A story campaign that runs inside the combat engine — you and the story's own protagonists fighting at your side, three chapters deep and still being written.
Each mission is a real fight with story beats woven through it. They run in order — every one requires the one before it — and most of Chapter One is playable with a partner.
Chapter One
14 missionsComplete
Stormbay
1
A Destined Encounter
An old man named Gorim finds you on the forest road south and presses a sealed scroll into your hands, telling you what you are before you have any reason to believe it: one of the Guardians. His only instruction is a place — Stormbay. The bandits already working the road have their own plans for whoever is carrying that scroll.
2
A Destined Encounter
The ambush is not finished with you. You cut your way clear of the trees with the scroll still on you and Gorim's words still landing — the seal on Azroth is failing, and somehow that is your problem now. The road to Stormbay opens ahead, and nothing about it feels safe.
3
The Enemy of my Enemy is my Friend
Black Lotus Wood, where a woman with two pistols is fighting off a pack of Wealth Hunters who picked the wrong target. You wade in on her side. She does not thank you — people who fight like that rarely do.
4
Jessie, the Mercenary
Instead of gratitude you get an interrogation: she wants to know about the scroll, not your name. Then more bandits turn up to make her point for her. She fights at your side anyway, and when it is over she comes along — on her own terms, watching you the whole way.
5
What's Written in the Scroll
Jessie catches a mark the rest of you missed — a black-market sigil for a forger called The Scribe, somewhere in Stormbay. It is your first real lead. Frogst scouts hit the road before you can follow it.
6
Welcome to Stormbay
The city gates know Jessie by name, and not fondly — a tab at The Broken Anchor and a reputation everywhere else. You fight your way in past guards who were expecting her. From a balcony above, a cloaked figure watches you do it and says nothing.
7
Two Strangers at the Docks
The Salt & Rope, and a barkeep named Bertram who points you one name deeper: talk to Cara first. Between drinks you learn the shape of the thing hunting you — Valdris has been in Stormbay four days already, buying loyalties and asking after the very scroll you carry.
8
The Woman Who Knows Everything
Cara runs a pawnshop on the South Docks with a loaded crossbow and a history with Jessie that neither will explain. She gives up The Scribe — Elric, blue door, Clock Tower district — just as Valdris's personal guard kicks in the door to collect you both.
9
The Blue Door
You break Valdris's men and find the blue door, and behind it Elric: the scholar who has given thirty years to a dead script. The scroll, he says, names three places and carries two hands — Gorim's, and the Varn family's. Then Valdris's people arrive downstairs.
10
One Night at Cara's
Back at the shop, Elric reads the whole thing aloud for the first time: Aldenmoor, Veldran, Mirefall — three points tied to the seal. At the word Veldran, Jessie goes still and says nothing, and Cara admits she knows where the last of the Varns is hiding.
11
The Last Varn
Maren Varn, thirty years unseen, in the old district. Her family built the seal mechanism itself, and she still holds the key to Aldenmoor's northeast door. She also remembers a couple who walked this same road thirty years ago — a woman with a fighter's hands, a man who talked too much — and Jessie, listening, says nothing at all. Maren gives you the key.
12
What the Harbor Knows
Jessie takes you up to the rooftop where she grew up and tells you the truth she tells no one: she was found in the Greywood as a baby and has never known whose she is. Below, among the boats, a thirty-foot circle of dead-still water sits in the harbour — and not one person on the docks will look at it.
13
One Last Night
Valdris stops pretending — arrest warrants, issued through the city's own courts. The plan is Pier 7 and a boat called the Grey Maren, and Jessie makes you promise that if it goes wrong, you get on it. Valdris comes early, and the group is torn apart in the streets.
14
The Grey Maren
You cut a path to the pier alone. Jessie makes it — and so do the Frogst Brothers, Barrel and Hammer, come for you in person. She holds both of them off, cuts the rope, and tells you to jump. The last thing you see of Stormbay is her back, two pistols up, facing them both at once. End of Chapter One.
Stormbay · Pier 7Jessie cuts the rope and covers your escape alone — two pistols, both Frogst brothers, her back to the water.
