Let's Sperg Let’s Sperg! Stolen Realm - Dungeons and Dickpunching – Kiwi Adventure Edition

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Mooger Meng

Now I've got your autism!
kiwifarms.net
Joined
Jun 2, 2020
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08/11/24 - 05/04/25: Adventure Complete!

What the hell is this?
Stolen Realm is a party-based tactical dungeon crawler, made by a sophomore group of gamedev speds who enjoyed co-op dungeon games like Baldur’s Gate and the Divinity series. However, they had a few problems with these more well-known games; turns that could take for-fucking-ever to complete, storylines ending up as a jumbled mess in multiplayer, and navigation being a pain in the ass, among other niggling issues. So, with one relatively successful game under their belt in 2019, they decided to make their own take on the co-op dungeon crawl genre. After putting together a simple project and successful crowdfunding campaign, Stolen Realm was released into Steam early access in the middle of 2021, quietly plodding along with bugfixes, patches, and general tweaks and tune-ups until its full and proper 1.0 release in March of 2024, to generally positive reception.

Rather than a wide-reaching plot of devious betrayals and portents of doom, you have a novice adventurer (and possibly some friends) chasing a father’s trail and doing mostly heroic deeds in the process. Instead of Bioware-tier interpersonal melodrama and long-winded soliloquies, your party are complete blank slates. Where other games might have long and involved maps brimming with opportunities for your carefully crafted team of maladjusted misfits to shine, you get a series of semi-randomized kick-in-the-door style dungeon dives with several characters who upended their builds on account of finding some interesting gear that you just had to see what it does.

In short, it’s a digital version of one of those old dungeon crawl board games from the 90’s, complete with the opportunity to bring your friends and ruthlessly rag on one another when your Brilliant Plan™ blows up in everyone’s face.

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The game’s story is notably lighthearted, though it never crosses into beclowning self-parody. Yes, the continent is in turmoil; yes, there are implicit and explicit crises that you stumble across; yes, things are generally not going well for anyone. But the watchword of Stolen Realm is adventure – with grit, perseverance, and a little luck for good measure, your party can put a lot of things to rights. It’s much more of a celebration of the dungeon crawl, rather than a funhouse sideshow or cynical deconstruction, which helps gloss over the rougher parts of the narrative – namely, the AI narrator and grammar goofs that might’ve been bearable if someone had just gone back with a fine-toothed comb and smoothed them out. But hey, that’s shit I can fix in the posts.

It’s a simple, effective binder for the mechanics, where the real meat of the game is. Taking cues from stuff like Dungeons & Dragons, Divinity, Gloomhaven, and Titan Quest, the end result is a turn-by-turn tactical dungeon dive with free-form character building and endless loot autism. There are no hard classes to be found; instead, you’re given free reign across 10 different skill trees to customize your party however you’d like. Stumbling across certain pieces of gear or permanent upgrades during an excursion could very well warrant pivoting one of your party members to take advantage of the circumstance, or give someone an even grater focus on their area of expertise if you’re willing to deal with the immediate consequences. Additionally, the game’s encounters will attempt to scale to the size of your party, allowing you to (theoretically) push a few characters through a training montage or send a single adventurer off to gather materials and spare gear – though the difficulty curve can be generously described as schizophrenic at times, with some encounters that can fucking flatten you if you bring the wrong party composition.

How the hell is this?
Yet another Mooger Meng Screenshot Let’s Sperg™: a semi-serious narrative within the context of the game’s setting that tries not to spiral off into self-indulgent melodrama too often. The bones of a decent tale are here, but the way they are presented is… not that great.

See, the game does have a story, as well as a narrator to go along with it. I am, however, all but convinced that both are AI-generated content. It’s almost okay most of the time, but there are little things that start to stick out and pile up as you play; sentences ending with the wrong tonal inflection, the occasional stilted delivery that doesn’t match up with the script, and the script itself being pockmarked with odd grammatical errors and formatting. I wouldn’t mind as much if this had the smoothness of, say, ymfah’s Man Vs. Wild or Top Gear parody videos, where just about every rough edge is carefully sanded down. Sadly, that’s not the case, and the verbal and grammatical spalling leaves much to be desired at times.

So aside from the expected deluge of screenshots and occasional webm, we’re going to be taking an extended journey on the U.S.S. Make Shit Up for this project. There are a lot of gaps the narrative doesn’t bother to fill in, and a good amount of what it does seems to come out at short notice – usually just before the thing it’s referring to is relevant. But the framework is there, and that’s part of where you come in, good reader!

Who the hell is this?

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Unlike previous efforts, Stolen Realm has a hard cap of 6 party members, so I can’t just put up a general call for names and throw everyone in willy-nilly. Instead, we’ll be following the trail of a small adventuring group, powered by your suggestions (and autism).

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Character creation is a fairly straightforward process. Aside from the usual cosmetic stuff – name, sex, appearance – the main determining factor is a character’s starting archetype. Each of these is based on one of the main skill trees:

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Fire: If you want big, flashy spells that shit out damage in a hurry, Fire magic is the old and reliable option. But it’s not all mindless explosions; there are a few melee abilities, some general damage increases, and the odd defensive or utility buff. Haste and Mass Haste are found here, as well as a passive to use HP rather than MP for skills, if your mage likes to live dangerously.
Fire damage also applies the Heat status, reducing the target’s elemental resistance and making a Pyromancer’s (and every other mage’s, for that matter) subsequent spells hit a little harder.

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Lightning: Reap the whirlwind, baby! Lightning magic is all about clearing out groups – rare and piddly are its spells to hit a mere single target, preferring area damage or multi-hit effects, spreading damage and carnage all across the field. For utility, Lightning boasts access to teleportation, a few stunning effects, mana shield, and piles of critical hit bonuses.
All lightning damage causes Shock, increasing the critical damage the target takes for a few turns. This can ramp up damage in a hurry, especially with multiple people in the party built to capitalize on it!

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Cold: Solid and stoic, Cold spells tend to favor controlling the battlefield over raw damage, grinding down your foes turn by turn. Expect lots of wide attack areas, extended effects, and lockdown spells from a Cryomancer before they drop the hammer on the enemy. Utility skills here are mostly defensive, whether by stopping enemies in their tracks or giving the magician a big pile of armor.
Cold damage stacks the Chill status, reducing the target’s movement by 1 for every stack; at 5, it instead freezes the target solid until the caster’s next turn, and you bet your ass that a proper Cryomancer will be able to exploit that ruthlessly.

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Warrior: Your bread-and-butter hittin’ fools skill tree. Though primarily focused on melee abilities, Warrior has a small number of buffs that don’t explicitly require a melee weapon to make use of, and few of its passives give much of a damn about how you commit your war crimes. Most of Warrior is all about hitting things as hard as possible, but it can also be used to beef up a character’s defenses instead, by directly increasing their armor or granting a few methods of healing with attacks.

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Light: Rather than dealing damage, the Light tree concerns itself with damage mitigation by and large. Various direct healing spells can be found here, as well as shields and caster-centered auras if your holy roller isn’t afraid to take the front line. Along with a few methods to prevent a character from dying, it’s all but essential to have at least 1 Light mage in the party.
Of course, Light isn’t entirely a passive, defensive skill set. Aside from its utility buffs, one of its final skills in particular all but flips the paradigm on its head and allows your Priest to smite the unworthy on command.

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Ranger: Rangers are the go-to skill tree for any sort of archer-based build. A mirror of Warrior, just about all of Ranger’s active skills require some manner of bow, gun, or staff to use. Much like their counterpart, however, there’s some utility to be found if you don’t want to hew to the stereotype; bonuses to critical hits, dodge chance, raw physical damage, and movement range litter the passives, and the few active skills that can be used regardless of weapon can find a loving home in any bruiser’s toolkit.

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Shadow: Do you like skeletons, vampirism, and being a general edgelord? Well, the Shadow tree has you covered and then some. Expect lots of damaging debuffs here, as well as one of the few reliable sources of life steal if you want a unit that just refuses to lay down and die. For the lazy mages, this is one of the two trees with summoning magic, calling up skeletons of various stripes to clutter up the field and provide extra firepower while acting as phenomenal decoys.

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Thief: Versatile perforators of colons and kidneys, the Thief tree’s main draw is its many ways to activate Stealth, which guarantees a critical hit on the unit’s next attack as well as rendering it unable to be directly targeted for a turn. Otherwise, you’ll find several options to cause Bleed and Poison here, as well as buffs to dodge chance, counter attacks, and critical damage.

