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Welcome to our beautiful

world of Mynerva!

Historians have lost track of how many billions of


times we have orbited our star. Mynerva is home to a
vast ecosystem, with lush forests, sprawling oceans,
fiery volcanoes, murky swamplands, arctic plains, and
barren deserts. Our residents are as varied as our lands,
each adapting to life on a world indifferent to its
inhabitants.
Since the dawn of time, our world has had mysterious
forces at work. Magic is a part of daily existence and
has been honed and shaped by different tribes over
generations. Not all magic in Mynerva is practical.
Those who practice the craft are perpetually at war
with dark energy, spread from little-known shadows
and darkened forests. This energy creates Dark
Artifacts, tangible items that, left unchecked, will
spread corruption and evil to the areas surrounding
them.
This is why The Dungeoneer's Guild was created long
ago. All of its members call it simply "The Guild."
Members of The Guild are tasked with taking these
Artifacts into a protective place simply known as "The
Dungeon.” The Dungeon is a sprawling catacomb
featuring terrains of all kinds, guarded by more
fearsome foes and more menacing monsters the farther
down you travel. Delving deeper and deeper into a
territory rewards one with a rift at the path’s end. All
manner of nasty bosses guard these rifts, but it is there
that the planet's energy is the purest. Only after
overcoming a boss can a member of The Guild use a
rift to seal away some of the energy from a Dark
Artifact, protecting the population from its destructive
intentions.
Each Artifact can give us knowledge of people, places,
creatures, history, and cultures. This knowledge is
projected to those nearby the closer an Artifact moves
towards a rift. Some Artifacts whisper about long-kept
secrets of the past, while others murmur about
mysterious events yet to come. Sometimes an Artifact
contains knowledge that has no use whatsoever.
The Guild has everything we need here at our base--
medical facilities, libraries and labs, sprawling quarters
for all of our representatives. The better you do in your
explorations, the higher your rank becomes. Everyone
has their own reasons for being here. Some seek glory
and gold, some desire the daily comforts The Guild
provides, some look to make a positive difference in the
world, and some just want revenge.

Artifact Quests are a special game mode that adds some new


variety / difficulty to One Deck Dungeon, with the bonus of
exploring the world's lore. One Deck Dungeon or One Deck
Dungeon: Forest of Shadows is required to play, but no additional
components are necessary.
To begin an Artifact Quest, choose one of the artifacts from
the main page. Each artifact has a brief introduction, followed by
the first chapter of the story it will reveal. At the end of each
chapter, you will be shown a quest which you must complete to
proceed. The quest will specify a specific change you must make
to the normal game rules, which will most often make things
more challenging. Once you succeed at the quest, you can
proceed to the next chapter. If you fail, try again!
Notes: You may use any hero for an Artifact Quest, unless it
states otherwise. You can use (and will typically want to!) a hero
with campaign-sheet progression. The final chapter of each
Artifact Quest can be quite difficult!
Playing an Artifact Quest with 2 heroes works the same as with 1.
If you play with 4 heroes, double the effect for the quest (ex: Exile
4 black dice instead of 2).
Artifact effects are not cumulative - only apply the current
artifact level's effect.
Artifact Quests will be added to the digital version of One Deck
Dungeon at a later date.
A lightly scratched A jeweled key,
ruby. Its core glows unusable on a mortal's
like a radiant sunrise. door. Contains
Contains knowledge knowledge of Guild
of classic Guild members cloaked in
Captains. Earthen colors.
The Key of Dreams is not a key to
anything physical. Rather, it
unlocks hidden knowledge about
Guild Members whose primary territory
is the dark and deadly Forest of Shadows.
Guild members are cordial to each other, but it is
difficult to make good friends in such a large, busy
place. And, of course, so many more Guild members
enter The Dungeon than return from it. This Key is an
opportunity to unlock intimate details about your
associates or heretofore hidden secrets about yourself.
What will the key tell you?
The Council hands you the Key, its handle gleaming
with encrusted emeralds. Feeling the weight of it in
your pocket, you leave the safety of The Guild Base
and cross over the threshold into the boundaries of The
Dungeon. You wonder how a small key could feel so
heavy.
Before you have even chosen what Dungeon to
explore, the Key of Dreams rustles in your pocket,
recalling a memory. It is already reacting to the
approaching rift energy.
Stories created by Alanna Cervenak
Edited by Alys Dutton and Julia Urquhart
Artifacts artwork created by M "Mister Crowbar" Henry
Original One Deck Dungeon artwork created by Will
Pitzer, Vicki Sarkeesian
One Deck Dungeon created by Chris
Cieslik
© 2018 Asmadi Games
all rights reserved

