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... t was a game.
Even after their guildmates—practically family—had been killed, they were willing to join hands with their enemy for a bit of cash and a rare quest they couldn’t normally obtain.
After all, everyone would just revive.
Killing their enemy wouldn’t leave them with any lingering rage, pain, or fear.
In other words, it was a waste of emotional energy.
You couldn’t avoid that kind of friction entirely; it was part of what forged and maintained gui ...
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