[center][hr][h1][i]· Before The Dawn ·[/i][/h1]Uncover the lost secrets of Tyrrania...[hr][/center] Tyrannia is in disarray; but this is normal for those who call it home. King Valdez and the Amorynthian council are greedy as ever, the once-great nation of Tumeken is struggling to find its feet, and the Dwarven Rebels are coming to resent their subterranean existence in the far North. Yes, by Tyrannian standards, all is at is usually is. Slowly increasing the taxes on the still-loyal Dwarves of Gard, Valdez' grip on the race is tightening once more and the threat of another Dwarven Exploitation looms overhead. Naturally, eyebrows were raised when King Valdez announced he was searching for a party of the land's finest adventurers, to send North into Vastorian territory. "Not an army," he had specified. "A diplomatic party." After centuries of an enforced embargo on any rebel goods, what could Valdez possibly want from those Dwarves who betrayed his ancestors all those years ago? Regardless, when someone of Valdez' position puts out a request, he tends to get what he wants. And so they came, heeding his call; fearless adventurers from all four corners of the earth. Some came for money, some for fame; others, to get an inside look at whatever it was Valdez was plotting. Whatever their motives, the final group was selected and tasked with their mission. And whether they knew it or not, this small foray across the mountains was not likely to be as it seemed. For you see, there are many mysteries in Tyrannia, and those who venture into untouched territories tend to discover more than they bargained for. With knowledge and duty, even the smallest errands can escalate beyond comprehension; the stakes raised with each new discovery. Of course, the question is... Can they solve the mysteries of Tyrrania before the Dawn? [h2][i]Our World...[/i][/h2][hr]Tyrrania is a sprawling continent, divided most easily by the landscapes it comprises: Amorynthia is primarily lush and verdant, Tumeken consists of scorching sprawls of desert sands, and Vastoria is a cold, barren land to the North. Each region is home to different kinds of creatures, and many of them are unfriendly; travelling alone is not advised, as many of the native species of Tyrrania tend to hunt in packs. It is suggested that all adventures familiarise themselves with "[url=https://www.roleplayerguild.com/posts/4576112][i][b]The World of Tyrrania: The Essential Traveller's Handbook[/b][/i][/url]", an extensive study of the land by the renowned professor Terrence Nydell. A copy of this book is available in The Grand Library. [h2][i]Our heroes...[/i][/h2][hr]The list of those willing to undertake this mission remains empty. Step forward, you cowards, and make yourself known to the King. [h2][i]Our story so far...[/i][/h2][hr]Determined to make contact with the exiled Dwarven rebels, King Valdez is assembling a band of the finest adventurers he can find. He seems to be taking the mission seriously, and is offering untold riches upon the completion of his errand. Some were invited personally, having already earned a name for themselves through their exploits; others may have been less loud about their talents, and have risen to the King's challenge voluntarily. Be they motivated by fame and gold or the thirst for adventure, those brave enough to heed the call are beginning to arrive in Ryth, where our story begins...