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You are Mouse, the ogre. Although raised by humans you found yourself in service of the dark elven queen - and with her blessing you have embarked on a quest to purge the corruption plaguing the very world you live in.
You are not alone. Your mission is shared by an eclectic band of companions:
-Phineous, the sophisticated orc of culture.
-Smutkin, the formerly depraved bard who took your mission for his own
-Sparky, the formerly warped imp that was, by touch of holy power, transformed into something else
-Tithe, the diminutive yet vigilant gargoyle
-Chloe, the shadow of the queen sent to safeguard you and your mission.
Your band has since grown to include human companions:
-Elle, the royal courier
-Harriet and Janet, the twin scouts
and the twin golems you've freed from their questionable service to the old order, they've accepted names you've given them: Diana and Minerva.
Having embarked on a journey towards the mythical site of Atlassia, presumed heart of the cult of the Beast, you are accompanied also by your dark queen Olga and the mercenary princess Maia, who hopes to reach for the heart of the man who took upon himself leadership of the forces of darkness, the mercenary general Vult.
On your journey you've come across an ongoing assault of a marauder band on an outlying village. Despite gravity of your mission you couldn't pass by without intervening. As it turned out, the marauders were actually deserters from Vult's forces, disturbed by the no longer concealed use of dark arts. It is from them that you had learned of a mercenary outpost not far from your route. Between the threat this presence had posed, and knowledge that Vult's dark mage was seen conducting some of his unholy craft, you decided to investigate.
And so you find yourself in a cold, silent camp, concealed short distance away from the mercenary outpost, recovering your wits before a confrontation... in the now familiar shadowy dreamscape, in company of the goddess.
Briefly you consider pushing yourself, as your curiosity draws your attention across the darkness surrounding you towards the sparks reflecting your companions' presence, or the ominous shade you can <span class="mu-i">feel</span> loom short distance across the physical space... but in the end, you decided to trust judgment of the goddess on topic of the very force she is supposed to be embodying, and take it easy at least for this night.
Even so, you opt not to surrender your consciousness to sleep entirely. Just spending time like this is liable to be restful enough.
You are not alone. Your mission is shared by an eclectic band of companions:
-Phineous, the sophisticated orc of culture.
-Smutkin, the formerly depraved bard who took your mission for his own
-Sparky, the formerly warped imp that was, by touch of holy power, transformed into something else
-Tithe, the diminutive yet vigilant gargoyle
-Chloe, the shadow of the queen sent to safeguard you and your mission.
Your band has since grown to include human companions:
-Elle, the royal courier
-Harriet and Janet, the twin scouts
and the twin golems you've freed from their questionable service to the old order, they've accepted names you've given them: Diana and Minerva.
Having embarked on a journey towards the mythical site of Atlassia, presumed heart of the cult of the Beast, you are accompanied also by your dark queen Olga and the mercenary princess Maia, who hopes to reach for the heart of the man who took upon himself leadership of the forces of darkness, the mercenary general Vult.
On your journey you've come across an ongoing assault of a marauder band on an outlying village. Despite gravity of your mission you couldn't pass by without intervening. As it turned out, the marauders were actually deserters from Vult's forces, disturbed by the no longer concealed use of dark arts. It is from them that you had learned of a mercenary outpost not far from your route. Between the threat this presence had posed, and knowledge that Vult's dark mage was seen conducting some of his unholy craft, you decided to investigate.
And so you find yourself in a cold, silent camp, concealed short distance away from the mercenary outpost, recovering your wits before a confrontation... in the now familiar shadowy dreamscape, in company of the goddess.
Briefly you consider pushing yourself, as your curiosity draws your attention across the darkness surrounding you towards the sparks reflecting your companions' presence, or the ominous shade you can <span class="mu-i">feel</span> loom short distance across the physical space... but in the end, you decided to trust judgment of the goddess on topic of the very force she is supposed to be embodying, and take it easy at least for this night.
Even so, you opt not to surrender your consciousness to sleep entirely. Just spending time like this is liable to be restful enough.