The Eye of Prismyr. The Demon’s Maw. Rilio’s Misfortune. The raging cyclone of Warp and spite encircling the ruins of Rilio has known many names, yet the result is always the same. By land, sea, and air, global powers have battered against the storm’s chaotic hide to no avail. That is, until Kredlam got involved.

Pushing the boundaries of conventional arcano-physics, the pioneers of the elemental and psychic arts in Kredlam finally devised a method to pierce the tempest.

In this chapter of The Gilded Endeavour, you play as members of an expedition sent into the eye of the storm. The mission profile is simple: Get in, find the source, and get out.

The problem? This scientific breakthrough occurred thirteen years ago. Since then, fifty-five expeditions have vanished, despite every variable being tweaked, improved, or thrown out entirely.

Kredlam demands results, but failure is expensive. The immense casualty rate has proven that skill does not guarantee survival. That is where you come in. You are cheap, disposable, and indentured to the state. The ever mysterious Kredlam Command is done sacrificing elite squads and scientific minds. Instead, they are jettisoning criminals, outcasts, and those with a death wish into the Vortex, hoping that where skill failed, sheer desperation might succeed.