The tribes of Tunse'al have much lore and superstition. When your party is implored to find a youth who failed his rite of passage, they'll discover not all the elders' tales are just parables.
Venturing into Vledis, your party realizes the stories of the original tribes were once warnings, not entertainment. Something is out there and it's threatening to turn them into something...other.
The peoples of Tunse'al are adept hunters in a world of oversize reptiles and lethal plants. The hunters have become the hunted and must figure out what's happening before they all perish.
The peoples of Tunse'al are adept hunters in a world of oversize reptiles and lethal plants. The hunters have become the hunted and must figure out what's happening before they all perish.
The peoples of Tunse'al are adept hunters in a world of oversize reptiles and lethal plants. The hunters have become the hunted and must figure out what's happening before they all perish.
The tribes of Tunse'al have much lore and superstition. When your party is implored to find a youth who failed his rite of passage, they'll discover not all the elders' tales are just parables.
The tribes of Tunse'al have much lore and superstition. When your party is implored to find a youth who failed his rite of passage, they'll discover not all the elders' tales are just parables.
The tribes of Tunse'al have one foe all agree on: Skin Eaters. When your party happens across one of their communes, they must either convert or fight for themselves and the "food" held captive.
The tribes of Tunse'al have one foe all agree on: Skin Eaters. When your party happens across one of their communes, they must either convert or fight for themselves and the "food" held captive.
The tribes of Tunse'al have one foe all agree on: Skin Eaters. Now an elder Kresh has seen a vision of their treachery. Your party must safeguard the elder in route to warn the distant Gales. Prizes!