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Welcome to the Haven, a place where peoples of all kinds have been gathered chiefly in an effort of universal survival. Within its thick metallic walls lies a promising hive of individuals who have experienced much in their young (and seldom old) lives. At the entrance lies a gate leading to nine discovered worlds, programmed to open to call beads as well as voice commands for the Haven's inhabitants, but in those worlds are as many promises of survival as deadly threats. Discoveries occur very frequently, but death is common to those unprepared for the dangers that lie beyond. Fifty-seven individuals exist in Haven now, and with every death another individual is brought in to take their place, sometimes ripped from another world unwillingly, and in rarer cases willingly. The wish for greatness, for adventure, for fame, and for glory--to the strong having this wish, often a choice is given, and if it is accepted they are brought to Haven. Job postings are issued from the higher-ups to deal with the situations. No one currently alive in Haven has seen a higher-up, but they speak through the automated machines that work alongside the fifty-seven, and provide free food, drink, and services. The job postings range from matters of low importance and danger to profound importance and danger, and parties are designated to seek out and complete these missions. While Haven is a paradise in and of itself, rules are set up to prevent stagnancy, and rewards of high caliber are given to those who complete job postings. The rules are as follows: 1.) Those who do not work outside of Haven will disappear in three weeks until they do so. 2.) Those who betray their allies unto death will not be suffered to live. 3.) Those who seek vengeance upon another must combat through words or the arena. Open fights within Haven are punished severely. With this introduction in mind, this story begins with the death of a party of six assigned to an Alexandrium-class quest. The job still lies open, but six fresh-faced individuals have been reborn as inhabitants of Haven. You may be among them or one who has been there longer. Now, let the adventure begin. ~~~~~ A public announcement was broadbanded through every speaker in every room about the deaths of six great adventurers in Haven that day. The elegant berserker Harold Ironfang, the proud druid Grindra Ulfrichter, the timid rogue Kimball Oakfast, the heaven-sent pugilist Ilyana Ivory, the metal-shaping sorcerer Roderick Corrin, and the all-fair cleric Isabel Clearwater all lost their lives to the most important job Haven had to offer, a job that was thought to be one only for them. Now the greatest known evils of the multiverse lay uncontested, and six newcomers were spat out into their respective rooms, awaiting retrieval. Those who were new typically had their stomach lurch from the dimensional shift, and they vomit onto the wooden floors. Some of the folks who already were in Haven come to accept them. The others are allowed to mourn their fallen brothers and sisters in arms. Pang was in mourning still, saddened by the deaths of three friends he trusted dearly. His white-furred tail drooped as he looked down at the floor, but he dried his tears as he headed down the extensive halls of Haven. Numbers on the holoscreens at every door indicated where new arrivals could be found, and he was aiming for Room Number 44. Who was this newcomer going to be? What was he or she going to be like? He had no idea, but he hoped that seeing their senses of wonder, excitement, eagerness, or all of the above would cheer him up.