Children of The Comet - Game
Children of The Comet - Game
INTRO
The first campaign for Illustria’s third rebirth, it is split into 3 chapters, each taking the characters
from levels 1-5, 5 - 9 and 9 -12 respectively.
Designed for up to 1-4 PCs, it uses maps and minis of questionable quality, to create an
immersive tactical experience.
This campaign is set in an area known as the Blighted Basin, a valley filled with poisonous
clouds of greenish gas and twisted mutants. This area is the lair of the mysterious Devil King,
an entity who claims to rule the world itself.
Something known as the “Infinity Disaster” occurred 111 years ago. Creatures with long
lifespans are unlucky enough to remember Infinity, the sickly green comet, whose aura
metamorphosed most sentient beings into blobs of green slime. It edged ever closer to the
planet, threatening to absorb not only it but every plane in the multiverse. The gods of the world
attempted to stop it but were themselves defeated.
And one day, it disappeared. That was 111 years ago to this day. Now, a savage new age
begins as the planet begins to fight back from the grave. Illustira has survived two world level
disasters already, and has already begun to heal itself.
You know this world is called “Illustria” but you have lived all your life within the Blighted Basin.
Many small settlements dot the map-perhaps you were raised in one of them. Perhaps you
sought refuge here, in a place that was once home to thriving kingdoms, only to see Infinity
ravage the
But now, wandering empty mechanical titans and poisonous corpses wander the land.
The only place of true civilisation, if you can call it that, is the village in the centre of the basin,
and this is the village the campaign revolves around.
Your village is kept safe by the Sacred Flames. These three pillars form a mystical barrier that
prevents monsters from entering the village. In addition, the Devil King provides food and water
for the village, on the basis that the Hunter’s Guild complete missions for the Devil King and
bring him a share of the treasures they discover.
Recently, the Devil King’s minion, the green dragon Granduliss, has been straying closer and
closer to the village. Rumours of a cult that worships the poison has begun to raid the
shipments of food that arrive from the Devil King, and strange ships have been seen on the
waterways. The Devil King himself, who only communes with a select few directly, has become
taciturn as of late and the village’s supplies have started to dwindle.
THE GAME
The Blighted Basin is a campaign that starts at Level 1. You will be undertaking missions as
Hunters but also completing an overarching objective. On top of that, you are free to explore as
you wish. Many areas of the map have been unexplored, and you can travel around as you like.
CHARACTER CREATION
You can play as any race or class you wish from officially published material: Unearthed Arcana
and homebrew outside of the material in this campaign is not allowed. The most up to date
version of D & D rules are always used. You do not choose an alignment (see below). Generate
your statistics using the standard array method found in the PHB. Add your racial bonuses
(these days, that’s + 2 in one stat and + 1 in another, or three + 1’s - if you’re a human, you still
get + 1 to each stat or + 1 in two stats and a Feat.)
There is one notable extra homebrew feature in this campaign: each player character has an
ability known as an “Awakening.” Those who possess this ability are known as “Awakened.”
You are aware that you are such a being, and you are vaguely aware that Awakened are drawn
together by some kind of mysterious force, but aside from that the exact details of what an
Awakened is, or how this power is acquired is unclear. It is an in-world concept that you can
discuss with NPCs and you may well not be the only Awakened that exist. How exactly this
power will manifest itself is partly up to you and partly waiting to be revealed by the story. If you
choose not to be Awakened, the concept still appears in the story but has no mechanical benefit
for you. All players must collectively decide if they will be Awakened or not.
AWAKENING
When you generate your character, think about the concept for your Awakening. It boils down to
an ability that must meet the following parameters:
● It can be used once, twice or three times per long rest, depending on its level of power.
● It scales with leveling up.
● The DM has final say on its exact wording.
If you can’t think of the exact mechanics for the ability, you can work it out with the DM. Feel
free to discuss your Awakening with the other players, it is not supposed to be a secret - unless
you prefer it that way.
Optional rule: Surprise Awakening The DM can make your awakening up for you and keep tabs
on its exact effects if you prefer it to be mysterious or enjoy the elements of chaos or surprise.
As the game progresses, your Awakening will change or you will gain an entirely new one, so it
is worth bearing in mind when you create the character. However, any changes to the
Awakening are mostly based on the experiences your character has had in the game, so don’t
think too hard about it outside of the initial ability.
Once you have assigned your stats and racial bonuses, you get one extra point to assign to
any stat - this can be used to bring a stat up to 18.
