Spoiler (click to show/hide):
The world of Drasil is a realm of many things, if one knows where to look for them. Depending upon where a man wanders, he could find joy, sadness, compassion, anger, beauty, or violence. It has seen both peace and war, the former of which being its present state. The Kingdom of Koin and the Guild Federation are far from allies, but neither side sees any reason to go to war with the other, which is good. Truly, Drasil is a world of possibility, both good and bad. However, the future will soon take a detour that no one saw coming...one that will shake the very foundations of the earth, and steer the fates of every being and creature living upon it. The outcome of that very detour will be decided by a choice few people...people who are not trained for a destiny of grandeur, but will, in time, find greatness thrust upon them...
...people much like yourselves. Your own stories, be it by your wills or not, will one day be passed down into legend, as the finest chapters in a much grander story.
This story begins in the humble town of Erimos, in the eastern borderlands of the Geodian continent. It is from here that many caravans set out across the desert, some for travel, others for merchant work, and others still for reasons undisclosed. It is here, in this town on the edge of the desert, that your stories begin...
The world of Drasil is a realm of many things, if one knows where to look for them. Depending upon where a man wanders, he could find joy, sadness, compassion, anger, beauty, or violence. It has seen both peace and war, the former of which being its present state. The Kingdom of Koin and the Guild Federation are far from allies, but neither side sees any reason to go to war with the other, which is good. Truly, Drasil is a world of possibility, both good and bad. However, the future will soon take a detour that no one saw coming...one that will shake the very foundations of the earth, and steer the fates of every being and creature living upon it. The outcome of that very detour will be decided by a choice few people...people who are not trained for a destiny of grandeur, but will, in time, find greatness thrust upon them...
...people much like yourselves. Your own stories, be it by your wills or not, will one day be passed down into legend, as the finest chapters in a much grander story.
This story begins in the humble town of Erimos, in the eastern borderlands of the Geodian continent. It is from here that many caravans set out across the desert, some for travel, others for merchant work, and others still for reasons undisclosed. It is here, in this town on the edge of the desert, that your stories begin...
<Xiaotou. Location: Town outskirts, hermit's hut.>
Spoiler (click to show/hide):
Today is more than just an average day for you. According to certain members of your guild, “shady figures” have been noticed in the vicinity of your safe-houses every so often, particularly the ones near the continental borders. While no tampering has yet been reported, it has been theorized that these figures may be spies, though for whom, no one can say. Your job today is to investigate these supposed spies, and who their client might be.
After a referral from a bystander, you have arrived where you stand now: a hermit’s hut on the outskirts of town. The hermit himself is cloaked and has his face hidden, but it’s said he knows who those “spies” are working for. As for potential things to steal off of him, the man pretty much has nothing except the hut itself, his clothes, and some food stores…and even if you did try to snatch some of his food, there’s an oddly foreboding presence around that makes it seem ill-advised to attempt that.
“So, I hear you’re seeking ‘shady figures,’ young miss. And your quest of discovery has led you to me, a supposed eye-witness, yes?”
Today is more than just an average day for you. According to certain members of your guild, “shady figures” have been noticed in the vicinity of your safe-houses every so often, particularly the ones near the continental borders. While no tampering has yet been reported, it has been theorized that these figures may be spies, though for whom, no one can say. Your job today is to investigate these supposed spies, and who their client might be.
After a referral from a bystander, you have arrived where you stand now: a hermit’s hut on the outskirts of town. The hermit himself is cloaked and has his face hidden, but it’s said he knows who those “spies” are working for. As for potential things to steal off of him, the man pretty much has nothing except the hut itself, his clothes, and some food stores…and even if you did try to snatch some of his food, there’s an oddly foreboding presence around that makes it seem ill-advised to attempt that.
“So, I hear you’re seeking ‘shady figures,’ young miss. And your quest of discovery has led you to me, a supposed eye-witness, yes?”
<Nox Ius Ventus. Location: Coins of Fortune safehouse.>
Spoiler (click to show/hide):
You are currently discussing a job offer with a potential client, one dealing in assassination. The client is none other than Leonard Chapel, President of the famous Coins of Fortune guild. Though, the Coins are known to seek mercenaries more for protection purposes than anything else; if they actually want a specific person dead, that person must be quite the villain...
