The image size limit has been raised to 1mb! Anything larger than that should be linked to. This is a HARD limit, please do not abuse it.
Our new Indie Games subforum is now open for business in G&T. Go and check it out, you might land a code for a free game. If you're developing an indie game and want to post about it, follow these directions. If you don't, he'll break your legs! Hahaha! Seriously though.
Our rules have been updated and given their own forum. Go and look at them! They are nice, and there may be new ones that you didn't know about! Hooray for rules! Hooray for The System! Hooray for Conforming!
Note: If any of this sounds cool to you hop on over to the Recruitment thread and join in.
Among the philosophers of the Empire of Gold it is said that dumb men and smart men are united closest by their ability to make mistakes. Two hundred years ago in the Western Marches some very smart people did a very very dumb thing. Under threat from Invasion from across the seas they brought the most powerful magic users, god-talkers, wisemen, witches, magicians and warlocks that money could buy to protect their lands by creating a magical barrier. Unfortunately, it worked too late, instead of trapping the invading army out, it trapped them inside. No one outside the Western Marches knows what happened next but the consensus among the few archeologists who have examined the ruins is that things were not settled peacefully. Cracks have begun to fill the barrier and the Central Kingdom has built forts to make sure nothing is allowed out. But the astrologers who advise the young child king have seen ominous portents that something may be stirring in the Western Marches and asked that someone investigate. The kings military advisers objected, saying that their forces are already spread too thin and it would be a suicide mission to explore it, and no mercenary would be crazy enough to face certain death for mere gold. It was then the court bard stepped in “Ah my friends, you are looking at it all wrong. If you order people to go investigate they will desert, but if you forbid anyone to go explore the ancient ruins where the treasures of the greatest wizards the world has ever known once lived you will have to fight them off with a broom.”
You have come to Fort Donner on a wagon train along with two dozen new recruits, a rather bad tempered old priest, a small crew of circus performers, and a small herd of oxen. A carpenter who was also traveling with you sadly died after a decision to ford a river. Fort Donner resembles a small town more then a military installation, it is clear that discipline is lax and it is mostly seen as a place to put old troops near retirement, cripples, and young soldiers too incompetent to be trusted doing anything important but too well liked to send off on a suicide mission. The soldiers uniforms are unkempt, the bright blue has become faded and dirty, chickens walk the street and you can hear the sounds of a schoolroom.
A soldier walks over towards the wagons. “You those adventurers we've been waitin' for?”