PLAYING A CLERIC
One important point, and perhaps the only point that needs to be enforced to fit in with the
world, is that in this game, all the gods are dead. Clerics certainly exist, but rather than
choosing a god to worship, the clerics of this world meditate on mysteries. Each cleric domain
is its own mystery. There are rumours of old gods and creatures from other words such as
angels, devils and demons certainly exist, but it is important to remember that you choose a
mystery to draw your divine power from rather than a divine being.
Ideas for character hooks can be found at the end of this document.
CURRENCY
This is a post apocalyptic campaign with only a handful of survivors and settlements, however,
although barter is widely accepted amongst the survivors, the humble Gold Piece is still in use.
Your main use for GP will be enhancing your weapons and items (in which case you are paying
for materials) or helping your village. To keep things simple, any item can be sold for GP, even if
it doesn’t make “sense” that money would be desirable in this environment.
THE VILLAGE
This campaign revolves around a tiny little village in the center of the map - your village! The
players should collectively give the village a name. It is highly recommended that each PC’s
background is linked to the village, and ideally the character grew up there (races with greater
longevity may remember before the Infnity Disaster, but they should still have ties to the village).
You should also choose a villager to befriend and one to be your enemy, as described below
under “Relationships”.
You are more than welcome to add your own NPCs to the village if you wish, in which case it
may be necessary to replace certain characters. Some villagers cannot be replaced.
If you are one of those types for whatever reason simply HAS to be a “loner” or “nobody knows
me”, as much as we can only beg you to stop doing this, we understand it’s your game too. If
you really cannot abide being related to the other characters, talk with the DM for some other
options (there are other settlements to interact with, but ideally you will discover these as you
play).
However, choosing not to be emotionally attached or invested in the wellbeing of the village and
its inhabitants will severely reduce the impact of the story and the overall experience. You have
been warned!
THE CAMPAIGN
CHAPTERS
Children of the Comet is divided into three chapters. You can dive in at any chapter, but
ideally, you’ll play them all in order.
Chapter 1: Emerald Banquet (Levels 1- 5)
Gets you used to the villagers and the surrounding environment while allowing a small amount
of time to explore. You will have a choice of story threads to pull on while completing the main
quest under a time limit. You won’t be able to explore every location due to time pressure, but
you have many choices.
Opens up the whole of the map as you develop new alliances and enemies. Your actions in this
chapter have a large effect on the events of the final chapter. Introduces the Enemy Power
concept, and if the enemy’s Power becomes too high, the chapter will come to a conclusion.
Conclude the story by following the path you began carving in Chapter 2, or possibly do
something completely different… Multiple factions will have Power now, leading to different
events and the Despair level is introduced. If the Despair increases too much, the campaign’s
final event will trigger, possibly ending in a bad conclusion if the players are not sufficiently
powerful.
QUESTS
Like any good RPG, the campaign revolves around completing quests. Quests are given to you
by NPCs, usually the residents of the village. They range from simple fetch quests to full on
dungeon crawls, so it is worth keeping track of the available quests. The main point of quests is
the exact point of D and D - getting items and XP to overcome larger challenges.
STORY
There will always be an overarching story quest that is required to complete the chapter. The
story quest often comes with a time limit - if it is not completed by a certain period of time, the
story will advance regardless. However, usually, the story will not advance until the players are
ready for it to do so (by the players saying “Advance the story”) but if a player’s action would
cause the story to advance, they will be notified beforehand.
Free Mode
It is possible to play this campaign without experiencing the Story Mode at all. This creates a
“hexcrawl” style of gameplay where the enemies will not actively pursue their goals, and the
game will not be divided into Chapters. Indeed, the enemies will just sit in their lairs waiting for
the players to foil their plans. Realism takes a back seat and “murder hobo” behaviour is
encouraged (even more than usual). In this case the goal is to escape or conquer the Blighted
Basin, or indeed the players can establish their own goal.
Players should all agree with the DM during Session Zero what they would like to get out of the
game and how much of the campaign they wish to experience.
TIME
The game uses the concept of time blocks. Generally speaking, a session will take place in
one of these time blocks. Time blocks comprise of varying amounts of time during each chapter.
At the beginning of the campaign a game day is organised into 3 time blocks - morning,
afternoon, and night. Each block lasts 8 hours. Usually, you will spend one of these time blocks
taking a long rest.
