The Game of Archemisis: Background
Your homeland is in ruin.

You are instructed to travel to the land of Lith, where it is rumored twelve wise people live, in order to learn the valuable skills of invoking, illusion, and meditation.

If you had these skills, perhaps order would be restored.
Until then, you will go where trouble takes you.

Chraun, the ruler of Lith, is said to have mastered some aspects of Time. Scrutto is a master of arcane symbols. Delve is a keeper of keys. Nock directs mysteries in his theatre.
Alia represents the literal, and will instruct you on argumentation. Pora knows illusion. Finito studies limits and numbers. Char governs war. Flinch abides in the grotesque and sadistic. Rove is a free spirit who grants opportunities. Allu can teach happiness and peace.
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