The party is formed.
Having found common cause, our fledgling adventurers head out at dawn to Jau Ridge.
Within the Jau Ridge, the party stumbles upon a series of traps... but who, or what, is the trapmaker?
Having reached the end of Jau Ridge, the party sets foot upon the eastern plains.
Having endured some of the lesser dangers of these ruins, the party continues eastward, following Kiae's advice.
The party decides to start their search for knowledge by contacting the horse lords.
Queen Carnassa has requested the party's aid in ending the ongoing feud between the four horse lords.
Zyon Umain has met his end before an unknown abberant. And yet, the party must push on...
A tall, strange building seems to harbor the answers to the party's questions. But what other horrors lie within?
The party heads into the basement, to deal with these blood demons for good and all.
Having found Admiral Jin dead, the party now seeks out Umatoko and Kanbei the Berserk.
Orcs of a mysterious and unknown origin have entered into a forest of equally mysterious and unknown origin. Two may have entered, but only one may leave.
Having completed the Archfey's task, the party moves to intercept Umatoko at New Ulaanbaatar.
They say he cannot be killed, that he has never lost, that he never yields. And yet, he is only human. Is there more than man to this myth?
Can this end in any way other than bloodshed and tyranny?
The unfathomable has been achieved.