Chapter 1
Her eyes open to a
high-noon sun, hanging
brightly in the sky. A
small bird (you
recognize it as Lilia, the
companion to the
Druid) lands on her
shoulder, chirping
joyously. She smiles,
stretching away the last
grasps that sleep had on her. Her name is Adella,
named after her quiet, gorgeous, forest-covered
hometown in the northwest.

Adella opens her mouth to speak to Lilia, as she does


every morning, but, as usual, silence emerges. Since
she was a young child, she has been unable to make a
sound, for reasons that continue to baffle even The
Guild's own doctors and researchers. What Adella
lacks in voice, she makes up for in brilliance.
Intelligent and talented, she is able to communicate
through magic and Lilia’s chirping. She quickly
became a Captain of The Guild’s Druid faction, having
worked her way up the ranks through a series of
intense challenges against formidable foes. Adella
fears no beast; she is a master tactician that can form
brilliant strategies on the fly.
The Key of Dreams focuses on this particular day,
with its high-noon sun, for reasons unknown to you.
Adella sits down at The Tavern to a lunch of fresh
strawberries and walnuts, sharing her meal with Lilia,
as she always does. BK gives her a wave and goes
back to cleaning mugs. She quietly watches the others
come and go; some of the other members seem
particularly rambunctious today. She runs her fingers
over the wood detailing in the table, a small bird
etched on its surface. When Adella had arrived at the
Guild on her first day, some of the other Guild
members had carved it into the thick oak slab to
welcome her. You see a brief smile forming on her
lips.
The memory abruptly ends.
You're left at a crossroads, wondering where you
should go to dispel the key's energy and unravel its
secrets.
Quest: Take the Key of Dreams to any dungeon. At
the start of each floor, spend 2 time. When victorious,
proceed to the next chapter.
Parry. Attack. Blades.
Parry. Blades.
Attack. Parry. Blades.
The memory stirs up
feelings of rage within
you. You feel surrounded,
trapped, overwhelmed.
"That's enough for today, Kira."

Chapter 2
You recognize The Slayer standing tall and proud,
but with a look of frustration on her face. She wipes
beads of sweat from her brow, lips curling into a frown
as her master waves her off. Kira is one of the swiftest
members in The Guild, a result of a lifetime of
training. She grew up in a mountainous region to the
North, in a small village named Ryknir, known for
their blademasters.
Kira is short-tempered, demanding perfection from
herself and those around her. She's not afraid to point
out when someone isn't pulling their weight, which can
make it difficult to find companions that are thick-
skinned enough to deal with her. This memory is a day
before she joined The Guild. Aggravated at her poor
performance during training, Kira takes a walk at dusk
outside the village. The sun sets and the air chills when
she becomes aware of movement further down the hill.
Clutching her blades, she jogs down the steep decline.
Whenever Kira sees approaching travelers, a small
part of her hopes dearly that they may be her missing
parents. They left the village on a mission years ago
and never returned.
Instead, Kira finds an injured wanderer, their thick
armor resembling the toughness of a tree trunk.

