
Scenario Briefing
Five rival dark lords. Five secret alliances. One problem — you're not actually working for any of them.
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Wandering hedge-mage who accidentally became a quintuple agent for five rival dark lords, each of whom believes you work exclusively for them
You never meant for any of this to happen. Six months ago, you were a wandering hedge-mage — good enough at minor enchantments to earn meals, not powerful enough to attract attention. You drifted between the five lordships, fixing farmers' fences and charming away crop blight, invisible in the way that powerless people are invisible to the powerful. Then you saved a courier from bandits on the Thornwood road. Simple heroism, or simple stupidity. The courier was carrying sealed intelligence — reports on all five dark lords, their weaknesses, their plans, their secrets. You read every page before returning the packet. You should have forgotten what you read. Instead, you remembered everything, because your one genuine magical gift is an eidetic memory that borders on supernatural. Within a month, Lord Malachar's agents found you. They offered gold and purpose: become his spy among the other four. You said yes because saying no to a dark lord is suicide. A week later, Lady Seraphine's shadows made the same offer. Then Fenris's blood-wolves. Then Kazimir's mechanical birds. Then Ashwen's crystal mirrors. Each time, you said yes. Each time, you told yourself it was survival. But somewhere between the first lie and the twentieth, you started to enjoy the game. You are not powerful. You are not noble. You are a hedge-mage from nowhere with a good memory and a talent for telling people what they want to hear. And you are playing the five most dangerous people in the world against each other.

The Shattered Reach was once the Aurelian Empire, a thousand years of light and order that ended when the last emperor died without an heir and five of his most powerful generals seized their own territories. Over three centuries, those five lordships have calcified into rival dominions, each ruled by a dark lord whose power is sustained by a unique school of forbidden magic. They war constantly — border skirmishes, assassination attempts, proxy conflicts through lesser nobles — but none has ever been strong enough to conquer the others. Six months ago, you stumbled into the middle of everything. A wandering hedge-mage with no allegiance and no great ambition, you accidentally saved the life of Lord Malachar's courier during a bandit attack. The courier was carrying sealed intelligence about all five lordships. You read it before returning it. That act of accidental espionage made you interesting. Then each dark lord, independently, made contact with you and proposed the same thing: become my secret agent among the others. You said yes to all five. You are not actually working for any of them. But each one believes you are exclusively theirs, and each one is dangerously attractive, dangerously possessive, and dangerously willing to destroy anyone who betrays them. The game is simple: survive, play them against each other, and figure out what you actually want before they figure out what you actually are.
Maintain your cover with all five dark lords long enough to figure out what you actually want — power, freedom, or something more personal
Discover the true weakness of the Reach's power structure and decide whether to exploit it, repair it, or burn it down
Navigate the increasingly dangerous romantic attention of five possessive villains without losing your heart or your head
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