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Solasta: Crown of the Magister
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==Story== [[File:Solasta world map.jpg|thumb|right|300px|Solasta at the present.]] On the world of Solasta, the [[elves]] had a massive magical [[Roman Empire|empire]] called Manacalon and no one knew anything about gods. Then the ''Cataclysm'' happened, a massive planar rift opened, destroying and twisting the lands of the high elven empire. From the rift came [[human]]s, fleeing the destruction of their world of Tirmar, and their [[god]]s and divine magic. Over a thousand years have passed since then and new nations have formed in the lands less affected by the Cataclysm, with the heartlands of the old empire being an inhospitable wilderness called the Badlands, surrounded on all sides by mountains. Recently, the Principality of Masgarth has discovered the Copperhead Road, a pass that allows better access to the Badlands, causing the other nations to worry that they would hoard artifacts and knowledge from the ruins and upset the local balance of power. They then forced the principality to create an organization that would guarantee all nations and organizations fair access to the pass and catalogue and/or purchase whatever was found. The game starts as your characters meet in the Gravekeep's Cask inn (where else would adventurers meet) in the principality's capital of Caer Cyflen. You meet your employer, Lord Carran, who has you sworn as deputies of the Legacy Council, the aforementioned organization, and sends you to investigate the outpost of Caer Lem which has fallen quiet. Arriving there, you find out that it has been attacked and the survivors tell you that they were attacked by the Sorr-Akkath, a race of shapeshifting [[lizardfolk]] that destroyed Tirmar, and that most people think are a legend by now. Your group the flees with most of the survivors through a secret passage from the soraks, as they're often shortened as, and return to tell Lord Carran what has happened. The Legacy Council doesn't believe that soraks attacked your group since you have no material proof, and so they send you off to get proof of their existance. Your group finds the proof in an ancient tower the soraks had been digging up, where they had found an ancient crown that they guarded. One of your party members put the crown on their head and takes the head of a sorak with them as you return to the council. The council examines the crown, but stops after the party member wearing it falls unconscious. Turns out they've become attuned to the crown and separating them could kill the member. They also discover that a magic gem previously found by another group belongs to the crown, and uniting the two causes the member to have a vision and be able to sense the other gems. The council then orders you to find the remaining gems while they figure out how to deal with the soraks. ===Lost Valley=== Taking place after events of the main game, a group of adventurers get recruited to protect a merchant caravan on its journey through the Marches. The caravan comes across a group of survivors from an adventuring party hired to find a person called Merin Ving, and your party offers to help them before moving on. Only for your party to stumble on a nest of redeemers, horse-sized, scarab-like, territorial and aggressive insects. The party manages to escape the hive, but finds themselves stuck in the eponymous Valley ruled by the Dominion, an authoritarian dictatorship lead by the elf Orenetis. The party then largely abandons the mission of finding Merin Ving and becomes more concerned with finding a way out of the Valley.
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