The Poison Road
In a fractured kingdom where assassination guilds hold more power than crowns, a mismatched band of killers must escort a mysterious child across a continent riven by war. Every kingdom wants them dead, every mercenary wants the bounty on their heads, and the road itself seems determined to kill them. Welcome to the Poison Road—where trust is currency and death is just another toll.
2
Plays
5
Characters
7
Events
📖 Story Backstory
The introduction and setting of the world, including its history.
The Realm of Valdris was once united under the Iron Crown, but that was three generations ago. Now, seven kingdoms war endlessly, and in the chaos, assassination guilds have become the true power brokers. The Dusk Guild is one of the oldest—its members marked by shadows that cling to their skin. They do not kill for pleasure, but for purpose. Every contract is sacred, every mark chosen by ancient rules lost to time. The child they carry is named Lira. She is seven years old, mute since birth, and somehow, impossibly, she can sing the magic back into dead lands. The Iron King wants her to restore his dying kingdom. The Storm Prince wants her to destroy the Iron King's enemies. The Witch Queen wants her as a vessel for something older. Everyone wants her. The road they travel—the Poison Road—is the oldest trade route in Valdris, cursed by an ancient war. Travelers who take it rarely emerge unchanged. The land itself seems to hunger for blood, and the guilds say the road drinks from those who spill upon it. Unique Lore Rule: The Bloodstone Economy. Bloodstones are gems that form naturally when blood is spilled on sacred ground. They are the primary currency of the realm—the more violent the death that created them, the more valuable the stone. Assassins are paid in bloodstones, and a guild's wealth is measured in the quality of their bloodstone reserves. This creates a twisted economy where violence literally fuels the world.
👥 Characters (5)
Characters in this story. You will choose who to play as when you start.
Kael Nightshade
Protagonist
Former top assassin for the Dusk Guild, now disgraced after failing a contract five years ago. He carries the Mark of Failure—a shadow that spreads slowly across his body, slowly killing him. He took this job to earn enough bloodstones to buy his freedom from the guild and get the cure for the Mark.
Vex
A young assassin who joined the guild three years ago and has something to prove. They were recruited specifically for this job because of their unique ability: they can step through shadows, appearing instantly in darkness within line of sight. They don't know why they were chosen for this dangerous mission, and they suspect there's more to the child than anyone is saying.
Grimjaw
A former knight-commander of the Iron Legion who led a massacre in a rebel village and couldn't live with the guilt. He deserted, took a new name, and has spent five years as a mercenary trying to atone. He was brought on for his combat prowess and his knowledge of the road— he's traveled every inch of the Poison Road.
Thistledown
A hedge-witch of the Old Way, before magic was standardized by the Academy. She can brew potions, read omens, and speak to animals. She took this job because she recognizes something in the child—Lira is a Null Singer, one who can restore dead magic, and Thistledown has waited sixty years to find one.
Lira
Neutral
A Null Singer, born mute but with the ability to restore magic to dead places through her singing. She doesn't understand her own power. She was taken from her village by the Dusk Guild when her ability accidentally bloomed and restored a withered tree to life in the middle of winter. She is gentle, curious, and trusting—dangerously so.
⚡ Key Events (7)
The Crossroads Ambush
The team has just left Thornhaven when they're attacked by a group of assassins from the Crimson Fang guild, who were contracted to kill the child. The attack happens on the first stretch of the Poison Road, where the thornwood trees grow so thick they block out the sun. The player must decide how to handle the fight—defend the wagon, pursue the fleeing attackers, or set up an ambush of their own.
The Whispering Hollow
On the second day, the team passes through a valley where the dead from an ancient battle still walk. The spirits are not hostile but are drawn to Lira's power—they reach toward her, whispering in a language no one understands. Thistledown must perform a ritual to calm them, or they will follow the wagon all night, driving the horses mad.
The Merchant's Dilemma
A merchant caravan is stopped by bandits on the road ahead. The bandits are demanding the merchant's cargo of bloodstones—enough to feed a family for ten years. The merchant begs for help, but intervening will reveal the team's presence and slow their journey.
The Storm Prince's Riders
Outriders from the Storm Prince's army catch up to the team. They offer a bargain: hand over the child, and the Storm Prince will pay double what the Iron King offered. They give the team three days to decide, promising to return. This is a test—their true intention is to see if the team will betray their contract.
The Witch Queen's Temptation
A messenger arrives bearing a letter from the Witch Queen herself, sealed with black wax. The letter offers Thistledown something she's wanted for sixty years: the location of the last Null Singer library, containing the secrets of Lira's power. In exchange, Thistledown need only deliver the child to the Queen's agents at the next crossroads.
The Poison Road's Hunger
The team camps for the night at an ancient waystation, only to discover the road itself is waking. The Poison Road is not just a path—it is a living curse, hungry for blood. That night, the ground begins to bleed, and the team's supplies start to rot. Something emerges from the earth: a horror made of thorns and bones, drawn to Lira's magic.
The Iron King's Welcome
The team finally reaches the Iron Citadel, only to find the Iron King is dying. His kingdom is failing because the land's magic has drained away. He needs Lira to restore it—but doing so will drain Lira's life. The King offers Kael freedom from the Dusk Guild, the cure for the Mark of Failure, and unlimited bloodstones. The team must decide if they will sacrifice the child to save a kingdom.