Act Overviews

Act I: Rogue Encampment

Objective - Find and dispose of the wretched creature known as Andariel, the corrupted rogue fallen from the High Council of leaders within the rankings of the Sisters of the Sightless Eye. Hidden deep within the Catacombs below the Rogue Monastery, do not expect this to be an easy task to complete.

Background - Nestled at the foot of the Great Mountains, acting as the guardian of the entrance to the mountain pass, this outpost has been in operation for decades. Known to most as a waypoint between the Western Cities and the Eastern Jungles, the encampment was treated as a trading post, a position on the map to stop for supplies when traveling the distance between the two major regions of Sanctuary, and an altogether important landmark in the history of the realm. Operated by members of an elite group of female warriors known as the Sisters of the Sightless Eye, the Rogue Encampment is the first major stop in a true adventurer's journey. Housing several denizens vital to survival who can not only provide supplies, but stories of the days before the Three Prime Evils, the small village is a reminder of days before the Time of Troubles.

Description - Established only as an outpost, and a waypoint rather than a long-term home for travelers passing through, the Rogue Encampment is not at all constructed as a permanent village. Most vendors live out of crudely-built hovels, surviving with the items and gold they trade with the few travelers who still pass through, most of which are warriors on their way to attempting to clear the mountain passes. Small caravans, livestock, and several storage areas dot the village, giving the notion that mobility is one of the top priorities in the lives of the encampment's inhabitants. Expect hospitalities unlike any other when doing business within the Rogue Encampment's walls, as vendors are eager to do business with wealthy warriors fresh from sessions of combat, wielding the gold and items they need to survive.

Weather - Darkness seems to plague the encampment at all times, even during what would normally be broad daylight. Rain is a frequent occurrence, as the outpost lies just beneath the largest chain of mountains in the region, and therefore catches most of the rain clouds blown by the Great Winds from atop the massive cliffsides. Night is considerably darker than day, however, and is a much more dangerous time to be traveling outside of town. Some weary wanderers have actually gone as far as to remain inside the camp during the night, simply for the sake of some semblance of safety.

Security - As the home and camp of a band of Rogues, one can expect that heavy defense is vital to the camp's survival. Expect a high level of security near the gate into the village. However, one can only wonder how much punishment the wooden walls surrounding the encampment, no matter how thick or tall, can sustain in a large-scale attack. For the most part, however, expect no major disturbances within encampment, as the guards are quick to down any stray monsters who wander too close to it's walls.

Townsfolk - Few of the original inhabitants of the Rogue Encampment remained during the initial appearance of the Three Prime Evils in Khanduras. Most fled to the Western Cities, leaving only those most important to the camp's survival and operation behind, namely any merchants or members of the Sisters of the Sightless Eye. It is because of this that you will find no more than such individuals within the encampment during the time you spend there. Expect high prices, yet eager vendors, as few warriors have made way in the direction of the Rogue Monastery for many months. While these people have quite a rugged, wilderness look about them, they are as kind as any, and are always willing to provide their services and knowledge in attempts to assist you with advancing through the quest to cleanse the woodlands around the encampment.