It hasn’t been the longest period of peace in history, but still there is peace. For three years now, the Elven nations have kept their squabbling at bay. While the various players work on rebuilding their strained and battered armies, an old threat is looming on the horizon. Messages have been pouring in from the south: The Last Stand, held by the Qunari Collective, is being strained to its breaking point by Orcish raids. Their armada is growing stronger, their weapons more advanced and destructive. The Qunari won’t be able to hold out forever at this rate, and they need assistance.
You are going to answer that call. It may be your choice, you may have been forced. You may be part of an envoy, you may be alone. It doesn’t matter why you’re there, but you’re on your way to The Last Stand, the largest seaside keep in the world.
Races Lore Doc
This game is highly dynamic, as is a lot of the lore. Feel free to ask me questions or make suggestions for things.
You get 6 cards that are applicable to combat situations. You also received 2 fail cards. You must use up the fail cards before receiving new combat cards. For outcome purposes, combat cards are strength, fail cards are weak.
Hosted and narrated by:
Emily D (Cylerea)
Scenes played: 11
License: Community License