Okay, I’m going to start you off in the land of the Skirith’s, since that the one that seems like it could have a draw for all 3 characters. So patches firm, but squelchy land, streaks of soggy marshland, and wallowing swamps both deep and shallow, framed by mountains on one aside and grassy plains on the other.<br/><br/>You will start in the village of Moha. Like most settlements on the edge of a swamp region, it is located on top of a small hill, and is protect by a witch (see below). About 50 people make their homes there, mostly farmers, a couple of craftmens, and of course one innkeeper. Notably there is no blacksmith or miller within the village, a journey of 20 miles and 7 miles would be needed to reach each respectively.<br/><br/>Famous individuals of Moha include:<br/><br/><strong>  Lady Murn</strong>– A retired sells word and part time monster hunter, grey haired Murn enjoys a quieter life on a farm with her husband, though the thin blade and armour she wore still hangs proudly above the dining table. Murn desires privacy most of the time, but on nights of drinking will tell tales of her exploits, some of which may even have happened, and the few occasions when she has needed to break up a fight show she remembers a trick or two from her adventuring days.<br/><br/><strong>  Hayden Brenson </strong>– The headman of the Moha, Hayden is fiercely intelligent and well travelled, more so than the headman of such a small village gas any right to be. Despite this, Hayden doesn’t seem to be going anywhere, busying himself with the challenging task of applying his learned ideas in a place with the resources to support ambitions one tenth the size. As a leader, he is generally fair in his solving of disputes, though some argue he favours the underdog almost on instinct, though in truth he is more likely to favour the literate one in any disagreement. Whilst his biggest pursuits involve him at a table with parchment, quill and ink, Hayden does not shy away from merriment, and will happily lead the village on any celebration, tankard in hand.<br/><br/><strong>  Zita the Witch </strong>– Unlike the Gragoryns and the Krastovs, whose lands are patrolled by mounted warriors, the peasants and freemen whose reside in the domain of the Skirith rarely see their noble’s house guards, known as Messengers. Whilst some may find this advantageous, few relish meeting the Riders in Grey or black, the sinister warriors do serve their function, keeping monsters away from the towns and roads. In the absence of might and with the crumbling churches offering little succour, the people of the Skiriths turn to magic. Initially done in secret, it has now become common practice, done openly. Zita is the patron witch of Moha. She dwells in a mud hut, several miles from the village. In return for gifts of food and mundane reagents of spells and alchemy, the witch weaves magic to protect the houses and those who dwell within, whilst those wishing to venture forth may barter for an amulet to keep them save of their travels. Hushed tales speak of greater prices. A child stolen from their cradle, the entrails of loyal farm dog, but Zita has made no such demands.<br/><br/><div align="center">*********************************************</div><br/>It’s up to you to determine how you ended up in Moha, and what, if any interaction has taken place prior to the start of the game. Knowing that will better allow me to plan for how the game opens. So, feel free to discuss and share things with each other, and if you have any questions for me you can also post them here.