“Velcome, velcome! Please, have a seat, Mr. Ventus. Business avaits, ya?” President Chapel’s voice carries a thick German accent, but you can still make out what he says easily enough. The President is definitely dressed to impress: a blue suit with a red tie makes up most of his apparel, with a monocle resting in front of his right eye. His dark grey hair is combed back, preventing so much as a single strand from drooping in front of his face. After sitting down, Chapel cuts right to the chase like any good businessman:
“I don’t do zis sort of zing very often, you know…but it is a matter ve cannot simply ignore as one of ze Federation’s greatest guilds. You see, somev’one in zis town…is plotting a coup against Koin, and intends to pin ze whole mess on us, ze Guilds. Naturally, zat vould involve you and your men, as vell, so it is a big nein-go for ze both of us, I’m sure.” A conspirator against Koin, who plots to use the Guilds as his scapegoat? That is indeed quite the sinister plan. “Obviously, ze Knighthood has yet to learn of zis treachery, and by ze time zey could find out…vell, it’d be too late. And so, it seems ve must take ze matters into our own hands…or razzer, yours. Simply put, ve need to ‘silence’ zis plot before it grows to uberly-bad proportions, ya?”
President Chapel then reaches for a box on his right, sets it down on the table, and opens it to show that it’s full of gold coins. “Naturally, ze Coins of Fortune have no shortage of funds to compensate you vith. Name your price, and ve shall vork from zere.” Knowing how much was in that box alone, it’s clear that the President can easily pay you quite the sum for the target’s head. Like he said, name your price…
You are currently discussing a job offer with a potential client, one dealing in assassination. The client is none other than Leonard Chapel, President of the famous Coins of Fortune guild. Though, the Coins are known to seek mercenaries more for protection purposes than anything else; if they actually want a specific person dead, that person must be quite the villain...
“Velcome, velcome! Please, have a seat, Mr. Ventus. Business avaits, ya?” President Chapel’s voice carries a thick German accent, but you can still make out what he says easily enough. The President is definitely dressed to impress: a blue suit with a red tie makes up most of his apparel, with a monocle resting in front of his right eye. His dark grey hair is combed back, preventing so much as a single strand from drooping in front of his face. After sitting down, Chapel cuts right to the chase like any good businessman:
“I don’t do zis sort of zing very often, you know…but it is a matter ve cannot simply ignore as one of ze Federation’s greatest guilds. You see, somev’one in zis town…is plotting a coup against Koin, and intends to pin ze whole mess on us, ze Guilds. Naturally, zat vould involve you and your men, as vell, so it is a big nein-go for ze both of us, I’m sure.” A conspirator against Koin, who plots to use the Guilds as his scapegoat? That is indeed quite the sinister plan. “Obviously, ze Knighthood has yet to learn of zis treachery, and by ze time zey could find out…vell, it’d be too late. And so, it seems ve must take ze matters into our own hands…or razzer, yours. Simply put, ve need to ‘silence’ zis plot before it grows to uberly-bad proportions, ya?”
President Chapel then reaches for a box on his right, sets it down on the table, and opens it to show that it’s full of gold coins. “Naturally, ze Coins of Fortune have no shortage of funds to compensate you vith. Name your price, and ve shall vork from zere.” Knowing how much was in that box alone, it’s clear that the President can easily pay you quite the sum for the target’s head. Like he said, name your price…
<Irie Christings. Location: Town Market.>
Spoiler (click to show/hide):
You currently stand near the entrance to the town marketplace. While Erimos has some nice tourist value to it, you don’t have time to sight-see right now. A whole platoon of Knights, led by none other than Joseph Edge, the Grand General himself, has come into town seeking a certain “special person.”