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Monk: Something of a grab bag of abilities and skills, Monks tend to try and be well-rounded rather than hyper-specialized, and have a few ways to turn that utilitarian build to their advantage. Monks can rack up a large number of movement-based skills, including one of the few (perhaps only) pulls in the game available to the player, and boast several physical AoE options to boot. They also have passives to boost HP and MP, as well as several direct percentile stat boosts if you’re willing to invest deep into the skill tree.

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Nature: With few direct attack options, Nature magic is very much suited to a support and defensive role; area denial and critter summons are the main attraction, and while a pure summoner Nature mage might not kill things fast, they can hold a chokepoint until the rest of the party can deal with other, more pressing issues. Of course, if that’s not your style, you can always take them down the shapeshifting route and send up a goddamned werewolf to rip people’s faces off.

Of course, these are just starting points. Since there’s no strict classes in the game, you’re free to mix and match skill trees as you characters grow, and just because two party members are focusing on the same tree doesn’t have to mean they’re building the same way.

All that said, what I’ll need from you for a character suggestion:
- Name
- Sex
- Starting Archetype
- Personality or simple background (2-3 sentences)

I’ll take the ones what tickle my fancy, bastardize parts together as needed, and start building our intrepid spelunkers into the world of adventure.

While there are no complex moral quandaries to consider, there will be plenty of opportunity to choose how the party will develop as the game progresses. The right combination of gear, skills, and character upgrades can very well warrant a complete shift in someone’s focus, so when those crop up, I plan on letting you Kiwis decide if these developments are worth exploiting. I’m not an expert at this game by any means, but I’ve gotten a couple of plays under my belt both solo and co-op, so I ought to be able to make most builds work – though I do reserve the right to make a “fuck it all” build if I’m getting completely stonewalled by dickhole bosses.

 
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I bought and then immediately refunded this during the summer sales; when in my first combat encounter I spent over 80% of it slowly moving my guys across the other side of the map where an enemy was just idling there.
I'm sure I didn't give it a fair shake but my view of it has been tainted since so it'll be nice seeing a non-retard playing it. Best of luck, I have no suggestions for characters beyond the really lame like a Hulkamaniac Monk.
 
- Name: Hitler
- Sex: Male
- Starting Archetype : Shadow (Just flavor it as nazi Occultism.)
- Personality or simple background (2-3 sentences) : It's literally just Hitler but in a fantasy setting, what do you want me to write down how he should kill all the fantasy jews or something?
 
- Name: Chardler
- Sex: Male
- Starting Archetype : Fire
- Background: An inconspicuous fellow who lived as an odball in his home town. After he miraculously survived a house fire, he obtained pyrokinetic powers which seem to be beyond the scope of his mind. Nevertheless, after receiving aid in the form of a large chest from mysterious strangers, he decided to embark on a journey, hoping to learn to control his newly acquired abilities along the way....
 
- Name: Stalin
- Sex: Male
- Starting Archetype : Lightning
- Background: Wants to revolutionize the economy before the feudal overlords enslaves everyone. Did some "research" and discovered that the best way to do so is by hurting everyone equally.
 
-name: Ofone Dufus
-Sex: Male
-Starting Archetype: Warrior
-Background: Coming from the honored tradition of war as a life style, he spends his days lounging and pillaging from those that have enough, that being anything at all, he understands that honor is ones deeds, and ones property, he is a bonified Barbarian Gaul. He is thusly a character defined by his slothfulness, covetous of other peoples property, and quick to anger when his honor or manhood is questioned.
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Yeah I actually have a lot of fun with this. It's not a bad little game. Having a couple friends greatly increases the fun factor, of course, but the core gameplay loop is good.
 
- Name: John Flying-Crow
- Sex: Male
- Starting Archetype: Nature
- Personality or simple background: Lived on a tribal reservation, where he spent most of his time drinking and complaining about more successful people. Joins an adventuring party in hope of returning the Stolen Realm to its rightful owners, such as himself.
 
- Name: Bix Nood
- Sex: Male
- Starting Archetype: Thief
- Personality or simple background (2-3 sentences): Bix will tell you he is a scholar who is getting his life together. Every single town he's ever lived in will tell you otherwise. Suffering from a crippling addiction to chewing on Corn Starch, Bix has joined an adventuring party in hopes of financing his crippling addiction, and clearing his "wrongfully smeared" name and proving he did, in fact, do nuffin.
 
I bought and then immediately refunded this during the summer sales; when in my first combat encounter I spent over 80% of it slowly moving my guys across the other side of the map where an enemy was just idling there.
I'm sure I didn't give it a fair shake but my view of it has been tainted since so it'll be nice seeing a non-retard playing it. Best of luck, I have no suggestions for characters beyond the really lame like a Hulkamaniac Monk.
I'd say you got phenomenally unlucky with bugs, but I also can't blame you for refunding if that was your first experience with the game. My co-op buddy and I only had a few instances of stuff not loading (above and beyond our normal connection issues), but it took a little bit for those to happen.

Yeah I actually have a lot of fun with this. It's not a bad little game. Having a couple friends greatly increases the fun factor, of course, but the core gameplay loop is good.
For what the game is, I'd say its definitely a sale grab even at its current price point. See above; bugs and selectively lazy devs might be enough to put someone off, but the core gameplay is good enough to be worth trying.
 
- Name: Minerva
- Sex: Female
- Starting Archetype: Light
- Personality or simple background: Adventuring parties always encounter pain and suffering and she believes that she's best suited for helping those in need, especially the probably idiots of her group who may get themselves injured or worse in their attempts to do good. She's aware that it's kind of a stereotypical job - another female healer, how original - but she also doesn't believe she needs to prove herself as an actual combatant when her skills are better suited for something else. She is, however, willing to indulge in the typical stereotype of 'girl hits guy in the head if he flirts with her' more often than not. If they don't like it, big deal.
 
01 – Humble Beginnings

narrator.png "They wake."
narrator.png Two words, penned in a frenzied hand amid fragments of thought, have gnawed at your mind day and night. The torn page that contained them was given to you by fretting orderlies - the only thing your father had left behind when he vanished. Had he been right and whole, you would not have worried yourself for his sake, but he was no longer the pillar of strength upon which your youth had been founded.

narrator.png None within the town's walls believed he could survive the last weeks of autumn in his state, never mind the grip of winter. Searching for him would be a fool's errand, they all concurred. Had the elements not claimed him, what hungry figures that lurked in the shadows would put an end to his folly. Best to forget, and focus on your own affairs. But even in distress, the body remembers. The brigands left bleeding among the fallen leaves were proof enough for you at the time.
narrator.png Disquiet mounted in your heart as the winter passed, piling upon itself like the growing snowdrifts outside Talestone. Even as you sheltered inside your cottage like so many others, scrabbling to survive the cold days alone, you made the decision without effort or thought; it was all you could do not to stride out into the uncaring frost and bare trees then and there.

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narrator.png What little you had to carry was packed away even as the snows began to melt and tentative birdsong floated in from the forest beyond. You know, beyond any doubt, that he is out there in the wilds, and no act of heaven or earth that will stop you from finding him.
narrator.png Standing in the town square, you consider once more the supplies you’ve gathered. Most who pass give disapproving glances, wondering what a young girl could possibly think to do marching out from the safety of Talestone’s walls by herself, as though you have something to prove. If there is, then it isn’t to the likes of them.
narrator.png A grip of potions, a worn and weathered staff, thick leather clothes, and an empty satchel that once held your coin. Some travel rations and a waterskin, of course, and a bedroll are tucked away beyond sight and mind, but little else. You consider what other funds you might secure, when a townsman chooses to acknowledge you rather than ignore your impending folly.
For narrative purposes, Minerva will be our viewpoint protagonist.
When making a new character, you’re given the opportunity to reassign their stats and skills, in case you don’t want to use the defaults for a certain archetype. For Minerva, I’ve given her the basics to keep the rest of the party from falling over – Heal to patch up their many wounds, Shield of Light to prevent wounds in the first place, and Empowered Light 1 to make all of her holy-based spells more effective.


