The Drymarsh had been through a tumultuous time, battling both water shortages and the Steel Veil. The townsfolk had worked together, drawing on their diverse strengths and learning from one another. With your guidance and wisdom, the people of Drymarsh have enough water to survive. Even more, the Steel Veil is no longer a threat. The citizens of the Drymarsh are safe and thriving. There is a sense of calm; a feeling of unity has now blossomed, but so a pressing question remains . . . where will your character go next? The peace in Drymarsh gives everyone a chance to relax, but it also makes people wonder what’s outside their town. Rumors spread about other places that might need help, with challenges like the ones Drymarsh faced. Your character now has to choose whether to stay and keep helping the town grow or travel to new lands and share what they’ve learned.
The leaders of the four factions had been observing your character’s decisions during the crisis and appreciated their leadership and insight. Each faction now extended an invitation for your character to join them permanently, presenting a unique opportunity to choose a new path forward. This was not just a decision about where to live; it would shape their identity and future. Because it is such an important decision, each faction will give your character one month to live with their society. After one month, your character will be given a choice to either stay or go. Your character decides to accept ONE of their invitations. Which faction will they choose?
1. Iron Covenant (Rolled 1, 2, 3, 4, or 5)- Click here
Offer: Become a Warrior
The Iron Covenant admired your character’s strength during the flood crisis and believed they could thrive in a militarized society. They offered training, discipline, and the chance to protect the community from external threats. However, this path would mean embracing strict order and possibly turning away from some of the ideals of collaboration and freedom that had developed during the crisis.
2. Hacker Syndicate (Rolled 6, 7, 8, 9, or 10)- Click here
Offer: Become a Hacker
The Hacker Syndicate recognized your character’s problem-solving skills and creativity. They invited them to join a group focused on innovation and technological advancement. This would provide an opportunity to learn new skills and contribute to building the future, but it also came with a heavy reliance on technology, which could have unpredictable consequences.
3. Echo Collective (Rolled 11, 12, 13, 14, or 15)- Click here
Offer: Become a Scholar
The Echo Collective valued your character’s wisdom and the way they brought people together. They offered a life dedicated to preserving knowledge and sharing it with others. This path promised a peaceful existence focused on learning and history, but it could also mean staying hidden underground, away from the chaos of the outside world.
4. Green Hand (Rolled 16, 17, 18, 19, or 20)- Click here
Offer: Become a Ranger
The Green Hand admired your character’s commitment to the environment and community. They proposed a life dedicated to ecological restoration and a return to nature. This would involve hands-on work, connection with the earth, and a focus on harmony with the environment, but it could mean rejecting modern conveniences and technologies that some factions embraced.