According to the records on him, this man has information vital to Koin’s political security, and since he lacks any crimes to be arrested for, the assignment of the platoon – yourself included – is to find this man, place him in protective custody, and have him meet with the Grand General to discuss his vital information. As for appearances, the man has a surprisingly rouge-like look to him: he wears a maroon tunic, white pants, grey leather boots, a brown leather cape, and a grey cloth mask that covers all but his green-colored right eye. Whether he’s dichromatic or not remains to be seen, as no one’s ever gotten a look at that left eye of his…
Unfortunately, his appearance and vital intel are all that’s officially known about him, so your first step will be to ask around town, and see if anyone knows where to find him. Had he left the city by now, the Knights would’ve seen him doing it, so he’s definitely still around. From your current position, you can spot a “welcome” booth for travelers, a blacksmith, and a man selling 1-pound fish. Who do you ask first?
You currently stand near the entrance to the town marketplace. While Erimos has some nice tourist value to it, you don’t have time to sight-see right now. A whole platoon of Knights, led by none other than Joseph Edge, the Grand General himself, has come into town seeking a certain “special person.”
According to the records on him, this man has information vital to Koin’s political security, and since he lacks any crimes to be arrested for, the assignment of the platoon – yourself included – is to find this man, place him in protective custody, and have him meet with the Grand General to discuss his vital information. As for appearances, the man has a surprisingly rouge-like look to him: he wears a maroon tunic, white pants, grey leather boots, a brown leather cape, and a grey cloth mask that covers all but his green-colored right eye. Whether he’s dichromatic or not remains to be seen, as no one’s ever gotten a look at that left eye of his…
Unfortunately, his appearance and vital intel are all that’s officially known about him, so your first step will be to ask around town, and see if anyone knows where to find him. Had he left the city by now, the Knights would’ve seen him doing it, so he’s definitely still around. From your current position, you can spot a “welcome” booth for travelers, a blacksmith, and a man selling 1-pound fish. Who do you ask first?
<Ramses Cordunov. Location: Brewed Oasis tavern.>
Spoiler (click to show/hide):
You have been hired to “take care of” a man named Marco Turilli, whose key features are a brown cape, dark red tunic, and a mask covering all but his right eye. The reward you will reap for success is quite the impressive one: a massive sum of 1800 Gold, and five brothel women to make into your personal…“attendants,” so to speak. Of course, that reward only comes around if you get the job done…but hey, you’re the leader of the Sentinels. Shouldn’t be a problem for a badass like you, right?
…well, that’s just it. The reason your client hired you, specifically, is because Marco is a very difficult man to kill, stealthily or otherwise. He has something of a “sixth sense” working for him, which not only heightens his awareness of his surroundings, but also seems as if he can predict his opponents’ moves in direct combat. Needless to say, stealth is the preferred way to go about it, but even one such as you must be very careful in doing so. Even if he’s only half the man that your client said he is, this one’s going to be tricky.
Speaking of your client, you never got the guy’s name. He was wearing a black cloak that completely hides his face from view, though it’d be hard to mistake his scraggly, almost snake-like form of voice. Of course, when a guy offers you 1800 Gold and five hookers for a job well done, it’s hard to turn that one down.
Anyhow, you’re currently inside the local tavern, the “Brewed Oasis,” which seems surprisingly tame for the time being. Sure, there’s still some noise, but not as much as you’d expect, and there’s nobody hooting and hollering amid a drunken daze, either. For now, your options are to either ask the bartender about where Marco is, or see if you can eavesdrop on the other customers to find out; given the somewhat crowded occupancy of the tavern, the relative calmness at present may be related to the dangerous man that is your mark…hey, you never know until you try, right?
You have been hired to “take care of” a man named Marco Turilli, whose key features are a brown cape, dark red tunic, and a mask covering all but his right eye. The reward you will reap for success is quite the impressive one: a massive sum of 1800 Gold, and five brothel women to make into your personal…“attendants,” so to speak. Of course, that reward only comes around if you get the job done…but hey, you’re the leader of the Sentinels. Shouldn’t be a problem for a badass like you, right?