If you do not take a long rest, you suffer a level of exhaustion. Normally you would never do this
but it is not possible to achieve every side quest or activity in Chapter 1: daring players may try
to push into overtime. Additionally, the story might require you to keep adventuring without a
long rest - there is a story item available in Chapter 2 that can mitigate this.
1 8 hours No
3 1 week Yes
Just like in our world, there are seven days in a week, four weeks in a month and twelve months
in a year. The campaign starts on the fifth day of the first month, Fryingsday, in the year
555.
1 - Moonsday
2 - Twosday
3 - Weddingsday
4 - Furrsday
5 - Fryingsday
6 - Sittingsday
7 - Bunday
There are four weeks in a month, and the twelve Illustrian months are as follows:
1) Kasatkina (KIA)
2) Mariamni (MIA)
3) Kedem (KDM)
4) Cairnie (CRN)
5) Dinnage (DIN)
6) Privitera (PRI)
7) Edge (EDG)
8) Jessabelle (JBL)
9) Angus (NGS)
10) Benedicta (BNE)
11) Marianne (MRN)
12) Gutierrez (GTZ)
Note: You cannot perform downtime activities until chapter 2. Even then, in chapter 2 you might
have to forgo a long rest and suffer exhaustion to pursue the activity (usually a character quest
or forging an item) Once you reach chapter 3, a selection of activities will be available to you as
well as variants of the ones suggested in the published sourcebooks.
The map is organised into zones. Moving from most zones to another on foot takes two hours.
When moving from one zone to another on foot, the party makes a Group Survival Test. If the
party passes, they roll with “advantage” on the encounter tables - the lower the number the
more favourable the encounter or a higher chance of meeting a helpful NPC. If the party fail,
they roll with “disadvantage”. Otherwise, roll normally.
Some larger areas need two survival checks to pass through. If the PCs stop to rest without
using a Magic Tent, have them roll Survival: a fail means an encounter occurs.
Once you find steeds or vehicles, the rules for traversing zones will change. You may be able to
acquire a steed near the beginning of the campaign - this reduces travel time to one hour.
The party moves at the travel speed of the slowest party member, so it’s no good if three PCs
ride steeds and the fourth durdles along behind them. The party must stay together!
* Magic Tents can be found in the wilderness or bought from town for 250gp. Their sole function
is to cast a form of Leomund’s Tiny Hut that allows resting outside of town with no possibility of
encounters. They work anywhere in the wilderness but only at certain points in dungeons. Just
like your old school RPGs!
ENCOUNTER!
Once you have an encounter, the DM will describe the setup to you and you can choose how to
proceed. If you rolled well on Survival, you can usually choose to approach the encounter
however you wish. However, if you failed, the enemy may have ambushed you. (Higher
encounter numbers can automatically ambush you). You need to roll a Group Stealth Test to
escape or approach the encounter in a favourable position. Depending on the encounter, other
options may be available (such as Persuasion or Intimidation).
Most times, you will set up your minatures along the edge of the map. If you are ambushed,
however, you will be placed by the DM. If you wish to escape the encounter, you must move off
the edge of the map and succeed in a
Encounters have different objectives, the most common being “eliminate all enemies.” Pay
attention to the win condition!
EXTRA RULES
This campaign uses the following rules from the DMG or commonly accepted homebrew:
FLANKING
The flanking rules from the DMG apply. Any friendly creature can assist you in flanking, so it’s
worth making some friends!
This DM and many other players believe drinking a potion in combat is a waste of an action and
that they are underpowered. In this campaign, potions (and many other items like bombs and
powders) can be used as bonus actions or full actions.
Using a potion of healing (of any level) as a full action gives you the maximum amount of
healing it could provide, without rolling the dice. This also applies when drinking healing potions
outside of combat.
PLOT POINTS
The 2014 DMG mentions the use of plot points to allow players more agency in the story. In this
campaign, each player gets one plot point per session. A plot point can be used to introduce
a fact about the game world, or to establish a connection between a PC and an NPC. Form
instance, you might bump into some bandits only for you to use your plot point to establish their
leader is an old friend of yours, giving a chance for parley. Alternatively if you are out in the
wilderness and become lost or wounded, you could use a plot ploint to invent a travelling druid
who lives in the area to help you.
You do not have to use any plot points at all, but they are there for the players who enjoy them.
HEROIC INSPIRATION
Rather than just gaining inspiration for roleplaying your character, you gain inspiration at certain
points and for heroic (or villainous, depending on your character) actions.