The Grey Maren — the last image of Chapter One
Jessie cuts the rope. You jump. The boat pulls away from Pier 7 and the last thing you see of her is her back, two pistols out, facing Barrel and Hammer Frogst at the same time.
Chapter Two
12 missionsComplete
The coast road · Ravennor · Aldenmoor
15
Landfall
An unnamed cove far up the coast, and you are furious that Jessie is not on the boat. Elric makes you hear it plainly: she made her own choice, and it was never yours to stop. Then you notice the dark, still-water circle has followed you here — and Valdris's tracker is already on the sand.
16
Two Days North
The coast road, and two days of Elric slowly confessing what thirty years of study cost him. Somewhere along the way you pass a stretch of shoreline with no birds on it at all — the kind of silence that means Azroth, not weather.
17
Ravennor
The town of Ravennor and an inn called the Stonefish. Over a table an old man mentions travellers who went north years ago and came back wrong, if they came back at all. The local collectors decide you look like an easy purse.
18
Old Names
In Ravennor's archive Elric finds them: two names, travellers from thirty years ago — the couple Maren described. He does not read them aloud. He folds the page away until he can be certain, and Valdris's professional hunters find you before he can change his mind.
19
She'll Find You
Valdris's Lieutenant springs the road with real soldiers and two waves behind them. Cornered with Elric at your back, you finally open the note Cara pressed on you — 'She'll find you. She always finds what she is looking for.' On cue, Jessie tears the enemy flank apart alone: 'Took you long enough to open that.'
20
The Night After
The first night the team is whole. Jessie stitches Elric up before he can ask, tells you in her sideways way that it is good to see you, and finally asks the question she has been holding: where, exactly, are you all going? A short fight in the dark — and for the first time she stands with you as one of your own.
21
Aldenmoor
The ruins at last, and the Hollow are already on the refugees — eyeless things born of Azroth's seepage that come apart into smoke when they fall. You end the attack before its leader arrives. When Garrick finally reaches you, he checks on his people before he says a single word to the strangers who just saved them.
22
The Vault Roads
Garrick decides to come down himself — he has seen something worth hoping for in you and Jessie — and leaves Elric up top. The old tunnels swallow you whole, and the Hollow are waiting exactly where the passage narrows to a throat.
23
What the Tunnels Remember
Deeper still, down to the spot where Garrick's brother died on the last failed run — a debt he carries without a word. And threaded through the dark, a thin, deliberate trace of the travellers from thirty years ago, left unspoken and unresolved.
24
The Last Ward
The central chamber, and the thing the Varns left to guard it: a construct that has held this door far longer than anyone alive has drawn breath. Past it lie both the settlement's sealed stores and the first piece of the seal itself.
25
The Vanguard at the Gate
Valdris finally stops chasing the team and does the crueler thing. He does not come for you. He comes for the settlement — the people you just bled to save.
26
The Siege of Aldenmoor
The full siege: every fighter Aldenmoor has left against everything Valdris brought. Garrick's maul, Jessie's pistols, your blade, and the walls buying time by the second. The end of Chapter Two.
The Siege of AldenmoorThe siege at its height — Garrick's maul, Jessie's pistols, your blade, and Valdris's forces pouring through the walls.
She'll Find You
Cornered, with Elric behind you and more of them coming, you finally open the note Cara left you.
"She'll find you. She always finds what she's looking for. — C"
Jessie takes the flank apart on her own. Half of them go down before the rest run. She says one thing.
"Took you long enough to open that."
Chapter Three
12 missions so farIn progress
Ironhollow · the pass · Veldran
27
What You Leave Behind
Aldenmoor in the after-quiet. You count what the siege took, patch what can still be patched, and decide what — and who — you are carrying east from here. Everything ahead now points at Veldran.
28
What the Roads Cost
The road east gives nothing away for free. Miles, weather, watchers on the ridgelines, and the slow bill that long travel always sends — paid one hard stretch at a time.
29
Before the Transfer
Ironhollow, and a secret already in transit. Something is being moved out under guard, and there is a narrow window before it is gone for good — if you are willing to be somewhere you should not be.