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jon.png Wait… Minerva? Where are y- No, better question, what the hell are you doing?!
narrator.png You bite back a sigh of annoyance. For as long as you have known him, Jon Flying Crow was always too aggrieved to be a friend, yet cordial enough to you and Father to be more than a passing acquaintance. That he is here rather than stumbling drunkenly around the slums is a surprise, but his tone already bristles with indignation.

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Meanwhile, character limit victim Jo(h)n Flying Crow will be more of a harasser. Brambles will allow him to throw up some walls and hamper angles of attack, Entangle will let him lock an enemy in place, and Nature Summoning 1 will call up a weak melee critter for some extra damage and possibly to take a hit for our more valuable team members. Combined with a ranged weapon, he’ll be staying back and letting the others do the lifting for the moment.

minerva.png Hello, Jon. In case it isn’t obvious, I’m preparing.
jon.png Yes, but for what? Have you decided to wander out into the woods and die?
minerva.png I’m going to find my father.
jon.png You can’t be serious. It’s been… what, half a year now.
minerva.png Yes, I know.
jon.png Six months, out in the elements, and the bandits, and the beasts, and gods know what else.
minerva.png I know.
jon.png How many patrols have just up and vanished? Packs of armed guards are getting cut down sight unseen, and you think some invalid aging man is still alive and kicking in the wilderness?
minerva.png I know.
jon.png You’ve finally gone insane, Minerva. None of us know what it’s like out there any more.
minerva.png I know, and I’m sick of it, Jon. Sick of the “what if” or the “whether not”. Sick of staring at the hearth, wondering if he’s going to totter back through the gates without me leading him home, or if he’s just out there, starving, suffering, and alone with Altima only knows what hounding him across hill and dale.
jon.png And do you think the guards are going to just let you go out there unescorted?
minerva.png You’re welcome to join me, if you’re so concerned. Otherwise, I’ll be going soon.
narrator.png Jon squares his jaw, shifting it back and forth a moment. Then, without a word, he turns and walks away. Not with the fuming stomp you’ve seen when his temper flares, but a wide and agitated gait none the less.

narrator.png You put it from your mind, rummaging through your pack once more, when a sharp whisper demands your attention. Turning to the source, you are greeted by a man who, at first glance, looks as if he has been flayed alive. You stare for a moment, no less bewildered when you realize that his skin is merely a striking shade of red, as if perpetually sunburned.
bankman.png Psst! Over here, miss. I might have something for ya.
minerva.png I… pardon? I do not believe we have met.
bankman.png You don’t…? Eh, right, right, he probably didn’t… Meh. Bill Bankman, at your service, miss. I’m here representing the Merchant’s Guild.
minerva.png I see. And, I would know you from…?
bankman.png Your father was a business contact of mine. Shame to hear what happened to him, by the by.
minerva.png Thank you for the kind words, sir. But I’m afraid I still don’t know what this has to do with me.
bankman.png Isn’t it obvious? I couldn’t help but overhear your little conversation, and… well, suffice to say I’m not the only peddler with a vested interest in making sure the roads are a little bit more safe these days.
minerva.png Hmm. You think I’m just the sort who can do it for you?
bankman.png Normally? No. That’s what the guard is for, after all. But only a complete schmuck would tell you things are normal any longer, and I don’t see anyone else jumping up and down to volunteer. I know, I know, that’s not your concern, but I guarantee if you poke your head outside Talestone for more than a few hours, you’ll run head first into all the sorts of nasties what’s keeping us cooped up inside.
minerva.png I see. And for doing this chore, I would get…?
bankman.png Aside from peace of mind, some better gear than a flour sack and a walking stick. In fact, I’ve got a few things you might be interested in to get you started.
minerva.png I’m sure you do, if the price is right.
bankman.png With so much going wrong these days? Feh. Right now, I’m willing to make an investment, so long as you can pay in blood. Uh, theirs, not yours. Important distinction. C’mere and have a look.

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Every new character gets a small assortment of gear: some basic armor, a sword and shield, a choice between a 2-handed axe, a staff, or a bow, and a few potions. While you can clear the first map with just those, you can also make a bunch of burner toons, strip and sell their belongings, then pile that gold on another dude and buy some basic gear from the smith. Doing so with a level 1 character doesn’t unbalance your start that much, as everything on offer is shitty gear anyway.
There’s also a stash in town where you can transfer equipment between characters and store stuff for later. In order to keep a bit of a lid on overpowered bullshit, a character can’t equip anything more than 2 levels above their own. I won’t be dipping into the stash with this party, to keep a semblance of balance – this run will need to rely on getting its own silly OP gear, instead of riding off what I’ve found elsewhere.


minerva.png … Mmm. That’s not much to look at.
bankman.png Been stuck here for a while, so pickings are a bit slim. But it’s better than nothing, right?
minerva.png It is, yes. Thank you, mister Bankman.
bankman.png Thank me by getting out there and killing the shit out of some hostile wildlife. Oh, and try not to die in the process? It’s bad for business.

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Now that our heroine has a bit of gear that isn’t godawful, let’s go over the core stats for a moment.
Might is your primary damage stat. Increases damage, healing, armor, and summon damage. Absolutely everyone wants a little of this.
Dexterity is the critical stat. Every point increases critical chance and damage for the character and their summons, and every 25 points grants an extra point of movement, up to 3 extra move.
Vitality is the HP stat. Every point increases max HP by both a small static amount and a small percentage.
Intelligence is the mana stat. Each point increases mana like Vitality increases HP, and every 25 points gives an extra point of range to all non-melee skills to a max bonus of 3. Also, this increases the HP of any summons the caster creates, so most summoners are going to want their minions to get hit in the face instead of themselves.
Reflex is the dodge stat. Its obvious bonus is increasing dodge chance for the character and their summons, but it also increases the chance to counter after a successful dodge as well as the damage of these attacks. It also increases the chance to perform an Attack of Opportunity – a free hit against an enemy that leaves melee range. Finally, every 25 points gives an additional counter attack per turn, up to 3 extra. I think the base is 1, maybe 2, so this is an all-in-one stat for a budding swashbuckler.


narrator.png With your newfound equipment, you approach the gates, fully intent on blustering your way past the guards if need arises. As it happens, you are not the only one with such a foolhardy plan. Jon is easy to recognize from behind; the two men flanking him are not. One you think you have seen before in the outskirts of town, but the other is a mystery.
narrator.png All three turn at your approach. Jon gives a curt nod, thumbing the string of his bow as he moves to meet you.

jon.png Looks like you’re ready. Where did you find the new outfit?
minerva.png It seems we have a benefactor. And these two are…?
jon.png The only people I could find crazy enough to follow you out.
narrator.png The taller, more stern-looking of the two steps forward and extends his hand. You grasp it, giving as firm of a shake as you can manage, even as you suppress a shudder that crawls up your arm from the lingering sparks and sudden unease that his grip imparts.

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I’m trying something a little different with Joseph here. Normally, mages are supposed to be back line units, but Lightning has several early skills with short range. So I’m giving him Lightning Shield, Shock, and Discharge as his starting skills, giving him some retaliation that can be put on anyone and two melee range joy buzzers, one single-target and one AoE.

joseph.png I am called Joseph Steel, fist of the downtrodden. It does me glad to hear that you have chosen to fight, rather than hide behind these walls like the nobility.
minerva.png I would say the same, sir.
narrator.png The other, wan and sickly, stares at you in wonder for some time before he shakes himself back to reality. It is only then that you recognize him as the occultist who wanders the outer edge of Talestone, often maligned by the other slum-dwellers for his outbursts over ideals of purity. How such behavior hasn’t gotten him killed yet, you can hardly profess to know.

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In contrast, Adolf will start as a more orthodox summoner from the Shadow tree. Summon Skeleton Archer gives us another source of damage, Spectral Chains is a more offensive version of Jon’s Entangle, and Necromancer 1 makes his summons hit harder and last longer.

adolf.png The Valkyrie herself… I had scarcely hoped. Adolf, at your service, fräulein. I look forward to the great works we will perform.
minerva.png Hmm. I would suggest you temper your expectations for now, magician. I’m searching for someone, not buried rituals.
adolf.png Not to worry, madam. They shall find us in good time, I am sure.
narrator.png Again, you find yourself choking back your first thoughts. Jon winces at the pointed look you throw in his direction, your attention moving to the guards with poorly-concealed haste.

