The long road awaits one more traveler
The neighboring kingdoms of Otereon and Norin have enjoyed a generation of peace. However, one of the main caravan routes connecting both capitals has inexplicably been interrupted for a season. Over six months, not a single caravan has made it through
A large, newly formed caravan of riders and guards are challenged with the task of breaking through the unidentified blockage to trade. Once on the road, cards start to be played in a political storm of posturing, poison, and heavy magic.
Can they reach their destination intact, and in time to stop a disaster? Will Zarad, a worn out but skilled mage be able to pull himself together and become the Knave of Wands needed to win the game? Will his newfound friends of Mary and Max survive the fall of the cards, cast from the hands of players who arrived with bad intentions from an unknown land with unspeakable power at their backs?
Sword and wand realize quickly that they must pool their diminished hands to reach their destination. Surviving might not even be in the cards. Can our adventurers pay the price? Blood magic takes no prisoners.
From fireballs to failed pawns, broken ships to blundered battles, a road to epic adventure lies before you