The Guardians of Sa’Renak The moon cast an almost purple hue across the midnight sky; this eclipse would truly mark a turning point in the coming age of the kingdom. The air was cold and crisp, the autumnal breeze bit at the trees and what leaves had remained. Smoke billowed from the chimneys as villagers vigorously attempted to stay warm and cozy. This was the coming season they had expected here in Alo-Quin; a bitter winter approached as was foretold by the shamans, and their faith was rewarded with a bountiful harvest to prepare for the frost. You see, this is a time when magik and gods held power over man and beast. Many a race came together in these lands, forming cities, villages and settlements. Large and imposing temples were flocked to daily to make tribute, markets bustling with consumers, vying for the finest wares from Dwarven metals forged in the hottest fire to Elvish wood carved and cut from the strongest and finest timber. These times were quite prosperous for the kingdom of Sa’Renak and all its small towns and large cities flourished because of it. ...... However, dark days are on the horizon. It has been foretold that an army of undead and unwanted are growing not only in numbers, but in great power. Led by an Evil Necromancer, the Vile Cult is one that must be stopped, at all costs. That is where you come in. Your character has found out (that is to be determined in you “origin story”) that they have been called on by the ruler of the kingdom of Sa’Renak to travel to the northern capital city, Alo-Quin and provide aid to the kingdom in repelling this menacing force. Once you arrive you will be assigned to a group of fighters, mages, rouges, rangers and other such folk to stop the Vile Cult and their evil leader before they descend upon the kingdom and all is lost. [img]http://i1371.photobucket.com/albums/ag301/CallMeMisterSmith/Original%20Map_zpsxivg1zdq.jpg[/img]