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narrator.png When prompted, they speak of several known dens that surround the town, of wild animals and lawless thugs both. Much caution is given to the southeastern woods, where the Blood Mask Bandits have been seen gathering in force. Thinking it better to exercise a measure of prudence, you decide to venture into the northern groves, hoping to build some measure of tentative unity among your group.
narrator.png You find yourself hesitating a moment longer, some unspoken doubt weighing your boots to the cobblestones. A deep breath gathers your wits, and you step through the gate, your dubious companions following in short order.

The map splits its stages into Main Quests, which advance the story, and Side Quests, which are connecting stops between the story content and towns. There are absolutely no guardrails to keep you from short-circuiting the story and fighting the final boss well before you are intended to encounter it, as my buddy and I found out in our co-op run. Neat, sure, but also a little frustrating.

narrator.png : Had you not known that there was danger lurking among the trees, your journey would have been a pleasant jaunt among the boughs. But the captain’s words, his fear for his men’s lives, was all too real when he warned you of the great ursine presence that waylaid his soldiers. Though no trail of devastation lead away from the walls, you feel a subtle tug in the aether around you as you venture onward, drawing you towards some unseen foe.

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narrator.png You hear the commotion long before you breach the clearing: a chorus of low canine growls and the raised voices of two men bickering as the pack approaches. The lean one of the pair turns his head your direction as you come into view, his eyes going wide as more wolves emerge from the underbrush.
chardler.png Ah, stranger! Some assistance, if you’d be so kind?

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minerva.png What in Altima’s name-
narrator.png Your thoughts are cut short by a sudden rush of movement at your flank. Joseph’s arm flashes in the corner of your vision, batting away a set of hungry jaws before they can close on your flesh. It serves as warning enough, and your group rushes to their side as lean lupine shadows circle around you all.


Varmint Hunters (Phase 1) - Sam English - Dungeon Hearts


And now we get to the meat of the game. Every combat encounter waits for you to run up to the enemy and initiate. When you do, it spawns in the player party, then the enemies, then the barrels and shrines.

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The blue outlined area is your deployment zone, where you are free to reposition your party within to begin the fight. Notably, there’s nothing stopping the game from putting enemies or obstacles inside this area, so the first order of business is often getting all your ranged units away from the big angry things trying to rip their faces off.
Once you’re satisfied with your team’s placement, you lock them in and start combat proper. The player is always given the first turn, which only bites you in the ass once or twice. I’ll point
those moments out when we get to them.



ofone.png Heads down!
narrator.png The blond man, a pillar of muscle that reeks of blood and stale alcohol, hefts a rime-coated barrel over his head and tosses it towards the encroaching beasts with a grunt. His companion tracks its arc as it tumbles across the turf, embers solidifying between his hands.
Barrels are one of the common tactical considerations, often coming into play in the early turns of a fight. Every character has access to the Move Object skill, which lets them teleport an adjacent barrel up to 3 hexes away from them.



narrator.png With a word of power, a fiery missile leaps from his outstretched palm and detonates the container, its frozen contents snuffing out the flash of heat in an instant.
That’s good, because on taking any damage most barrels explode at range 2, dealing whatever effect they’re loaded with. This frost barrel here spits out cold damage and leaves freezing ground for a few turns.
Barrels are useful, but due to them popping at any provocation, they’re usually either spent within the first couple of turns or too far from the bulk of the fighting to be worth considering.






narrator.png Heeding the wordless signal, your own companions follow suit, and the battle is duly joined.
You might have noticed that Joseph is dual wielding. The only restriction on using two weapons is that you can’t mix weapon classes – so, you must use a pair of melee weapons, pistols, or wands. Otherwise, there’s no explicit penalty to using 2 1-handed weapons over a single 2-handed or a weapon + a shield.
Meanwhile, have some summons! Summons use the same targeting logic as enemies (that is to say, relentlessly attack the closest target), and either act at the start of the turn or immediately on the turn created. Adolf is calling up a skeletal archer for some extra ranged damage, while Jon gets a grab bag of small woodland critters. This time he pulled a raccoon, which can gain extra attacks while disabling an enemy. They’re surprisingly useful!


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narrator.png Your own reflexes wake as well, your gaze sweeping over your allies for any wounds that might need stanching. Finding none, you touch a hand to the locket around your neck, calling for Altima’s benediction.
Some gear can give skills, like the Blessed Locket granting Minerva Bless. Sure, she could get it with skill points, but right now that’s another she doesn’t need to spend for a fairly wide-reaching party buff.
Most actions cost AP, and most units only get 1 AP per turn. When your party has spent all of those, there’s not much left to do but move around, end the turn, and brace for impact.



Anyway, I’m not quite willing to burn a bunch of free actions to finish off the first wolf after everyone goes beating on it just yet, so I let it kill itself on the party. First blood!


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narrator.png Surprised as you are at your allies’ sudden competence, this ragged wolf pack is even more so. What must have seemed to be easy prey has shown itself as a whorl of uncoordinated violence.
Oh, right, these globules are a thing, too. Every so often between turns, the game will spawn time-limited pickups that the player can collect. Most of them are worth getting, like 50% HP or mana restores, extra AP for the current turn, or clearing debuffs.
Ofone grabbed one of the AP boosters, those lightning bolt looking one, since he didn’t need to get out of melee with that wolf to nab it. Sure, he’s not built to do a lot of damage right now, but things are still rather easy here with a level 1 party.



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narrator.png In short order, the last of the beasts is routed, and your unlikely band stands triumphant, little worse for the wear.
The summons killed the last enemy without my needing to lift a finger. Nice.
Obviously, victory brings spoils in the way of XP and loot, which is dependent on the group of enemies you have bested. Most icons are self-explanatory, except perhaps for that gem – those are commodities, to be sold for coin and no other purpose. Stolen Realm is one of those games that doesn’t like giving you cash up front most of the time.


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narrator.png While taking a moment to clean the blood from your arms and armor, the pyromancer approaches with a grateful smile. You return the gesture, noticing the impressive burn that dominates one side of his face and questioning how you could have failed to see it just moments before.
chardler.png Kind of you to help, madam. Much as my, ah, companion, might argue, you’ve saved us a good deal of trouble at the least.
minerva.png Think nothing of it, traveler. Might I ask what brings you to Talestone? The roads haven’t been safe for quite some time, after all.
chardler.png Oh, wanderlust, I suppose. I can’t speak much for him, of course, but there’s safety to be had in numbers.
minerva.png Clearly. We are searching for a singularly dangerous specimen of bear that stalks the woods. Perhaps the two of you would be willing to compound your safety and join us for a time, mister…?

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chardler.png That sounds a prudent idea, madam. Oh, but where are my manners! Er, Chardler, wandering magician, pleased to make your acquaintance. And this fellow here is-
For now, Chardler is all about blowing things up as hard as possible. Firebolt and Fireball are near at hand to take care of single targets and groups, respectively, while Hot Head 1 is a modest increase to his overall damage.

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ofone.png Ofone Dufus, son of Tele. If we’re here to kill, then let’s get to killing.
chardler.png … Indeed.
Lacking skill points and gear, Ofone is taking the tank job for now. Fracture reduces a target’s resistance to damage, Bash can knock away things that might threaten the squishies, and Charge is there to close gaps and attack all in one package. Mostly, though, he’s here to be a wall of meat that lets everyone else pile on the hurt.

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minerva.png Minerva, if you please. I’m sure the others will introduce themselves along the trail.
jon.png A sound plan. We ought to keep moving, in case more show up looking for carrion.

Once the room you’re in is finished, you’ll get a choice of what type of room to generate next, until you hit the boss at the end of the dungeon:
Battle generates a standard encounter.
Hard Battle generates a more difficult encounter with better loot.
Shop takes you to a vendor selling a small selection of gear or potions, but doesn’t offer the same crafting services that the town vendors do.
Rest creates a safe room where you can recover a good amount of HP and mana.
Treasure gives you a chest with some decent gear or a shitload of commodity items to sell off later.
Event generates one of the random encounters for the map.
Events are The Big One, as those are how you get a shot at the many Fortunes in the game. As such, you usually prioritize Events over almost everything else.



narrator.png Your band travels for some time, following the trail of the great bear deeper into the woods. The search leads you to the bank of a small pond with the remains of a small campsite still gathered nearby.

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narrator.png Among the scattered belongings you find their former owner, dead for some days now and almost picked clean by scavengers. As you walk toward the bones and prepare to offer what few passing rites you recall, the others scatter to different parts of the camp and begin to rifle through the unfortunate traveler’s material belongings.