You recognize The


Warden. Despite her
injuries, she casually
introduces herself as
Skye. She is a woman
who you will one day
come to discover is one
of the clumsiest members
of The Guild. Of her own
accord, she fell into a
few pitfalls and traps that
scavengers in the area laid along the way. Kira tends to
Skye's injuries, as Skye regales her with stories about
life in The Guild. She was out on an expedition and
became horribly lost, making a grand total of forty-
nine wrong turns until she realized that she had
wandered astray to the North.
Skye is jovial and welcoming to the point that some of
the others think she's a bit of a birdbrain. She doesn't
let anything get to her, constantly rolling with the
punches and dealing with whatever life throws her
way. Before joining The Guild, Skye was part of a
wandering pack of nomads, so she had never had a
place to call home. The Guild offers her family,
friends, comfort, stability, and some of the best
training grounds in the world.
The last part intrigues Kira. Better training means
better skills, better skills means better jobs, and better
jobs means better money.
They leave together, Skye babbling away about what
celebratory meal they should have BK prepare for
them to welcome the newest Guild member. When
they come to the first fork in the road, Skye is
distracted for a moment. She could have sworn, she
tells Kira, that she had seen an oak tree just like the
one in front of them the other day. Kira can’t help but
roll her eyes, as she digs her dagger into the tree trunk
to mark their left turn. It’s no wonder Skye gets
hopelessly lost, she thinks to herself. She doesn’t
know enough to create landmarks in case she gets
turned around.
The two stop and make camp for the night. Skye asks
Kira an endless amount of questions. What’s her
favorite animal? Her favorite color? Her favorite
season? Kira responds in grumpy monosyllables,
asking herself if she’s made a huge mistake. Skye’s
laughing stops suddenly, and she looks up at the full
moon, its face misty through the cloud cover. She
grabs a piece of paper from her pocket, unfolding it to
reveal a star chart. Frowning, she quickly drops
everything and shimmies up the nearest tree to the
very top branch. She looks out at the horizon for what
feels like an eternity. Her eyes narrow at a small town
on the outskirts of the forest. She climbs back to the
ground, ignoring Kira’s questioning look, and pulls out
a map.
Skye traces an ink blot marking the small town with
her finger and crosses the blot with a red slash.
She sternly tells Kira they must leave and douses the
small campfire they had only just created. Bewildered
at such a shift in Skye’s demeanor, Kira decides
against arguing and follows her in the opposite
direction of the town.
The full moon shines with a slightly crimson tinge.
The memory ends.

Quest: Take the Key of Dreams to any medium (• •)


or harder dungeon. At the start of each floor, spend 4
time. When victorious, proceed to the next chapter.
Chapter 3
Ostracized.
Excommunicated.
Exiled.
Banished.
How dare they.
There were so many ways to
say it, but the only thing that mattered was that they
were fools. Alchemy was already a misunderstood art
to begin with, but, to be turned away from her
associates, from her home....dimwits.