Unlike in the normal rules, you can have up to three instances of heroic inspiration at a time.
● You also gain one inspiration at the beginning of each session, including the first, or after
completing a long rest (if you don’t have any).
ALIGNMENT
There’s no alignment in this campaign, given that it is a world of shifting alliances and murky
behaviour. You can play your character however you wish. Simply be aware actions have
consequences - if you act like a lawful good character you are unlikely to be welcome around
shady characters. If you start stealing or killing people in your own village, you are likely to be
exiled from the village, forcing you to retire from the campaign and you will have to start a new
character. Likewise, if you continue to perform very evil acts, you may attract the attention of
some similarly evil entities, and maybe even become a monster yourself! You will always be
warned that your actions will have a consequence before attempting them.
Evil Campaign
If all players agree, you can all just choose to be as evil as possible, in which case the village
will also become evil, and all villagers will be loyal to the Devil King. If the players choose this
option, you can choose to play an alternate version of the campaign where you are subservient
to one of the enemy factions. You can discuss this with the DM, although it is reccomended only
for experienced players or players playing the campaign a second time.
RELATIONSHIPS
The NPCs in town each have a unique questline that can be accessed by increasing your
relationship level with them. Each character builds their relationship level in different ways, but
it is usually by chatting to them and giving them certain items. The relationship level starts at
zero and tops out at five. Once you’ve got to relationship level 3 with an NPC, you can do their
unique side quest. At level five, the NPC will give you a special quest.
Each PC has their own relationship level with each NPC (recorded by the DM, so you don’t
have to keep track of it!) but all the characters will benefit from the quests they give.
At the beginning of the game, choose one village NPC to be your friend, with whom you start
with 1 relationship level, and one enemy, who immensely dislikes you for reasons you may
decide.
Optional rule: It may be more fun for the players to choose enemies for another player rather
than themselves.
Many people criticise D & D for the fact the players are essentially never able to “lose” as doing
so would end the game! Although this is true to a degree and merely part of the game, in this
campaign, it is possible.
Some encounters have an objective rather than just killing all the enemies. For instance some
goblins may be trying to steal a prized dinosaur from some traders. You can kill all the goblins,
but if you do not recover the dinosaur or allow it to die, you fail the encounter and suffer the
consequences.
Likewise, if all party members are knocked unconscious, you fail the encounter and must return
to the village. There is always a consequence for this (admittedly unlikely) scenario occurring. If
you’re all defeated in a dungeon, you cannot attempt it again and the story will move on.
Optional rule: Continue - If all players agree, it is possible to try a dungeon or encounter over
from the beginning, but this DM has never encountered a group who are interested in repeating
the content!
Optional rule: Deadly campaign - If all players agree at the beginning of the campaign, you can
choose for your character(s) to be killed when you lose an encounter and start a new character
of the same level instead. Character death is always optional for those that enjoy that playstyle.
POWER
From Chapter 2 onwards, the “Enemy Power” score appears. As the enemy faction works
towards its goals, this score will increase. Foiling their plans will reduce this score. The higher
this score, more enemies of certain types will appear in locations that were previously cleared,
and when it reaches a certain number, a special event will occur. Following that, if it continues
to increase, the chapter ending event will happen.
You will be notified what the thresholds for Power are as you encounter them.
DESPAIR
During Chapter 3, as well as having more than one enemy faction to contend with, your village
will begin to lose hope and fall into Despair. Many factors will increase the Despair, which is
measured every game week. (Chapter 3 is measured in weeks rather than days). Losing
Despair is called “gaining hope”, but you can never accrue
WORLD CONCEPTS
Illustria - The name of the plane and the planet this adventure is set on. The year is 555 AD.
Infinity - The terrifying cometlike being that caused the apocalypse 111 years ago.
Poison Gas - the world is covered in thick clouds of green poison gas that form a barrier around
the Blighted Basin. The thickness of the gas causes effects such as mild posion damage, the
posioned condition, and in more dangerous areas, permanent stat penalities or death.
Mech Titans - At least two mechanical giants roam the land, remnants from before the
apocalypse, their purpose unknown
Bandits - Four different groups of bandits roam this inhospitable realm, known as the “Four
Families.”
Devil King - A rarely seen fiendish entity that inhabits the crumbling green castle to the north.