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minerva.png Are you all serious?
ofone.png Hrn. Dead got no need for coin.
adolf.png There is some lingering power here. Perhaps not his, but still…
jon.png These things won’t do any good languishing in the woods, Minerva. Best to make use of it while we’re here.
New rooms often have small drops of goodies. Piles of gold, small buffs to stats for the duration of the dungeon, potions, small HP/mana restores, or gathering points, stuff like that.
Resource points bring up some kind of microgame to determine how much of the associated resource you earn. Naturally, fishing points bring up the industry standard “keep the bar under the fish” entry.


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narrator.png A disappointed sigh escapes your lips before you turn your attention to the dead. You mutter a benediction to the heavens, unsure of what words to use, and begin to arrange the bones in the respectful pattern you hope you are recalling correctly.
Events come in a decently wide selection. Some have serious consequences for failure and enticing rewards for success, while others are little more than rolling a dead guy for trinkets and loose change.


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narrator.png Under the remains and hidden by the taller grass, you find a scattering of coins and a ring set with a small, scuffed diamond. Judging by how the band is worn thin at the bottom, it must have been deeply precious to its former owner.
narrator.png Your eyes trace up Chadler’s staff as he stops nearby, considering the situation. He gives a small shrug at your hesitation, and extends his hand. You consider leaving the ring in his grasp as he helps you to your feet, but decide against it in the end. Much to your distaste, Jon is correct that what lies outside the walls will rust and rot in obscurity if you do not take it with you. Denying reality will do no good.

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narrator.png Nearing an overgrown ruin, a quite hiss catches your attention and sets your nerves on alert. Carved in the ivy-choked stone all around you are several snake-headed effigies, which begin to vent some kind of green, acrid mist. In an instant, your skin and lungs start to burn from the concoction spreading through the air.
Events are either completed by the party, such as searches or other things, or by a single member. In such cases, the chosen member gets a bonus or penalty to their roll depending on one of their five stats – in this case, I’m pretty sure it’s checking Vitality.

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narrator.png Through watering eyes, you see Ofone rush into the mist, flailing his arm at what he must think is the mechanism to seal the unseen vents. But for all his vigor, his hand finds nothing but acid-worn stone, and the rest of you drag him from the acrid cloud in a chorus of choking coughs and blistered skin.
Oh, fuck off, game.
Most Events have some sort of penalty for failure, of course, in the form of debuffs that last the entire dungeon or direct reductions to HP or mana.


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narrator.png Jon leads you all to a nearby clearing, hacking and cursing all the way, then shouts a wordless alarm. The brigands who set the mechanism emerge from their boltholes, thinking your weakened party to be easy targets. But these are not acid-spewing horrors, and Ofone is able to smash shield-first into their line to clear a path into more favorable terrain.
Time for a fun party trick! There are a number of barrels around that we can use to our advantage, with a little bit of careful maneuvering.

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Joseph stays on the far side of the map in order to toss a lightning barrel toward the center, while Chardler and Ofone do a quick relay toss with a frost barrel. Then, Chardler just has to move over a little to drop Fireball in the middle in order to pop both of them at once, with none of the party in the proposed blast zone.


Lightning barrels disable their targets, by the way. Notice that guy in the center is nearly dead in a single action – barrels can be very potent if you’re able to exploit them properly!

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narrator.png The encounter is a swift picture of violence, as the would-be bandits underestimate the fury of your group when given a convenient target to vent their annoyance upon. Once more, you ignore the screams and clash of steel and focus on what wounds your companions take, and once more you are surprised to find that there are little more than superficial abrasions all around.

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adolf.png Hmm. Quite the vibrant color in this specimen.
jon.png You just now noticed?
adolf.png Oh, no, I saw these when the fighting started. It’s just such a chore to try and study plant life when merchant-spawn are trying to slit your throat.
jon.png … Right.
minerva.png Are we quite done? If no one is coughing up blood, I’d rather we not linger here.
Harvesting plants uses a side-to-side timing interaction.

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ofone.png … Not much better.
joseph.png How could such a contraption end up in the middle of nowhere?
chardler.png Might be left over from some experiment. There ought to be some kind of crystal or rune where it draws power from.
adolf.png Indeed, and thank you for volunteering.

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chardler.png I did no- oh, nevermind.
minerva.png Might you know where that channeling stone is? Or, whatever powers this blasted thing?
chardler.png Hmm… I believe so. I’ve seen towers like this before, only not active. It should be near the base, somewhere around…
narrator.png Your hair begins to rise and straighten as Chardler approaches the tower, cautiously prodding the ground with the butt of his staff.
In case you think I’m going overboard with the narration, this is the kind of stuff that’s in the game proper. The main quest narration is even worse.
I’ll be trimming these out in later updates, but for now you get the raw word jank that ships with the game.


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narrator.png Then, without warning, a crackling bolt jumps from the machine to his staff before bouncing through your ranks like a rabid hound.
minerva.png jon.png joseph.png adolf.png chardler.png ofone.png GAAAAH!
Oh, fuck off, game!

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ofone.png Some magician!
chardler.png Hrng. Y-you’re more th-than welcome to try y-your hand at the n-n-next.
adolf.png Ah, yes, as that worked so well earlier.
ofone.png Maybe I’ll throw you at the next one, wizard.
minerva.png Enough. That wall there should be cover enough to make camp. Let’s stop for a moment and assess the damage.
Small fountains restore a little bit of HP and mana, something like 10% or so. Modest, sure, but welcome when you see them.
We’re getting close to the end of the dungeon, so it’s a good time to hit a Rest zone rather than another event that might blow up in our faces.


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narrator.png Without access to a proper healer’s kit, there is little you can do for the many burns that mar the flesh of you and your companions. Still, you are able to ease the most pressing of the lingering wounds, while Jon and Joseph are able to set aside their frustrations and tend the kettle as it bubbles away on the fire. You hear them bicker in low tones as you work, but their voices never rise over a strained mutter, and the brew that results from their labors is nothing short of refreshing.
At a campfire, every member of the party can choose to rest, restoring 50% HP and mana, or gain the Prepared buff, increasing the quality of your loot for the duration of the dungeon.

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narrator.png The sun begins to fall below the tips of the tallest trees by the time your party moves on, casting streaks of shadow across the grass. Jon takes a slow path as he leads you toward the great bear, sometimes stopping to ensure he is following the correct trail. After a time, he draws up short, gesturing vigorously to the side with wide eyes.

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narrator.png At the far bank of a pool, you see your quarry and the source of Jon’s alarm. Lines of ethereal might pulse along the creature’s hide as it ambles through the brush, oblivious to your presence for the moment.
joseph.png Does it see us?
jon.png Not yet. Quiet, now, let’s not waste the advantage. Minerva, get that net and see if you can haul a fish or two out.
minerva.png What? Why?
jon.png We might be able to distract it.

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narrator.png For a moment, you consider ignoring him. Then, you consider arguing with him. Then, you consider pushing him into the water for the trouble.
narrator.png But reason and prudence win out in the end, and you creep into the reeds on your belly. Somehow, the bear ignores the splashing water as you haul up an impressive amount of small, shimmering fish from the pond.

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narrator.png You whip your head to the side at a nearby rustling, only to relax as you see Jon carefully cutting a fistful of medicinal herbs growing in the brush.
narrator.png Adolf and Joseph begin creeping forward, so quiet that their movement could be mistaken for the whisper of the wind through the branches. Chardler waits behind the trunk of a tree, carefully leaning to the side to keep the beast in his vision. Even Ofone is being calm and quiet.
narrator.png Or so you think.

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narrator.png From a clump of overgrowth mere feet from the bear, the wayward fighter emerges with a distinct lack of subtlety, his beady eyes locked on a small chest near the creature’s flank. He moves to the container, and for a passing moment it seems that he will go unnoticed.
narrator.png Then, he kicks the lid open with all the caution of a drunken sailor, snatching the contents even as the now-bristling bear levels its snarling visage in his direction.
Incidental loot needs to be picked up before you start the boss fight, since victory ends the map on the spot. Get it while you can!