Mara stands outside the gates of her birthplace,


Skjellafoss, a district on the Eastern edge of the world.
Even from this distance, she can hear the roaring of the
powerful waterfalls the city is built on, can still see the
houses that are connected by rickety footbridges. The
magic users of Skjellafoss believe that living
dangerously amongst the falls is the key to unlocking
their potential.
Alchemists are especially in tune with nature,
respecting the checks and balances that allow mere
humans to manipulate matter. Mara was one of
Skjellafoss's leading researchers until it was
discovered that she was experimenting with forbidden
black arts. She was searching for a way to revive a
skeletal dragon, said to be the sister of Drake. This
kind of disturbance of the life chain is prohibited in
Skjellafoss, and the leader was not interested in
hearing how Mara had planned to use the dragon to
help protect the town.
She watches the rushing waters of the falls, taking one
last look at the place that betrayed her. Mara had
always been accused of being cold, distant,
emotionless. She's never felt that charge ringing as true
as it does now. She feels nothing but disdain.
Buffoons. Boneheads. Imbeciles. Simpletons.
She scowls, hitching up her single pack of supplies she
was allowed to bring with her. Smoke pours out of her
lab, her "taboo" research being lit aflame. She turns
and leaves without looking back.
At the bottom of
Skjellafoss's powerful
waterfall, a young Hunter
sees smoke twisting
towards the moon. You
recognize Farah, and her
emerald-eyed wolf
companion, Aera. Farah
has been travelling for a
few months now, with
nothing but some simple supplies and a message she
suddenly received from a Mother she thought to be
long since passed. The tattered note simply says "Find
The Guild."
Drifting from city to city, Farah's expert combo of
survival skills and repartee have earned her what little
information people have to offer about The Guild. For
such a large organization, it’s shrouded in mystery.
Her days have been filled with following vague
information and the occasional false lead. Farah
doesn't let it bring down her spirit, though, smiling
cordially at anyone she meets, seeing each dead end in
her journey as a learning experience. She pulls out a
well worn map, crossing off a few more towns that had
little information to offer. Farah has worked her way
from the South to the East, and the further she goes,
the more leads she receives. It seems to be the right
direction, and at least the skies are clear enough
tonight that she can see the stars. She starts a fire, and
makes camp near the base of the waterfall, Aera
curling up beside her. Farah smiles as she scratches
her wolf friend's ears.
She wonders what kind of places she’ll be led to
tomorrow. Throughout her journey, she’s been delayed
at various villages in need. She’s taught farmers a
more suitable and effective way to plant their crops to
maximize their harvests. She’s passed what few coins
she keeps accumulated to the sick and poor. She’s
treated injured animals in the forests, and injured
children in the towns. The work is often thankless,
despite the lengths she goes to, but it never matters.
She’s always said that positive change starts with a
single stepping stone, and does what she can to help
people in need. “Do good for others”, it’s a moral that
she values more than anything. It reminds her of her
mother, what little she can remember. It had been so
many years, the image of her had started to blur
around the edges, like viewing a photo beneath the
current of the river. The picture was there, but the
vivid color had begun to muddy, the fine details lost to
the sands of time.
Find The Guild....
The memory ends.
Quest: Take the Key of Dreams to a hard (• • •)
dungeon. At the start of each floor, spend 6 time.
When victorious, proceed to the next chapter.
Conclusion
Adella continues pushing her strawberries around
her plate, feeling slightly self-conscious as other Guild
members whisper to each other, glancing in her
direction. She smiles in relief when Mara enters The
Tavern, crossing over to BK and speaking to him
softly before coming over to Adella's table. Mara sits
down with a small smile and a nod, pulling out a
tattered notebook and a pen. She flips the book open to
a blank page, scribbles a message, and slides it
towards Adella when she's done.
How are you today?
Adella writes back in the book; each stroke of her pen
is like a work of art.
I am well, but the aura in The Tavern today seems off.
Mara chuckles.
You've been busy with your adventuring lately. I'm not
surprised that you forgot.
Adella cocks her head, confused as to the meaning of
Mara's written words. At that moment, Skye, Farah,
and Kira enter The Tavern. Skye is making a large
ruckus, telling everyone that "it's time". BK ducks
behind the bar, only to reappear a few seconds later
with a giant cake, adorned with pink frosting, Adella's
favorite color. Mara had been correct. Adella had
forgotten today was her own birthday.
The Tavern erupts into song, as BK places the cake in
front of Adella and commands she make a wish. She's
overwhelmed with surprise and gratitude, her huge
grin and flushing cheeks will surely make her a target
for light-hearted teasing later in the evening. Everyone
watches her expectantly as she closes her eyes, makes
her wish, and blows out the candles. Skye already has
her utensils out, eagerly awaiting a slice of BK's
newest confectionery masterpiece.
The afternoon turns to evening, and the evening turns
to night. The party only grows in size and festivity.
The Guild has members from all walks of life under
one roof. Some are inseparable, some can't stand each
other--but in a job where tomorrow is an uncertainty,
everyone puts aside their differences to celebrate
today.
Adella opens a small box from Kira; a small silver
locket is within, containing a picture of all five of
them. She rubs the tears of joy from her eyes as she
puts the locket around her neck. She remembers the
day they took that photo. Skye brought Kira to The
Guild, and The Council assigned them to delve the
newly discovered Forest of Shadows. At the time, Kira
and Mara had been prickly about standing in the
picture, insisting it was unnecessary. But, as time
passed, the five became closer, protecting each other
from all the dangers The Dungeon has to offer. Lilia
chirps twice, Adella's signal for a sincere "thank you".
Even Kira can't fight off a smile, equally touched by
Adella's joyous expression.
The memory ends.
You look at The Key of Dreams, now glowing
brightly in your hand. You place it on the ground near
the rift, watching as dark energy is drawn out of it and
expelled from the world. The key loses its golden
luster, slowly turns to ash and dissipates completely.
Exhausted, you head back to The Guild, hoping that
you've helped make Mynerva a little safer, for now.
Your pockets jingle with loot. There's a big meal
waiting for you back at The Tavern.
The Jewel of Truth looks like
an expensive Ruby, but no
merchant is interested in
bartering for it. Its worth is far
more valuable than money. It
unlocks hidden knowledge about
Guild Members whose primary territory
is the cold, unforgiving halls of The Dungeon. The
Guild is a friendly place, but the number of members
is vast; it's hard to meet so many people when
everyone's constantly coming and going. This is a
perfect opportunity to learn more about your fellow
associates, or even about yourself.
The Council gives you the Jewel, it's tarnished outside,
but the inside glows powerfully. It feels slightly warm
in your pocket as you head out from the safe borders
of The Guild's base and towards The Dungeon.
Before you have even selected an enemy territory to
explore, you can feel the Jewel of Truth humming in
your pocket, recalling a memory. It’s already reacting
to the approaching rift energy.
Stories created by Alanna Cervenak
Edited by Alys Dutton and Julia Urquhart
Artifacts artwork created by M "Mister Crowbar" Henry
Original One Deck Dungeon artwork created by Will
Pitzer, Vicki Sarkeesian
One Deck Dungeon created by Chris Cieslik
© 2018 Asmadi Games
all rights reserved
Chapter 1
Xae’s father’s
disappointment is apparent on
his face. He is the First
Sorcerer of Galene, a
powerful Mage city in the
West. The First Sorcerer is a
leader, a font of power for the
people, an inspiration. His
daughter is expected to follow
suit--but how can she compare? Her magic is merely a
grain of sand in the desert compared to her Father's.
Her training lasts all day, from the moment the sun
peeks over the horizon to the last sigh of day, as the
moon and stars begin to twinkle. She pours herself into
bed at night, unable to move from exhaustion. It's not
enough.
It starts slowly, she forgets how to laugh. Other Mages
at the training center respect Xae, but she sits alone
during lessons. It continues. She forgets how to smile.
The others avoid her gaze, they whisper in the halls
that she has locked her heart away and replaced it with
an obsession for perfection. Her Father’s
disappointment continues. He urges her to smile,
assures her that she'll never find a powerful Mage
husband if she continues to grimace the way she does.
She graduates at the top of her class. Her father is still
disappointed. She has grown to hate Galene.
Her Father intends to put her to work as a Scribe,
deciphering ancient texts. The thought of spending her
life sitting at a desk with only the company of musty
old scrolls fills her with panic. Late one night, she
packs her meager belongings. She writes a note,
apologizing to her Father for failing to meet his
expectations. Xae walks out the front gates of Galene,
and never returns.
She finally laughs again.
The memory ends.
You're left at a crossroads, wondering where you
should go to dispel the jewel's energy and unravel its
secrets.
Quest: Take the Jewel of Truth to any dungeon. At
the start of the game, exile 2 heroic dice. When
victorious, proceed to the next chapter.
An exiled die is placed in the game box, and cannot
be used for any purpose during the game.

