently, “You do realize that what we once had as groundbreaking intel is becoming crap intel with every moment that passes, right?”

The group discusses possible options for continuing on this path, by ensuring better ways to discover them wherever they may go next, assuming that they are not ignorant to being discovered and being dealt the serious blow of the events that recently unfolded in Korzon.
All agree that perhaps the best way is to imbue mundane items with a scrying contingency, such as currency coin, and place them in target areas where they suspect would be the best potential locations for C.V. operations.

During this conversation, Craig is a bit distracted. A few thoughts surface to the forefront of his mind, and he checks on this. He uses an ability and inspects the C.V. cloaks, and asks for one of them from Frank, which is not a big issue. Drax, noticing the distraction on his face, asks Craig where his thoughts are, in which Craig answers “…investigating into something like detect magic, kind of a hunch right now, but when I know more I will no doubt share what I have learned.” Unbeknowst to his party members, there is something about this particular cloak that distinguishes it from the others that Frank has duplicated. Craig also saw some activity to the south with his ability, but brushes it off as it didn’t strike him as abnormal.

Following suit, Rovalf asks for a cloak so that he may inspect it. He taps into his strong knowledge and experience with Alchemy and discovers a very interesting and perplexing detail- the symbol of the Chaos Vail is written in blood…ANGEL BLOOD! he immediately informs his party members what he has just discovered.

At that moment, Drax decides to look into the spirit world, and is unnerved by what he sees. Since he noticed him looking that direction just minutes ago, he feels the need to ask-
“Craig?! Do you SEE this?!”
They compare what they have seen, with very different abilities. Drax could only describe what he was seeing as (a river of souls), flowing from somewhere ground level up and into the sky by the thousands. Craig saw a flux of energy being drawn upward like a spiraling tornado. After intense deliberation, they agree that “This could possibly be some kind of misdirection, to keep them from pursuing the C.V, but we cannot ignore this!”

Meanwhile, Rovalf and Frank are still discussing the matter of the coins. Rovalf suggests that the contingency on them involve the chemical compound of the angel blood, to activate them when near an agent of the C.V. The whole party still seems to be struggling as to what exactly they are going to use, because each stipulation they add to it will involve much more time in their creation, given that Frank is good at what he does, but he does not yet posses the powers of deific proportion!

And with that, our heroes go to investigate this river of souls, and this is where they all come face to face and meet the infamous Earthshaker, Ballaste Evencale. They cannot help but to question him on what he is doing with the souls, as they near the site, they can see that he is facilitating their movement up and into the clouds above. The Cyclopian primordial shaman explains to them that it is his small part in the big picture, that this must be done every century or so, or the world becomes overburdened with an abundance of souls, and it also frees them from a limbo of sorts and allows them to continue on where they need to be going. This comment starts a line of thinking in our adventurers that gets very deeply discussed very soon… 150661.jpg

As Drax is recognized by the Earthshaker and greeted as brother, he immediately demands an explanation (of course!). Ballaste reminds him of the time he spent with Moira in the past, and the training that was undertook left a brand of sorts on him, one that by reputation and investigation will label him as Clan Evencale (however accidental is was, it still remains fact). Drax is a little perplexed by this. He goes immediately to talk with Moira, against the wishes of his companions, who urge him to be careful with what he says to her.

His interaction with Moira is a bit odd, it turns out.
He greets her wholeheartedly, cheerfully, and asks her about charging his arc reactor to make it better. She warns that she possibly could, but because of her raw power and lack of knowledge with machines, that it could have a devastating effect on the device. He insists anyway, and she gives it a shot- (Unfortunately, her worries were correct this time, and his device is currently not functioning). He says “Hey, watch this!” and goes invisible, “Can you see me right now?” She looks him right in the face, with a curiously suspicious expression, “Yes, I can. I may be a bit crazy, but do not think me ignorant, Drax.”
“Oh? Watch what else I can do!” as he clumsily fumbles his thoughts a moment, trying to figure out his best way to challenge her, she grows increasingly suspicious and draws upon her own experience to investigate- “Drax, what are you doing? Why are you acting strange?”
As he answers her in a most peculiar statement, “Hey, Moira, exactly how much can you take?” she takes it as a challenge, of course, and displays something very few in existence have ever been able to witness (and live to tell about it, of course)..
She throws her arms out, concentrates her power, and bursts with the brightness of a hundred suns… increasing in strength and intensity until she supernovas and completely explodes, and he watches as all the pieces of what she once was dissipates and disappears into the air…


In Draxs’ mind, he believes that he has eliminated her.
He lingers a moment, and another curiosity creeps upon him. “Kraytos! I must find him!”
He uses an ability to try and find him. As he watches in the spell, he sees Kraytos, imprisoned in darkness and weeping.
At this point, Drax cannot get a handle on his emotions. He considers confronting the Aspect of Hera herself, to free Kraytos, and aspire to become the “Anti-hero of Korzon”.
He talks with his party mates over the rings of communication and he makes his way back to them on these thoughts. His interaction with the Cyclopians here left him completely paranoid…not sure where to go and what to do, thinking that he’s tipped his hand to a guardian. Craig and Rovalf do their best to reassure him that he’s overthinking things a bit too much and that they just need to go out of the way for a bit and recollect themselves from a vantage point that is not under fire or under observation.
They plan to go south out of the ley lines to regroup and plan their next course of action…

And the conversation they have is deeper than it has ever dared to go…
What is this place, really?
Is it REAL?
Is it a PRISON of sorts?
Why are things so easy to come by, such as riches and aspirations?
Why are dreams becoming realities with so little effort?
When people wish to leave the continent to visit other places, why are they immediately advised against it, or told that other places are just so useless that its pointless?
Why does magic flow so effortless here that it’s ridiculous?
Are the agents of the Chaos Vail right in their convictions against destroying the harmony of this place?
Why is there no ancient history for this place?
Why are their ruins, and things happening with no rhyme or reason for them?
Why are there no other real up and coming adventurers beside themselves?

Some of our heroes are finally stopping to consider how very easy it is here to gain power and riches…and wonder why things here are so strange…
…and finally…
What if we are being built up to be consumed later?


How very bleak your perceptions are becoming, heroes…


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