Varmint Hunters (Phase 2) - Sam English - Dungeon Hearts

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narrator.png You can only just hear his bellowing over the din of the bear’s roar and your pulse hammering in your ears. Trees pass in a blur as your group rushes around the water to support his foolishness.
ofone.png Shut up, you rug! You’re a bear! You don’t even need money!
So, boss fights. Two things to note with most bosses; Control Resistance, and those notched parts of their HP bar.
Control Resistance is a flat percentage, usually something like 70%+ minimum, to ignore any kind of crowd control effect. Slow, Stun, Push, Disable, anything that can possibly keep it from moving or acting; just about all bosses have a grater than 2/3 chance to shrug these effects off. There is one skill that can get around this, and we will probably have access to it in due time.
The HP notches are phase breakpoints. Most bosses have at least one such breakpoint, where after their HP drops past those points, they get new actions, frequently at no cost (the first time). These can complicate the ever-loving hell out of the fight, and if you somehow trip multiple flags at once? Well, then the boss gets even more actions back to back, because fuck you!


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narrator.png You hear Jon call to some god of the untamed earth, a name you only recognize in passing as the forest shudders. The thick patches of bramble that rise in response cut the empowered bear off from all but Ofone, funneling its rage to a single target. Briefly, a question crosses your mind: is this some act of petty vengeance against the blond man, or simply the result of trying to protect the rest of you?
Brambles lets the caster drop 4 somewhat tough obstacles to fuck with enemy pathing. Without anything to tell it otherwise, enemies (and summons) will target the closest available target that it can reach as of the start of their turn. Putting half of the Brambles here cuts Ursa off from targeting Joseph, meaning Ofone gets to do his job whether he wants to or not.
Sure, that also means Joseph is cut off until they dissipate or something punches a hole in them, but that’s fine when we’re playing such a low-stakes mission.


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narrator.png Even the wildlife comes to your aid in the form of a furious raven, darting around the beast’s impressively swift strikes and driving its beak into its hide in riposte.
Ah, and Jon’s summon pulled a raven this time. Neat!
Ravens cast evasion, as you see here, meaning the first attack against them is all but guaranteed to miss. Even after that, however, ravens still have a 20% or so innate dodge chance, so this little dude might make it a couple of rounds.


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narrator.png It distracts the raging creature for little more than a moment, but that moment is enough to layer arcane protection on Ofone before he becomes the focus of its attention.
Thanks to Minerva’s shield spell, Ofone can face tank a few hits before taking HP damage, though it doesn’t block status effects. We’re also doing a lot of plinking with basic ranged attacks, since we don’t have many options this early in the game.

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narrator.png He holds its ire well, waiting for a pause in the hail of arrows and magical bolts to smash the boss of his shield into the beast’s snout with enough force to send it reeling.
Oh hey, a CC effect got past the boss’ 85% chance to ignore. Shame it wasn’t with a proper lockdown skill.


narrator.png An ethereal voice calls out as flames wrap around the bear’s form, allowing it to sunder the nearby brambles with ease.
Also, we’ve passed the first HP gate in the fight and damn near hit the second all in one go. Now it deals fire damage, and got a small heal before its turn started.

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narrator.png As the bear charges toward Joseph, there is a sharp crack and a flash of light in the instant before the blow lands. His hands move too fast to be seen, discharging a shock potent enough to force the creature back, stumbling in place as its colors change once more.
Not that it makes much difference, with Joseph getting a very lucky stun off at the start of the turn. This also skips whatever action the boss might have gotten; no complaints here!

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narrator.png This moment of weakness is more than enough for your band, allowing a prime opportunity to riddle the beast with spell and steel. Its rage flares one final time, buffeting the area with a hail of arctic wind and frozen shards, but it cannot prevent the inevitable.


narrator.png The bear crashes to the ground with a weak roar, its arcane lights fading to stillness soon after. You all wait for a moment longer before relaxing your guard, a sigh of relief escaping you once Adolf’s skeletal minions clatter back to the dirt.
jon.png Alright… alright. It has to be dead now.
adolf.png Such a fearsome creature! A shame that power eludes us.
ofone.png Could try eating it.
chardler.png What, here and now?
ofone.png Aye. Too heavy to carry back.
And just like that, we secure our first dungeon and some nice early loot. The highlight from the boss drop is a holy staff that can heal allies with its basic attack and can still be used to damage enemies with a rarely-resisted element. Minerva’s going to love that for a few levels.

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jon.png That’s a lot of carcass to bleed. Anyone know how to dress a bear?
joseph.png I do, comrade. Come, let me see your knife.
minerva.png Surely that will take time. Do we have enough to make it back to town?
joseph.png Cannot take everything, no, but the hide and fangs for certain. Perhaps… a third of the meat, as well, if there is room in our packs.
narrator.png Joseph’s estimate is somewhat over-generous, but even a quarter of the meat is still a fine prize. More concerning is the search for enough thick cloth to carry it all in without ruining the contents of your bags as you return.
Since XP is split among the party, we don’t get any levels yet. But everyone is most of the way there, and should roll over in the next dungeon.

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narrator.png It is all but dark when the gate of Talestone comes into view. The ever-wary night watch nearly sounds the alarm before you are recognized, and were it not for the massive pelt in your possession, they would not have believed the creature slain. Your group is ushered back inside the gates, and you notice the tentative hope that begins to rise among the guards. They have been so long without, it must seem an alien feeling.
narrator.png The others go their own ways, as Jon offers to lead them to lodgings for the evening. You walk through the quiet square alone, considering that the town’s protectors are not the only souls in need of hope and light. Knowing that you have eased some small measure of Talestone’s burden grants you a measure of satisfaction you have not felt since before your father took ill.
narrator.png You find yourself hoping that the others deign to join you in the morning. Unruly they may be, but you sallied forth into battle and returned whole and victorious; if nothing else, that proves you can work together towards small goals. Time will tell if these trifling victories can lead to anything more.
 
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As the bear charges toward Joseph, there is a sharp crack and a flash of light in the instant before the blow lands. His hands move too fast to be seen, discharging a shock potent enough to force the creature back, stumbling in place as its colors change once more
Don't feel too bad for the bear, Kiwis. It was just living off the fat of the land, so it had to die at the hands of an pack of retards who will put his assets to good use: Beating up other retards.
 
Shouldn't he be Lightning then?

Anyway, hopefully Minerva will find her father safe and sound, or at least, live long enough to find his remains herself. It's no good to go and get herself killed in the process, even if this is an adventure!
 
Don't feel too bad for the bear, Kiwis. It was just living off the fat of the land, so it had to die at the hands of an pack of retards who will put his assets to good use: Beating up other retards.
They have to kill fast, and bullets too slow!

Those raccoons once got into Jon's whiskey stash, and he's been their best friend ever since.
Foxes, 'coons, and ravens. All famous for being unable to hold their liquor, and god forbid whatever fantasy bathtub gin that gets cooked up in the slums.
When the call that stuff firewater, they damn well mean it this time.

Anyway, hopefully Minerva will find her father safe and sound, or at least, live long enough to find his remains herself. It's no good to go and get herself killed in the process, even if this is an adventure!
Hopefully they'll recognize one another. Full-time tardwrangling ages you like bad cheese, so I've heard.
 
02 - … And Hell’s Coming With Me

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narrator.png By the time you have prepared for your next outing, dawn has only just broken over Talestone’s walls. Seeing the five figures milling near the gatehouse eases a tension in your shoulders that you didn’t realize you had carried since you left your hearth.
minerva.png Good morrow, gentlemen. If you are all here, I take it that you are willing to join me for another endeavor beyond the walls?
joseph.png I still see no others willing to act.
ofone.png Hnn. Fights’re good so far.
adolf.png There is much yet to be learned. So many new opportunities!
chardler.png Not withstanding that we are still stuck here, more or less. Seems the only way out is through, yes?
minerva.png Apparently so. Jon?
jon.png I’m still not about to let you wander out there alone. Gets me out of the cage, anyway.
minerva.png Pardon?
jon.png Just thinking of something. Where are we headed this time?