Controls a force of strange creatures and mutated knights. Protects those who swear fealty to
him. Supplies food, aid and water to the village, as well as a mystic barrier that prevents
monsters from attacking the village. Granduliss and Volcanius are his lieutenants.
Granduliss - The mighty green dragon Granduliss’s lair is in the Murkledelve Swamp to the
east. Granduliss calls himself the master of the eastern lands. Recently, Granduliss defied the
Devil King claiming he ruled all of the land and the village must pay him tribute lest he posion
the water supply.
Volcanius (Don Fuego) - King of the fire giants, he survived the apocalypse only to disappear
somewhere in the mountains. It’s said the meteors that rain down from there are his wrath.
Hunters - Adventurers employed by and managed by the village’s Hunter’s Guild to provide aid
to the blighted lands and solve problems that threaten the village.
Blighted Basin - The area where the campaign takes place. The sky is greenish blue, and the
clouds are a minty green. The moon is also green just like much of the landscape. Mutant
griffins patrol the skies, and mutants and undead wander much of the land.
Curse of Undeath - Magical phenomenon that causes some beings to rise as zombies,
skeletons or shadows shortly after death. It is not known which beings are selected or exactly
what causes it.
Village Inhabitants
Spatch Rifkin - The cheerful gnomish head of the village who is an outspoken supporter of the
Devil King. He offers you special missions that further the devil king’s interests. If you act
to help the Devil King, you will build his relationship level.
Stacey Krunkit - Nervous human cleric who tends the sacred flames that provide the barrier.
Bring books to her library for various benefits and build a relationship with her.
Glorpina - Excitable slime artificier who makes guns, explosives and potions. Tell her about
rare monsters to build a relationship with her. Bring her monster souls to craft magic rings.
If you find materials for potions or explosives in the field, her fey servant Panchino can craft
them into usable items for you immediately for a small cost.
Abernakie Peggaritt- Miserable human beggar, he wants nothing but gold. Bring him money
to build a relationship with him. He promises a large fortune to those that help him out. Why
you would trust him is anyone’s guess.
Melusine Menchmorgan - Aloof elf who runs the market. You can buy anything from the
Player’s Handbook from him. He deals in secrets. Find the things he is looking for to build a
relationship with him.
Padraig Donkeyfinger - Angry, stupid incompetent yet loyal Orcish farmer. Needs help
collecting things to renovate his farm. Doing so builds a relationship with him and improves
aspects of the village.
Boofle Flooid - Grumpy androgynous merfolk who runs the boathouse. Bring them morning
wood and boat supplies to build your own boat. Bring them quality seafood to build a
relationship with them and improve your boat.
Joseph Oatsmasher - Cheerful Dwarven bard who runs the last tavern in the land. He wants to
recreate the art of Dwarven brewing and open taverns across the Blighted Basin. Bring him
brewer’s supplies and tavern decorations and he might just bring you into his franchise,
which will build a relationship with him.
The Hunters
Gloomy Ron - Miserable gnomish wizard who seems to do absolutely nothing, spending most
of his time in his cabin. Will reward you for doing missions for him, which will also build a
relationship with him.
Lockran Gemshaft- Bigheaded arrogant half elf eldritch knight jerk who is loveable to some
and a boor to others. Wields a legendary sword called Deep Purple that he found in Carcasoff.
He can help you on missions if you bring him jewels or arrange dates for him. These will also
build his relationship level.
Celestine - Mysterious paladin who has never shown her face from beneath her plate mail.
Hates the Devil King with a passion and can help you on missions to oppose him. Taking
actions against the Devil King will build a relationship with her.
Other Hunters
Gomodo - Lizardman warrior who doesn’t speak Common and also serves the forces
Granduliss. He is sometimes visiting town and seems to be unhappy in his employment. If you
can communicate with him or bring him dinosaur meat, you can bring him on missions, and
build his relationship level.
Areas
Northern Ruins - Shattered remnants of villages and castles that dot the bright green
landscape, patrolled by wild beasts, bandits, shambling undead and a variety of dinosaurs. A
mech titan patrols this area. Small settlements and farms dot the land as survivors desperately
attempt to eke out an existence.
Wakbrass Wetlands - Large open marshland filled with large, mutated crabs, octopuses and
snakes. A tribe of savage Sauhagin patrol the area, their village hiddeen somewhere within the
marshes. It’s said many secrets are hidden here.
