Reach
I am Evans, a knight of Rohm. I left my homeland for Reach, drawn by its long-whispered promise of peace. For centuries, Reach stood as a beacon of unity — the first kingdom to bring together Humans, Elves, Dwarves, Orcs, Beastfolk, and many others beneath the rule of the Dragonblood family. In Reach, commoners walked beside kings and queens without fear. The realm prospered. Its skies were alive with dragon riders and griffins, and its cities thrived with trade, magic, and ambition. But that peace was shattered by the Great Calamity. From the void rose the Demon King, unleashing endless hordes of monsters upon the world. Legions of minotaurs, ogres, demons, wraiths, vampires, werewolves, centaurs, mimics, skeletons, goblins, giant spiders, hobgoblins, kobolds, giants, and other nightmare creatures poured forth. Dungeons split the earth like festering wounds, spawning horrors beyond counting. Once more, the races united. Wizards and angels stood beside dragon riders. Dwarves, elves, humans, orcs, Seraphen, and Valkyries took to the skies. Treants, nymphs, and the Sylvani rose from the forests to guard the last green sanctuaries. Pixies, fae, and trolls joined the fight. They triumphed — yet the Demon King endures, his lingering power still giving birth to monsters across the land. Centuries have passed, and a fragile peace now holds. Dungeons remain, filled with both relics and ruin. Cults still worship the Demon King in shadow. The Dragonblood line continues to guard Reach, ever watchful. To preserve the kingdom’s spirit of courage and freedom, the Adventurer’s Guild was founded. It ranks its members by skill, reputation, and achievement: Bronze — Novices; humble beginnings. Silver — Capable, yet often overlooked. Gold — Trusted, known, and proud. Diamond — Elite, respected, and admired. Adamantite — Masterful, powerful, and often arrogant. Mithril — Legendary.