Varmint Hunters (Calm) – Sam English – Dungeon Hearts

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minerva.png I think Chardler has a compelling point. So long as the main roads are overrun with bandits, we’re all but trapped in Freewind. The southern road is where they’ve been concentrating.
jon.png That’s… huh. That’s likely their main camp.
minerva.png Well, we need to do more than bloody their noses. Pecking at the flanks will just drive them into hiding, not out of the woods entirely.
joseph.png So you think to cut out their heart? Quite bold.
jon.png And stupid.
ofone.png One that hits first usually wins the fight. Hit first, hit fast, keep hitting ‘till he stops twitching.
jon.png Maybe in a tavern brawl. This won’t be so simple!
ofone.png Will if they’ve got beer. Already thirsty.
chardler.png If we are committing to this, then we should get as close to their ranks as possible before striking. From what the guard claims, these bandits have been spreading a bit thin. We may be able to get right under their noses before breaking them.
jon.png That’s an awful lot of “may be”.
chardler.png Hmm, and I am not fond of it, either. But it seems the best pick of a bad lot.
ofone.png Stay, then. Don’t need cowards.
jon.png Someone has to keep you from getting in over your head!
minerva.png And I thank you for the effort, Jon. You’re right, we’ll need to be cautious and stay hidden as long as possible. Have we any more preparations to make?
jon.png … No.
joseph.png No.
adolf.png Nein.
ofone.png Nnn.
chardler.png All ready, then. Shall we?

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narrator.png "The start of any adventure is taken not with the feet, but with the heart." Father's wisdom, his simple proclamation, returns to your mind as you chart a path through the wood, resting on you like a guiding hand. If you shut your eyes and concentrate, you can almost forget that it is him you are searching for.
This map is the first of the game’s so-called Main Quest, which has narration while you explore.

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narrator.png For many seasons now, the Blood Mask Bandits had stalked the boughs and boles of the Freewind Forest. On occasion, Father would lend his blade to the guards and help them root out a notably stubborn hideaway, but like garden pests, the brigands would soon return. As caravans between the cities slowed to a trickle and the sovereigns turned their attentions inward, criminals and beasts began to fill the empty highways and trade routes, further choking off Talestone from all but the most bold and foolish of travelers. Once a place of half-tamed beauty and your own personal sanctuary to the heady memories of youth, the forest now conceals all and sundry manner of sinister eyes from those few who seek to rout them.
With all of these bears around the deployment zone, it’s time to start exploiting shrines.
Each shrine has its own constant effect extending 2 hexes, giving some kind of bonus or penalty to all units in range regardless of affiliation. They also have unique visuals and colors, to help pick them out at a glance once you learn what each one does. The team is currently stacking up near a Rage Shrine, which increases damage dealt and taken by 25%.


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narrator.png This pack of bears might well be scavengers growing reliant on the bandits’ leavings, or some attempt at domestication to guard their territory. They seem too eager to fight, and too hungry to relent when your blows rain down.
I suppose I should talk about enemy types for a moment, since we have this convenient mixed group. In order of overall strength, they are classified as Fodder, Soldier, Elite, Champion, and Boss, giving you a quick guess as to how much trouble any particular enemy will prove.

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narrator.png Regardless, the pack is much too accustomed to assaulting human foes to be left unchecked. Bears attacking caravans is trouble enough, but being trained as beasts of combat and spurred to the walls of Talestone is a possibility you cannot abide.
The opening fight of any dungeon is (probably) a normal difficulty for its level, so in this case we have a few grown-up soldier bears and a bunch of fodder cubs.

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narrator.png What few wounds your group suffers are patched neat and swift with bandages, for which you are grateful. Though short, the battle could have drawn unwanted attention.
Needless to say, we smash them aside like the chaff they are.

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narrator.png Your caution is soon proven warranted. Jon hears the patrol tramping through the brush long before you catch sight of them yourself, and leads you all to creep through a nearby thicket, unnoticed by all but the curious carrion birds that follow in silence among the branches. By the deep scowl set on his face, you are not the only one infuriated that you are forced to skulk through your own homeland like thieves in the night.
narrator.png Those who braved the roads claimed much the same in their own lands. Wyrmrest, Frostwrought, even the lonely outpost of the Emberlands were all but cloven from the world by the metaphoric shadow that spread across the realm; prisoners within their own walls, whose weary guards looked out from stout oaken doors and heavy iron gates.
Sometimes, you’re not given a choice for the next room. When Rest zones are created this way, you don’t even get the option of taking the Prepared buff instead of the heal, either. It’s a little annoying, but at least we’re not leaving empty-handed.

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narrator.png If there is one thing you have learned from seeing Jon gain and then lose piles of coin at the tavern’s knucklebones table, however, it is that no good fortune lasts forever.
band01.png Wha- There! Arms, lads!
jon.png Ahhh, shit!
adolf.png The materials come to us. Wonderful!


Varmint Hunters (Phase 3) – Sam English – Dungeon Hearts

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narrator.png Your group splits, spreading through the makeshift camp to try and intercept the fast-approaching bandits before they can surround you.
Each map has a few enemy groups that spawn, with very little overlap between areas. Here in the forest, we’re finally seeing Bandits, who lean heavily into harder-hitting but somewhat fragile units; lots of dual wielding rogues, gunmen, and mages, but few tanks to be found.
The numbers are only a little in our favor, but these guys aren’t the toughest and I’m not quite as retarded as the AI. Also, there are a lot of frost barrels sitting around this fight, and that larger group up at the top is sitting around in a Decay Shrine, which causes 10% of a unit’s max HP in shadow damage to anything in its range at the start of its turn.


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And then there’s this shit. That green ring is from a Rogue Shrine, which gives 20% dodge to any unit within its range. They’re one of the worst shrines for an enemy to get dug into, as it makes them a lot harder to dislodge – you can’t knock enemies back if the attack doesn’t connect in the first place.

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narrator.png However far the bandit’s first alarm may have traveled, it pales against the resounding blast of Chardler detonating several containers of rime crystal powder in the middle of the campsite. A breath catches in your throat when you notice another jar of the volatile substance nearby, but there is little you can do in the melee to distance yourself from it now.
Two fodder units dead, and an elite nearly so. That’s a lot of kaboom.

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And that’s the gunner locked down for a bit. Blind reduces all skill ranges to 1, and with that raven being in melee already he won’t try to aim at anything else for a hot minute.

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narrator.png Your ears still ring as the last bandit falls to the earth, not quite blocking out the sound of angry voices on the approach. Ofone locks his gaze forward, seeing something in the near distance, and beckons you all onward with his shield.
Fucking finally! Levels for everyone!

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narrator.png You shake your head, feeling a wry smirk tug at your mouth. Of course his beady eyes would lead him to some half-hidden cache of treasure.

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narrator.png Still, the quiet ruin provides a fair opportunity to reflect on what you have learned in the last few days.
Awright, time to cash in. Every level gives 5 stat points and a single skill point to be spent as you please. Stats are straightforward, of course, but skills have some caveats: each tier past the first (at the top) requires a certain amount of points in the tree to unlock, and the T4 and T5 skills need 2 and 3 skill points to purchase, respectively.
Minerva puts 2 points into Might and Intelligence, for better healing and more mana, as well as a point into Vitality; don’t want the healer falling over, after all. For skills, she picks up Blinding Light for some offense and crowd control.


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Jon gets 2 in Might and Dexterity, to try and fish for some critical hits, and 1 into Intelligence to try and get the range increase eventually. I’m still not 100% certain how I’m going to build him, but respecs are easy to get, so I can change all of that later.
His skill is Bad Bloom, a support spell that costs no AP and can stack Poison on enemies in a small area.


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Adolf grabs 2 points in Might and Intelligence and 1 in Reflex, all to improve his summons.
For skill, he gets Necromancer 2, also improving his summons. Between the two versions of the skill, that’s a 25% increase in damage and HP before anything else is factored in.


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Joseph puts 2 into Dexterity and Reflex, and 1 into Might. His build is also a little slapdash for the moment, since he lacks the means to boost his critical hit chance to the moon just yet.
He also grabs Enchant Lightning, mostly to give his own attacks some extra kick.


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Charlder grabs 2 in Intelligence and Might and 1 in Dexterity, going for as much mana and damage as possible with maybe a lucky crit here and there.
He takes the Fire Starter passive, which dumps 4 stacks of Heat (5% more elemental damage per stack) on the entire enemy team when a fight starts.


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Finally, Ofone gets 2 Might/Vitality and 1 Reflex, to increase armor and HP and get a little extra dodge.
His new skill, Dispelling Fracture, now lets him remove a single buff from the target on top of reducing its damage resistance like the base Fracture does.