Chapter 2
Remalia’s eyes dart over
the report from her peers. It
has been an entire twenty-
seven hours since she took
her Captain's Exam, and
she's been anxiously
awaiting the results. Of
course she's interested in the
potential increase in coin,
but it's the prestige and influence that she truly seeks.
The Guild respects its hierarchy of rank. There are the
basic level grunts, the newest and greenest of members
who might as well be Goblins. Anyone who doesn't
elevate themselves to a Scout rank within six months
is usually destined to dust the shelves of the Grand
Library for the rest of their lives. After attaining the
rank of Scout, one can rise to Specialist, followed by
Captain. The highest ranks are Ambassador, General,
and, finally, Commander. These positions are few and
far between, and increasingly difficult to attain. A
Commander, the leader of their factions, is one to be
feared by their enemies and respected by their troops.
It is the most sought after and prestigious rank.
"...Shows great potential in hand-to-hand combat,
capable of channeling magic, high levels of agility..."
Uh, yeah, of course! Blah blah blah. She skips further
down the page.
"...shows a lack of leadership capabilities due to
reckless actions against stronger foes. At this point in
time, we cannot recommend Remalia for the elevated
position of Captain in the Rogue's Faction..."
That can't be right. She turns the page over, expecting
that the higher ranked members are just playing a cruel
prank on her. It's blank.
She sighs, crumples up the paper, and tosses it in the
trash. Her lineage alone should be enough to snag this
promotion. She'll speak with the Council tomorrow
morning. Feeling disheartened, Remalia heads to The
Tavern. It's extra lively today, due to the fact that it's
the Yearly Harvest Feast. The season turns tomorrow,
so everyone celebrates by enjoying the last of the
autumn crops before the first snowfall. Remalia's not
overly excited to share her failure with any of her
friends, so she grabs a plate of food from the Barkeep
(he refuses to tell anyone his real name, so everyone in
The Guild just calls him BK)
and goes to find an empty
table. Everything's full, except
for one table near the back that
seats a singular girl, looking
incredibly lonely. Remalia
recognizes the girl as a new
member of the Archer's
Faction, but she looks so sad
and destitute that Remalia forgets about her own
worries and pulls up a chair.