30
First Light
The convoy job, taken at dawn because dawn is when the guard is thinnest and the light is on your side. Quick, cold, and finished before the town is properly awake.
31
The Road Climbs
Ironhollow behind you and the mountain pass ahead. Davan presses a hand-drawn map of the approach into Jessie's hands; Ren gives her a nod instead of words. Both of them clearly expect to see her come back down.
32
Rocky Chill Pass
The pass, and fresh boot marks in the ice that are not theirs. Valdris scouts, a letter meant for a Councilor in Veldran, and — with the city finally in sight below — Jessie saying, for the first time, why the name stops her.
33
The East Gate
Down out of the mountains and into Veldran at last. A Valdris unit takes the long way round to catch them on the flat, and past it the city opens up: a council of five, a founding relic nobody has ever questioned — and Jessie walking the streets like someone who used to live here, because she did.
34
Home
Jessie leads them into the council district, to the door of the man who raised her — Bren Valos, one of Veldran's five senators, watched already by Valdris's agents. The relic plot and Jessie's past turn out to be the same man. He takes them in, feeds them, and watches.
35
The Auction
Bren makes calls and comes back with the shape of it: the relic is not being stolen, it is being sold. An official auction at a council reception, three nights out, with the bidding already quietly fixed for Valdris. The plan becomes a heist in eveningwear — get into the room as Bren's guests and make the sale impossible before the gavel falls.
36
Zoe
Bren sends for the one person who knows the council receptions cold — Zoe, Jessie's childhood friend, cheerful and fearless and impossible to un-invite. She maps the whole reception from memory, runs headlong at an ambush in the market, and comes out grinning. Jessie fights her joining every step, and lets her stay anyway.
37
The Gala
The heist itself. Elric's replica is finished and Bren splits the room five ways — Jessie holds the auction floor and bids Valdris's buyer Soran Kael to a standstill, you and Zoe take the east corridor to swap the relic, Garrick watches Kael, Elric times the patrol window down to the second. Jessie loses the argument over Zoe going with you, then settles whatever it was in one word outside. Two planted guards in the corridor go down quiet and clean, and the auction bell rings over two hundred guests who have no idea what is about to happen.
38
The Bid — latest
The auction is live. Jessie bids Soran Kael up past anything Bren called reasonable and starts, plainly, to enjoy it — Bren says she was always like this with things she decided to win. While the room watches the table, you and Zoe slip the exclusive corridor (she waves you through the checkpoint as her overwhelmed cousin), put down an inner Valdris patrol that was never in her notes, and reach the relic chamber. Zoe opens it with a key she quietly arranged herself. You are inside now, replica in hand, the real relic three steps away, while Jessie keeps Kael climbing.
The Gala · VeldranZoe leads you in, Garrick works the floor, Jessie moves to the bidding — and the auction bell waits on the table.
The Bid — the current front of the story
You reach the relic chamber and Zoe produces a key from somewhere in her formal attire without breaking stride. "Does Jessie know about the key?" you ask. Zoe considers it for exactly one second.
"No. But she would be furious first and then secretly impressed. I know the order."
Two walls away, on the crystal, Jessie is still bidding: "Going up again. He does not look happy." … "Good."
Where it is going
The scroll named three places. Aldenmoor is done and its seal piece is accounted for. In Veldran, the second, the plan is no longer a plan — it is in motion. The founding relic is being sold at auction at a council reception, the bidding quietly fixed for Valdris by someone inside the council, so the job became a heist in eveningwear as senator Bren Valos's guests. Right now Jessie is holding the auction table — bidding Valdris's buyer Soran Kael higher and higher, and enjoying it — to keep the room's eyes on her, while you and Zoe have slipped past the checkpoint, put down an off-book Valdris patrol, and reached the relic chamber. You have the replica in hand and the real relic three steps away: the swap is the next move. Two things still linger — Bren recognised the relic when Elric described it, and he knew Jessie's parents, the oldest open question in the story. Mirefall is a swamp in the south-east, and nobody has said one word about it yet.
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