Khalla's Play: Merakor I
Eric K Barnum
Khalla’s Play: Merakor I
Eric K Barnum
When the God of Necromancy dies, Taysor and Morbatten’s thieves turn on each other to control the black market and powers to be gained by harvesting the god’s body parts. Amidst serpentine street war, the Tanian Thieves Guild ‘Perdition’ rallies behind Khalla as their new leader. The former leader just wants to cash in on a treasure map and let the guilds fight it out. That map points Khalla’s team to Merakor. The ancient civilization, destroyed by the dark elves nearly 3,000 years ago, has sat untouched until now. The fighting stirs and ancient evil lying dormant below the templed streets of Taysor. The Dark Legion guild craves the blood of the Jade God. Instantly addictive to them, the turf battles mask their lust for more. Without a god controlling necromancy, undead powers run amok and the Dark Legion realizes it may just have the power to take all that it craves. As allies turn on friends, Orc armies march, and the gods themselves fight for control over necromancy, join Khalla’s team as they make ready to depart for Merakor. Their mission is simple: find the lost tower of a 3,000 year ago archmage. They need a team of heroes strong enough to fight the dark elves, but wise enough to stay on course. Strength and wisdom… leaders lacking these do not survive long. It’s okay, Khalla: your friends have your back. Join the adventure at www.forsakenisles.com!
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