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!vblZ4/wWS6 01/27/09(Tue)16:33 No. 3536379 >>3536371 The first of which is the Society of Magical Artificers. These mystics, as powerful as they are aged, spend their days learning to control this new power that exists within the dungeon that grants them the ability to cast magic, identify rare items of power, and try to figure out how to shut off the portal that doesn't let anyone out. The Ranger's Reach has little to do with actual woodland rangers and more with hunters, barbarous fighters, and trackers, that help to defend this city and scavenge for edible meat and flora. The Keepers of Light are a group of individuals who hope to promote the wisdom of the Gods of each religion, promoting both new and old faiths to those who have been trapped. The final faction is the Cadaver's Cross, people who sell their swords and skills to the highest bidder, spend their days in gambling houses getting drunk and enjoying the company of women, and otherwise losing themselves to the dungeon in a much more civilized manner. However, after you become properly outfitted in one of the many shops, you will soon learn the true horror of your situation: You are trapped in a dungeon filled with monsters that are well over five times your size, and the only way out is a portal that was unlocked by the first, and only, adventurer to make it to the end of the dungeon. The mages may have found a way to allow inorganic objects to go through the portal, but they are a long, long way away from figuring out how to send living things back from where they came. This notion will be made apparent to you as those who have lost hope, and turned into foul, green-skinned Goblins in their madness, begin to pour in from all sides and encircle you. Weak, barely intelligent, and in a perpetual daze, their only strength lies in the fact that they exist within the hundreds. Good thing you brought your weapon.