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The Age of Ruination has passed. The Great Empires of old have crumbled; their impenetrable walls have been breached, and their buildings razed. Fine works of art have been smelted to create idols of the gods, or trampled underfoot. The prisoners have been set free, and yet the Age of Peace that was promised has not come. The Kingdoms that have replaced them now wage wars among themselves, seeking to emulate the Great Empires that came before them. History is being remembered as fables, and mankind seems doomed to repeat it. All the while creatures of darkness remain, those monsters that were there in times past, stalking the woods and underground. Mortals may have forgotten, but they remember. Worse still are those monsters in the guise of man. In the wake of the events that have transpired, many commoners have been forced into the life of adventuring. They risk all for gold and riches. While most have sold themselves to adventuring guilds, some have begun working for the Churches, or Cults. Others still aid in furthering their local governments. Yet a few choose to act independently from the rest, holding their freedom over the security that comes from being a part of a large group. These, often referred to as Hedge Knights, or Hedge Wizards are wanderers, seeking glory.