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narrator.png But the moment does not last for long. A low growl is the only warning given before a motley of half-starved beasts falls upon you.
Forest critters are one of the other enemy groups here. The Mountain Lions are the soldiers, and much like the bandit group are fond of Stealth in order to hit hard, as well as getting Attacks of Opportunity if you try to break off from melee. Foxes and crows make up the fodder, with all the abilities they have when Jon calls them up, meaning the birds are going to be the (slightly) bigger pain in the ass of the two.
The party has crowded into this Warrior Shrine for 20% more damage. With the terrain, keeping us in and the enemy out isn’t hard.


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narrator.png Jon cries out in his elder tongue with such force that you wonder if he took to drink before you arrived at the camp. But unlike inside the walls of town, where bottles and insults hurled in measure in response, here the very earth rises to seal the holes in the broken walls and spew venom at the feet of your assailants.

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narrator.png On a better look at the large felines, a pang of guilt shoots through you at their emaciated frames and blood-matted fur. These wounds, these wrongs, were not done by other animals, but human hands; likely more of the Blood Masks’ paltry attempts at training the beasts, finding them so near to their camp.

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narrator.png Like the bears before them, these creatures are too frightened, too hungry, and too desperate to relent. That destroying them is necessary for Talestone’s safety leaves a bitter taste in your mouth; the fault lies with the bandits and their selfish schemes, not a pack of terrified animals.

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narrator.png Nearby lie the remains of a training ground, confirming your suspicions. Among the gnawed bodies and upturned tables is a small bounty of goods: smoked fishes ignored by hungry jaws, bundles of medicinal herbs, and gaudy but unvaluable trinkets.
ofone.png Hnn. Getting close?
joseph.png I would think. More tents this way.
chardler.png Best be ready. They are like to rally before long.
minerva.png Wait. Are we…?
adolf.png Valkyrie? What ails you?
minerva.png It looks familiar here. Come, we’ll find their chief soon, if he’s the sort I think he is.

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narrator.png In a wide clearing, you see what must be the leader of this bandit gang. You know this place well - in your youth, the growing trees here reminded you of the dwarven amphitheater, where King Ironheart graciously allowed human troupes to perform in proud counterpoint to his people's martial displays. It seems you are not the only fanciful soul who noticed the similarity.
narrator.png The captain, sharp and observant as his profession demands, must have seen your group long before your unsubtle approach. For all the nonchalance his languid stance projects, his darting eyes betray an anticipation, perhaps even an anxiety. It seems he was expecting you... though, perhaps not so soon.

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bmb.png Ah, there you are! All those tales of valor I'd heard sung about you, I'd started to wonder if you could ever live up to them.
minerva.png Fine words from someone that wouldn't know valor if it struck him dead.
bmb.png Fair fights are for suckers, lass. Underking said you'd come for the old man's book, and so you have... but that's just cream on the pasty to you, isn't it? Your type's all too eager to play hero.
minerva.png Play? Play is for children. We've brooked your misdeeds for long enough. I'll tell you once - leave now and never return, or prepare to pay for your wrongs.
ofone.png “We”?
bmb.png Oh, I'll pay, alright, but I'm a touch short of coin. Hope you take lead, girl!


Troublesome Foe – Sam English – Dungeon Hearts

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narrator.png The group scatters at the bark of his pistols, hoping to give the bandit too many targets to fire upon at once. From the corner of your vision, you see the second barrel track Adolf even as the first juts threateningly in your direction.

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narrator.png Wild shots rip through the air near your head, but the bandit chief has made the error of not watching the most dangerous of you. Jars of rime crystal and fulminae dust roll to a stop at his feet, unnoticed in the hail of return fire.
narrator.png To your alarm, the thundering blast only checks his stance. Through a snarl and a spat wad of blood, he gives a sharp whistle that carries through the trees with an unnatural resonance.
Well, hot damn! I didn’t expect to chew through the first third of his HP in one go.


narrator.png In seconds, a group of his subordinates crash through the trees, howling for battle like rabid animals. More troubling, you hear many more such shouts in the near distance.
bmb.png Have at ‘em, boys!
The boss’ first breakpoint gets a bunch of bandit summons dropped around the map. Thankfully, they don’t act on the same turn, but that’s a lot of potential damage sitting around. Let’s work on getting rid of that.

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ofone.png Hah! Thought I’d be bored. Come on, then, milk suckers!

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adolf.png Oh, yes, fine sinews on this one. Hold still for a moment…

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narrator.png You hear Chardler’s quiet grunt clearly beneath the din of combat, and turn your attention toward him. The pyromancer is receiving the full brunt of the brigand’s ire, and his thick clothing can only offer so much protection from bullets. A small runnel of blood trickles down his sleeve, your mind already whirring at where the wound might be and what veins and muscles lay beneath the skin there.

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narrator.png The pained growl that the bandit chief lets loose stays your hand, however. A simple barrier can hold the worst of his wounds for now, until the ragged brigand falls and you may devote your full attention to your patient.
Huh, one or both of the summons must have crit to start the turn off. Can we manage the kill before he gets to act?

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narrator.png Sensing weakness, the others press the advantage.
I’m betting so!

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narrator.png Until, at last, the bandit chief crumples into a lifeless heap in the dirt.
Fuckin’ sweet.


Boss Victory – Sam English – Dungeon Hearts

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narrator.png Seeing their leader fall, the remaining bandits scatter into the forest. Gone for now, but sure to ply their trade once more after they gather their numbers and meager courage in a few weeks' time. Victorious, your companions turn their attention to the ill-gotten gains abandoned in the bandits’ retreat, while you approach Chardler as he leans on a barrel of hard bread.
chardler.png Well, then. Ghf. Seems his aim wasn’t all bluster, at least. Nngh.
minerva.png Hold still a moment. Let me have a look.
chardler.png Thank you. They’re not the worst of wounds, but they shall need tending sooner rather than later. Bound to be a needle and thread here somewhere.
jon.png Oh, no need to fret over that. What say you, Minerva? Feel like showing off a little?

narrator.png Chardler raises an eyebrow at Jon’s remark, but remains quest as you lay your hand on one of his wounds. As you weave Altima’s light between your fingers, the mage gives a sharp hiss from clenched teeth. Amber light spreads from your fingertips to the damaged flesh, worming the bullet into your hand as the wound seals itself shut.
narrator.png You hold up the projectile in your fingers with a smirk of satisfaction, unfazed by the thick layer of blood that coats your hand. Chardler’s gaze bounces between your own and the mashed pellet of lead. The remaining two bullets are lodged less deep, and are tended with far less effort and sibilant discomfort.
chardler.png Ah, of course. Pardon, I’d forgotten that the Mender’s League plied their trade so openly in Talestone.
minerva.png Yes, well. I wasn’t trained by the Menders, you see.
chardler.png Oh? What then, if I may pry?
minerva.png Divine favor, perhaps. The Crimson Angel is a merciful goddess.
chardler.png … So she is.
jon.png Are you going to be alright, Chardler?
chardler.png Oh, certainly. Come, we’d best see what these brigands have gathered before the others tuck the choicest bits down their trousers.

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narrator.png It nearly takes force to pry a gap between Ofone and Joseph large enough to rifle through the Blood Masks’ ill-gotten belongings. There is less coin and precious finery than you had expected, finding instead tools, foodstuffs, and common supplies in abundance. Jon and Ofone wear their annoyance openly at this, until Joseph reminds them that the good will these simple things will win among the townsfolk is worth more gold than their weight alone.
narrator.png Among the plunder, you find a familiar leather-bound journal. The worn book, subtly enchanted to always have a fresh page ready for the quill, contains a lifetime's worth of knowledge from your father's countless excursions across the realm. Cherished memories of your time together flood your mind as you thumb through the weathered paper, even as a pit of worry begins to settle in your stomach. The book was his life's work - he would not have left it behind willingly, nor were he in sound mind.

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narrator.png If what you understood of the bandit's claim was correct, then Mountain King Ironheart might know something of your Father's disappearance... or perhaps, have some hand in it himself. To reach the old dwarven kingdom would mean a trek through the Forgotten Mines - remnants of its bygone glory where ancient lines of kings once reigned, now lost to the corridors of time and internecine wars among its clans.
narrator.png In spite of your Father's plight and the looming danger you will surely find in his wake, you feel a familiar comfort settling in your heart. The thought of following his trail, towards distant lands and through untold tales, brings a smile to your lips; he had always hoped to accompany you on the day when you set off into the wilds, not as his charge, but his pupil. His comrade-in-arms, following the wandering path of worldly enlightenment, of...
minerva.png Adventure.
 
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