…well, that’s just it. The reason your client hired you, specifically, is because Marco is a very difficult man to kill, stealthily or otherwise. He has something of a “sixth sense” working for him, which not only heightens his awareness of his surroundings, but also seems as if he can predict his opponents’ moves in direct combat. Needless to say, stealth is the preferred way to go about it, but even one such as you must be very careful in doing so. Even if he’s only half the man that your client said he is, this one’s going to be tricky.
Speaking of your client, you never got the guy’s name. He was wearing a black cloak that completely hides his face from view, though it’d be hard to mistake his scraggly, almost snake-like form of voice. Of course, when a guy offers you 1800 Gold and five hookers for a job well done, it’s hard to turn that one down.
Anyhow, you’re currently inside the local tavern, the “Brewed Oasis,” which seems surprisingly tame for the time being. Sure, there’s still some noise, but not as much as you’d expect, and there’s nobody hooting and hollering amid a drunken daze, either. For now, your options are to either ask the bartender about where Marco is, or see if you can eavesdrop on the other customers to find out; given the somewhat crowded occupancy of the tavern, the relative calmness at present may be related to the dangerous man that is your mark…hey, you never know until you try, right?
<Amber Rictone. Location: Town Square.>
Spoiler (click to show/hide):
What brings you to this town is word of a mysterious ruined temple in the desert. Normally, this’d be a piece of cake for you and your guild; go into the ruins, dodge any traps set up, and come out with heavier pocketbooks. What makes this temple special, however, is the fact that it apparently sinks beneath the sands at night, then rises in a new location during the day. It’s because of this that the residents of Geodia have nicknamed it the “Swimming Shrine,” in reference to how it appears to “swim” with its rising and sinking pattern.
According to the locals, the Swimming Shrine has been sighted far off to the southwest of town, where it’d normally be too far to safely travel during the day, due to the desert’s extreme heat. However, if you can find a caravan well-stocked enough to make the journey, you might be able to pull this off.
As for your own personal company, you have three of the top-ranked members of your guild available. In particular, you have Earth-based spear-fighter Richter Zell, who prefers the nickname “Rick;” Terry Dozer, a rather muscular man who wields dual Air axes; and Ryoto Musashi, a Water-based ranger from Pramiz’s oriental island of Suzuyama. These men often serve as your personal bodyguards when you’re out and about, unless otherwise ordered by you in person, so defending yourself should be no problem.
To your left are the caravan stables, where merchants and travelers alike keep their mounts and supplies before heading out. To the right is the “Brewed Oasis” tavern, where both town residents and visiting travelers go to exchange info and take a load off. Where do you go first?
What brings you to this town is word of a mysterious ruined temple in the desert. Normally, this’d be a piece of cake for you and your guild; go into the ruins, dodge any traps set up, and come out with heavier pocketbooks. What makes this temple special, however, is the fact that it apparently sinks beneath the sands at night, then rises in a new location during the day. It’s because of this that the residents of Geodia have nicknamed it the “Swimming Shrine,” in reference to how it appears to “swim” with its rising and sinking pattern.
According to the locals, the Swimming Shrine has been sighted far off to the southwest of town, where it’d normally be too far to safely travel during the day, due to the desert’s extreme heat. However, if you can find a caravan well-stocked enough to make the journey, you might be able to pull this off.
As for your own personal company, you have three of the top-ranked members of your guild available. In particular, you have Earth-based spear-fighter Richter Zell, who prefers the nickname “Rick;” Terry Dozer, a rather muscular man who wields dual Air axes; and Ryoto Musashi, a Water-based ranger from Pramiz’s oriental island of Suzuyama. These men often serve as your personal bodyguards when you’re out and about, unless otherwise ordered by you in person, so defending yourself should be no problem.
To your left are the caravan stables, where merchants and travelers alike keep their mounts and supplies before heading out. To the right is the “Brewed Oasis” tavern, where both town residents and visiting travelers go to exchange info and take a load off. Where do you go first?
<Leona Serenvos and Jace Beleren. Location: Caravan stables, and Brewed Oasis tavern, respectively.>
Spoiler (click to show/hide):
You have come to this town on business regarding a group of desert bandits, who have become an increasing headache for travelling caravans. Needless to say, your job is quite simple: accompany the small caravan led by Mr. Carl Elbert, which will serve as a diversion to draw the bandits out, and strike them down where they stand. You have 7 militia fighters to aid you in this task, and at least 3 of them are armed with P-Tech weaponry, just in case.
