An overview of all components related to this campaign.
Not long ago, the wickedness of the Forgotten moved across the civilized world. Sweeping up the broken, the poor, and the outcast, the influence of the Forgotten spread like infection through flesh. Although the movement was rooted out, hints of its corruption have returned to Terrinoth. A few heroes must eliminate the threat before it regrows, lest the whole realm fall beneath the Crusade of the Forgotten.
We will only prevail when evil fears the darkness more than hates the light.
There was a time when the slums of Irram became infected with strange and wicked cults. The poor became slaves, the temples closed their doors, and the city rotted from within. Leading a small band of vigilantes, night after night Tahlia would storm basements and back rooms, searching out the cultists. She would pass over the wicked like a shadow, disappearing into the night before a body could hit the ground.
You'd be surprised what you can learn when you've no one to tell you how to think.
In each generation, a few brilliant minds provide small contributions to the growth and establishment of rune magic. The decades of dedication necessary for this task never interested Astarra, who preferred a quicker, more direct path. Even after being expelled from the University of Greyhaven for knowing far more than she should, Astarra continued to develop her gift by seeking out Runemasters who would share their secrets.
I am a daughter of darkness and a companion of chaos; fate has forgotten my name.
When the Cult of the Forgotten was first born, nine of Terrinoth’s most talented and experienced assassins were given the task of infiltrating the cult of the Forgotten and slaying its leader. Within a month, all but Tetherys had been rooted out and killed. For thirteen years, she devoted herself to the cult and its practices, working her way higher in the ranks. Few believed it was truly her when she reemerged, but the cult splintered and died within days. After, Tetherys wandered the world, but the cult’s resurrection gives her the challenge of ending its threat forever.
To me, brave friends! Gather to my voice and light!
When Andira Runehand first charged headlong into the demonic horde at Silverholt, everyone believed she was a direct sign of divine intervention. Raising her hand and banner high, she scattered the Uthuk Y’llan vanguard without striking a single blow. The rune incised upon her palm was proof of her supernatural gifting, and now, her authoritative teachings fill her companions with courage as they battle the evil cult of the Forgotten.
Avg. playtime: 2 hours
Act 1 -
Avg. playtime: 3 hours
Act 2 -
mountain building
cursed building
immobilized poisoned stunned
civilized building