Act 1 - The Curse Of Kallamehr
You have been trekking across Allansia, in search of adventure, excitement - and above all treasure! Forsaking the western shores, you headed south, and came to the land of Kallamehr, which is ruled by the noble house of Rangor. Compared to the hardships you faced on the journey Kallamehr promises comfort and rich pickings. Judging by the rounded bellies of the traders you have passed on throad, business must be good around here.
After two months' solid travelling, interrupted only by the occasional skirmish with beasts and bandits, you have caught the scent of the sea in the wind. The road broadens as it approaches the town of Kallamehr, and you see its famous tower looming majestically in the distance. As you draw near the town, you catch sight of the sprawling collection of buildings which huddle beneath the tower. The twisting architecture is strange to your northern eyes; it seems to have no order to it. You wonder how on earth people can live in such chaotic squalor.
An imposing pair of gates loom before you. Strangely, no guards seem to be around, and the gates are open. You can make out the faint sound of shouting from the other side of town, but the houses block your vision and you cannot see what the commotion is about.
As you stand in the gateway, you hear thumping from the gatehouse to your left. Someone seems to be trying to attract your attention.
'In the name of charity, let me out!' a tiny voice implores. 'Surely I, one of Baron Bluestone's most loyal subjects, should have the right to witness his struggle? Let me out!'
Edging closer, you see a man's gaunt face pressed against the door's grille. Manacled hands grip the bars, and tears stain his grubby face. He does not look much like a loyal citizen to you, and he has almost certainly been locked in the gatehouse for a good reason. There are no keys near by.
Abandoning him to his fate, you hurry towards the sound of the crowd, which gets louder as you get closer. Carts sit unattended, stalls unguarded, and livestock runs free. Minutes after leaving the gate, you arrive at the central square - the scene of the commotion. Packed into the square is a vast crowd (surely the entire population of Kallamehr, apart from the wretch in the gatehouse!). Each pair of eyes is fixed on the top of the tower, where a spindly figure is struggling to free himself from the clutches of a short robed man, who in turn is trying to force the other off the edge of the balcony. The spindly man is teetering on the edge. With every twist and turn the onlookers gasp ever louder. The tension is unbearable.