(Leona)
You’re currently accompanying Mr. Elbert as he checks up on the camels prior to the trip, though “guarding” may be a better word for it. Just remember that the whole stable is made of dry wood, so even the smallest stray spark could be dangerous. In other words, should anyone try anything funny, fire magic is basically out of the question.
(Jace)
You are currently chilling with 3 of the militia men at the Brewed Oasis, playing a game of poker. Those three men are the swordsman Reggie Filluss, axe-wielder Bill Barter, and staff mage Locke Barbosa. Your current hand is as follows:
2 of clubs;
Ace of spades;
Ace of diamonds;
8 of hearts; and
Ace of clubs.
As it stands, you already have the makings for a 3-of-a-kind with aces, but the way Locke keeps his poker face steady makes him hard to read. Bill appears as if he has a really good hand, though not by much, and Reggie seems to have neglected his poker face, as the disappointment with his current hand is pretty clear. At present, the whole table is waiting on you to either swap cards with the deck, or stay, then everyone must reveal their hand. Your move, slick.
You have come to this town on business regarding a group of desert bandits, who have become an increasing headache for travelling caravans. Needless to say, your job is quite simple: accompany the small caravan led by Mr. Carl Elbert, which will serve as a diversion to draw the bandits out, and strike them down where they stand. You have 7 militia fighters to aid you in this task, and at least 3 of them are armed with P-Tech weaponry, just in case.
(Leona)
You’re currently accompanying Mr. Elbert as he checks up on the camels prior to the trip, though “guarding” may be a better word for it. Just remember that the whole stable is made of dry wood, so even the smallest stray spark could be dangerous. In other words, should anyone try anything funny, fire magic is basically out of the question.
(Jace)
You are currently chilling with 3 of the militia men at the Brewed Oasis, playing a game of poker. Those three men are the swordsman Reggie Filluss, axe-wielder Bill Barter, and staff mage Locke Barbosa. Your current hand is as follows:
2 of clubs;
Ace of spades;
Ace of diamonds;
8 of hearts; and
Ace of clubs.
As it stands, you already have the makings for a 3-of-a-kind with aces, but the way Locke keeps his poker face steady makes him hard to read. Bill appears as if he has a really good hand, though not by much, and Reggie seems to have neglected his poker face, as the disappointment with his current hand is pretty clear. At present, the whole table is waiting on you to either swap cards with the deck, or stay, then everyone must reveal their hand. Your move, slick.
<Jo Stryke. Location: Brewed Oasis tavern.>
Spoiler (click to show/hide):
You’re currently taking a load off, sitting at a small table all by your lonesome…well, for the time being, anyways. From where you’re seated at right now, you can spot a good number of eye-catching guys, though the one shady-looking man with the green cloak catches your eyes for all the wrong reasons; seriously, he looks like he’d have residue from caked blood soaked into his boots. Definitely one to avoid right there…\
Those two guys playing cards at the right-hand table, on the other hand, look mighty cute. One’s a red-head, the other blonde, and both look young and full of “life,” so to speak.
Your occupation as a prostitute – or “bedside assistant,” if you’d prefer – has certainly left its mark, as just looking at those two gives you that feeling down in your loins. What’s your move, lassie?
You’re currently taking a load off, sitting at a small table all by your lonesome…well, for the time being, anyways. From where you’re seated at right now, you can spot a good number of eye-catching guys, though the one shady-looking man with the green cloak catches your eyes for all the wrong reasons; seriously, he looks like he’d have residue from caked blood soaked into his boots. Definitely one to avoid right there…\
Those two guys playing cards at the right-hand table, on the other hand, look mighty cute. One’s a red-head, the other blonde, and both look young and full of “life,” so to speak.
Your occupation as a prostitute – or “bedside assistant,” if you’d prefer – has certainly left its mark, as just looking at those two gives you that feeling down in your loins. What’s your move, lassie?