Devil King’s Castle - A crumbling castle of green stone, the mighty Devil King resides within,
almost never venturing forth - his envoy, Jester, handles most of his business. Those invited to
the castle can just walk straight in, otherwise you will find it fiercely guarded by his Chaos
Knights and the strange mounts they ride.
Three Chairmen - Rocky lowland wastes almost exlusively dominated by savage mutant orcs.
So called for the three huge mountains that some say are the sacred grave of the ancient
giants.
Coolian River - The river flows from the Devil King’s Castle, but it is a treacherous affair filled
with mutant starfish, screaming eels and vicious pirates. There are two main sections, the west
and south.
Lake Hydrok - A peaceful lake where magical herbs grow. It’s said a witch lives on an island in
the centre who controls insects.
Witchlight Woods - A thick enchanted forest bustling with fey magic. Giant beasts roam within
as well as a deadly clan of intelligent wolves. You must cross the Coolian River to reach it.
Karkasoff - A massive decaying city known as the Corpse City, it is filled with dangerous
undead but also two warring tribes of survivors who have made the dead city their home. Many
assume it is the source of the Curse of Undeath, that causes many dead beings to rise again
and wander the land.
Meteozone - A rolling plain of burning lava, constantly hammered by fireballs that spew from
the nearby Bassdrop Volcano all day. Crossing it without proper protection is suicide.
Murkledelve - A huge, horrible swamp filled with acidic waters, rolling clouds of deadly poison
and cloying pockets of magical darkness. Any Dark Souls player will immediately get the vibe.
This is Granduliss’ lair, and unlike the wetlands, this place is a nightmare of mutated creatures.
Granduliss’ lizardmen dwell here, and their lives are harsh indeed. None have ever returned
from this hellish place.
Yawndark Caverns - It’s said that these winding passageways hold several underground
civilizations who never even noticed the world outside was destroyed. Two tribes of goblins, a
clan of dwarves and a savage tribe of bugbears are known to live here. Just past this area to the
east is Purity Pass, which leads to the Murkledelve.
As you can see from the map, there are many other areas to explore… but no hunter has ever
made it that far…
Character Hooks
BARD - It’s a grim world, and one desperately in need of entertainment. The bravest bards
wander the land plying their trade to those who have forgotten how to smile, the most cowardly
perform nightly cover band gigs at the Heroes’ Reunion Inn. You’ve heard a few tales from
Joseph Oatsmasher about some legendary instruments hidden around the Basin. A strange
whistling around the Northern Ruins at night. A mysterious horn blowing around the Three
Chairmen quite unlike the orcs’ battle trumpets. And a legend of an enchanted set of bagpipes
with the power to control dragons!
BARBARIAN - You might have grown up in a settlement in the ruins or mountains that was
overrun by kobolds or undead. Maybe the village took you in as an Outlander and you know
something about a remote portion of the map. If you’re interested in a fight, there are the fish
men of the wetlands and you heard some mutant creatures were seen in the Northern Ruins.
The orc bandits of the Three Chairmen sometimes host tournaments, and there’s been rumours
of a rare white tiger to be won as a prize.
CLERIC - You might want to assist Stacy Krunkit in minding clues about the old gods and
meditating upon the mysteries with her. Stacy seeks books and knowledge, and you wonder if
the dwarves of the Yawndark Caverns may harbour some of this lost knowledge. You have
heard of the dread city of Karkasoff and its legions of undead, you know that such a curse must
be the work of a powerful necromancer. Perhaps you are loyal to the Devil King? Surely if you
put your faith in him he would reward you in some way.
DRUID - This scarred and twisted land is in grave need of druids. Perhaps you shepherd and
tend to the animals of the ruins, caves or wetlands, or perhaps you have even ventured into the
Witchlight Woods and learned of the strange fey plants and animals there. The village could
certainly use your hand at gardening or medicine. You know deep in the Woods that an old,
wise treant dwells, somehow preserving the forest from the corruption around it.
FIGHTER - It’s the safest profession in these greendark times. As a fighter, you want to know
where the best weapons are. The dwarves of the Yawndark Caverns mine mythril, an essential
ingredient in upgrading weapons and armour. You’ve heard of a legendary clan of warriors and
assassins from some old hunters while growing up. Although you’ve learned much in your
childhood, you might have always wanted to seek out these true masters. You even heard tales
of two legendary swords, one of frost and one of flame, and these hidden warriors may know if
they are just legends.
THE TIME IS NOW! AWAKEN, CHILDREN! AND FREE THIS POISONED LAND!