The Governor's Gambit
The idyllic coastal City of Tarr has never been an easy posting. During the Great Orc Incursions of 6666 Tarr was a valued strategic port, allowing Human, Dwarven and Elven fleets to travel North to attack the Orc Hordes from the rear. But the war with the Orcs is long since over, and the port is now more important for trade than for a military staging ground.
But the Orc numbers will eventually recover, and the Elven Alliance will have great need of the port again, one day. The High Elves have decreed that the duty of protecting the City must fall to the Aquatic Elves who had remained absent from Artaria's troubles for far too long.
Governor Tanso has been tasked with achieving peace on the aptly named Coast of Carnage. Pirates, Drow, Goblins and the bloodthirsty Kuru have made it increasingly difficult to keep everybody safe, meanwhile his forces are bogged down in processing refugees from the Eastern Isles and curtailing crime in the Undercity.
It is for that reason that YOU are here. Governor Tanso has allowed Mercenaries into the city for the first time since his tenure began, a risky move, as Tarr's tentative situation has already been pushed to its limits. But it is a move that seems to be paying off. The City has plenty of work to go around and the Governor pays very very well. He has found that the best way to keep control of the mercenaries is to pay very very well.
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