The Archer looks up at Remalia, her expression a


blank page. Remalia prides herself on being able to
read faces, but this is the first time she's stumped. She
notices the girl hasn’t taken a bite of the perfectly-
turned drumstick on her plate. It’s one of BK’s finest
dishes, but could it possibly be too bland for her?
Remalia offers up her satchel of secret spices. The
Archer softly utters words of gratitude, but replies that
she doesn't care for meat.
The two look at each other.
She tells Lyra to call her Remi.
The break in formality seems to make all the
difference, relief washing over Lyra’s face as she cuts
her vegetables into perfect bite-size portions. Lyra tells
Remi about how she reminds her of a spunky wood-elf
named Pepp that Lyra met when she was younger.
Pepp’s name was short for Pepponythnyiir, a name
that she hated due to it’s “tragic formality." It hardly
suited her at all, she had said.
Lyra laughs at the similarities in their hairstyles and
demeanor and feels especially warmed at the way
Remi makes her laugh so hard she swears her sides
will burst. The two leave the Tavern and watch the
Harvest Fireworks, staying outside long after they’re
over to look at constellations in the sky. Though Lyra
is a newer member to The Guild than Remi, she
currently outranks her due to her strengths and talents.
Remi sheepishly shares with her new friend her exam
failure, cheeks red as she looks to the ground.
Lyra places a hand on her shoulder, assuring Remi that
anything worth having is worth working hard for.
Remi silently nods.
The memory ends.
Quest: Take the Jewel of Truth to any medium (• •)
or harder dungeon. At the start of the game, exile 3
heroic dice. When victorious, proceed to the next
chapter.

Chapter 3
Acrid smoke stings Seraphine’s
eyes. Her hometown lies in ruins.
She is younger in this vision, and
she lacks her brilliant silver armor,
but you recognize her. She is the
Paladin.
She holds on to a lightly tattered stuffed cat plush, it’s
ears have been completely scorched off. She wanders
through the rubble that was once a street, in the ruins
that were once a city. It had happened slowly, but also
in an instant. The full moon had shone that night when
The Lich, Laksalis, descended on her city. Everything
was gone, and the few remaining survivors walk
around in an comparable stupor.
Something in the moonlight captures Seraphine’s
attention. She crawls to a mound of ash, wiping away
the soot to reveal the object underneath. Her heart
wrenches as she sees the brilliant silver of her
grandfather’s sword and shield uncovered. Before the
rampage of Laksalis, they had hung proudly over the
hearth of her and her grandfather’s home, symbols of
the honor and justice he had taught her to hold in her
heart. She places her toy on the ground and picks up
the equipment. It feels heavy in her small hands, but
she vows to carry them with her forever.
Her grandfather taught her that life was like a parade
and that, one day, all beings must reach their route's
end. Tears from her youthful eyes stream down her
face. Even knowing that he is now celebrating in
Upperrealm, she cannot help but mourn for him. She
promises the night sky that she'll do everything she can
to make him proud. She also places a hand on her
heart and swears to go wherever necessary to make
sure Laksalis meets justice. Seraphine finds The Guild
not long after.

A Warrior trains in the compound,


swinging her mighty sword as if it
had the weight of a feather. You
recognize her blonde braid and stern
face; her name is Elyssa. She exits the
training grounds, handing her sword to the Blacksmith
for repair. A small piece of her hilt snapped during her
last trip to The Dungeon, causing imbalance and poor
performance. The Blacksmith promises to have it fixed
before the next sunrise.
She's greeted by a flash of orange fur as she opens the
door to her private quarters. Cerberus, her cat, jumps
onto her shoulder. She smiles, scratching his ears and
knowing the warm welcome is half relief at her return,
half desire for his supper. She pours a bowl of food for
him and then sits in her favourite oversized chair, with
a view of the sun setting just over the hill. It's not that
she dislikes other members of The Guild, but she's had
trouble trusting anyone for more years than she can
remember...
Elyssa recalls the betrayal of her former tribe member.
His name was Oris.
So many years of companionship, shared secrets,
hopes and dreams. They promised to leave their
mundane village, to take to the road and travel to every
corner of Mynerva. Years of dreaming about a life of
freedom had led to this evening. She has a few hours
before she must meet Oris at their usual spot, so she
decides to hunt some additional rations.
The sun is barely visible above the horizon as Elyssa
flops on the grass in their secret spot, a clearing in the
forest just on the outskirts of the village. She proudly
pats her backpack, filled with extra meat, onions, and
tomatoes. They’ll make for fine skewers to feast on,
their first meal as free wanderers. Fireflies land gently
on her fingertips as the stars above her glisten brightly,
even through the light cover of cloud. She feels so
happy. Soon, this will be her reality. No one to tell her
where to go or what to do. Beautiful independence.
The hours tick on. The air turns colder as the cricket
chirping becomes louder. Elyssa checks her supplies
again for the fifth time, then returns to her impatient
pacing. Oris did say to meet at this spot, on this day, at
this time, right? She was sure of it. She could never
forget such an important detail. She starts to feel
panicked.
Has something happened to him?
She returns to the village, knocking on the door of
Oris’s house. No answer. She peers over his
windowsill to try and see inside. All the lamps are
extinguished, there’s nothing but darkness looking
back at her. She shivers slightly. It would be better if
she had her coat with her. She goes back to her own
house down the road. The front door is slightly ajar.
Her sword is unsheathed before she can think, a
warrior’s instinct taking over. She carefully nudges the
door open, prepared for potential bandits. Elyssa
immediately sees that her home has been ransacked,
her possessions and treasures she had left behind are
stripped from their shelves. In the middle of the room
is a single rose and a note. It reads simply:
“Sorry. O.” Oris had already gone. He never returned.
Meowing pulls Elyssa from her memories. Cerberus is
nudging at his bowl, hopeful for a second helping.
Elyssa smiles at him sadly, ignoring the knock at her
door from Remi to come to The Tavern for dinner.
The memory ends.

Quest: Take the Jewel of Truth to a hard (• • •)


dungeon. At the start of the game, exile 4 heroic dice.
When victorious, proceed to the next chapter.
Conclusion
A pair of hands slides the results to her across a large
oak table. Remalia takes the sealed envelope,
containing the new results of her Captain's exam. It's
been two seasons since her last attempt. Different
motivations drive her now. She thanks the Council and
excuses herself from the room. Her nerves churn in her
stomach as she briskly walks down the hall towards
Lyra's room--she promised her they would open it
together.
Seeing an open door, Remi bursts in and thrusts the
envelope into Lyra's hands. She's too nervous to open
it herself, unable to banish visions of her last cold,
scrawled rejection. Lyra opens it for her, eyes darting
back and forth over the writing. She remains blank-
faced, handing the letter back to Remi.

Not again? She scans the report.

"....displayed exceptional improvement in strategy and


responsibility for fellow Guild members. Due to this
increase in leadership potential, The Council officially
recognizes Remalia's promotion to Captain rank in the
Rogue's Faction.
To be assigned a squad with the following Captains:
Xae, Seraphine, Elyssa, Lyra."

The next few moments are a blur of excited squeals,


jumping, and gleaming smiles. Xae, Seraphine, and
Elyssa burst through the door as if on cue, carrying a
platter of ChocoRaspberry Truffles and a bouquet of
Rainbow Posies (Remi’s favorites).

Remi looks around the room, smiles meeting her gaze.


Glassy-eyed, she smiles back. Her friends give her
more reasons for being in The Guild than just personal
glory. They're not just her colleagues, they're her
family.
The memory ends.
You look at The Jewel of Truth, now floating from
your palm towards the rift. Dark energy is being drawn
out of it and is expelled from the world. The Jewel
shatters down the middle, crumbling into smaller
fragments, and turns to coal. Exhausted, you head back
to The Guild-- You hope that you have helped make
Mynerva a little safer, for now. The memories have
made you recognize the importance of teamwork--
looking out for others can afford you a greater
strength. You have already decided to stop by the
market for a box of ChocoRaspberry Truffles on your
way back.

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