It is important to first set the scene for each player before they meet up with the others and start the story. To do this the below text outlines scenarios for each class that the players find themselves in as the story opens. Whilst they are scripted for only one character at a time, they can be expanded to include multiples of the same class or
merged together if several characters start in the same location or have prior friendship. All of these encounters take place within the lands of House Escudo unless otherwise stated.
NOTE: These introduction sections are brief outlines for scenarios, it is up to the Storyteller to add details and flesh them out as he or she sees fit in order to customise them to the characters that the players have created.
FREELANCERS – Opening at a run, the Freelancer is being chased through the streets by the CORE after having
been caught trading Relics from the Catacombs in a local tavern. As they are perused they can try anything in their power to escape, but it will do no good. Eventually realising that he is close to the Noble House, and remembering that the CORE do not chase criminals into house grounds (where their own guard operate) he can hide in the gardens. After a while he will be invited to a meeting with Lord Escudo, who has seen his from the window of his study and wants to make him an offer.
RONIN – Owing allegiance to the House of Escudo, you have returned to town escorting his youngest child after a
trip to the capital. Travelling through the market area on your way back to the palace, you are stopped by a
particularly persistent Melon salesman who wants you to buy one. Whilst this distraction plays out the youngest child wonders away from you and disappears. Searching the market she can be found admiring a stall full of exotic birds. On returning home you are summoned to see the Lord and make your report on the trip.
QUIVERS – Opening the game in a tavern and drunk, you have made a wager with three CORE officers that you
can hit the bull's-eye best out of three whilst drinking a pint at the same time. Should you win then you will earn a cool 30 coin, however should you loose you owe the same to the CORE and will not be able to pay. In the event of losing the CORE officers say nothing and leave the tavern, returning to the Noble House you are immediately summoned to see the Lord and told that he has been approached by the local garrison to pay off your debt. You now owe him a favour in return. If you win the Lord wants to see you concerning a task he has for you.
PHANTOM BRAVE – As the story opens you are tracking a particularly elusive Fury on the outskirts of town that
has been ravaging the local countryside. After discovering a scattered troop of CORE Soldiers who have survived An encounter with the same beast, you are informed that the Lord of the land has offered a reward for the Furie’s death. The soldiers direct you to the last place that the monster was seen and there you (aided by the soldiers) fight and kill it in battle. Once the monster is dead the leader of the soldiers thanks you, writes you note explaining your actions and sends you to meet the Lord and claim your reward.
GOLDEN AGE
CUT PURSE – Suspended in the air by robe above an alter bearing a large jewel in a glass case, you five minutes
to work out how to get the jewel before being surrounded by Escudo house guard. Should you or anything else touch the floor then arrows will fire roughly at knee height from all four directions and immediately alert the guards. If you somehow manage to get the jewel out of the case and escape up with rope within the time limit, then a piece of masonry dislodged by your climb will tumble and similarly cause the alarm to be triggered. No matter what happens you find yourself surrounded by armed guards and caught red handed or trying to escape from the scene. Once caught and the jewel is taken from your person, you are escorted to the audience chamber where the Lord of House Escudo will decide your punishment.
CORE SOLDIER – As a member of the CORE you are awoken early in the morning by your bunk-mate who tells
you that the Commander of the garrison has asked to see you immediately after your morning workout. Travelling to the gym you engage the trainer there in a light boxing match before reporting to the Commander. In his office he will make it clear that you have been picked to do a ‘plain clothes’ mission for the local Noble House and that officially this mission will not take place. Your are to report to Lord Escudo immediately and he will brief you further on what it is that he would like you to do.
TECH-KNIGHT – Giving in at last to a deeply heart-felt desire of a lifetime, you travel across into the lands of House
Escudo, where you have heard roomer that a luxury Airship is being constructed and will be used as a holiday cruise vessel. Upon arrival you attempt to convince a guard to let you onboard to see the ship under construction, and either are admitted through trickery or sneak around him when repelled. Once inside you can begin to look around, all of the time making your way steadily towards the engine room, where a series of small and unfortunate events leads to you causing severe damage to the machinery at work there. Escorted off site by the CORE, you are scolded for your trespassing and then taken to the owner of the ship to pay damages as they see fit. In this case it is Lord Escudo himself who is financing the venture.
HEALER – As a Healer working in the care of House Escudo, you are awoken to the sound of drunken singing
outside of your window at night. Inspecting the cause of this disturbance quickly shows that the Lords oldest son is returning from a night on the town and is very drunk indeed. Attempts to interact with him lead to his falling
backwards down the garden stairs and hurting his head on the tiles below. Helping to take him back to his bedroom, you administer aid to his wound and listen to him singing and murmuring gibberish to himself in drunken fashion (in the case of a female player this could be mildly sexual advances). Finally he falls asleep, but not before one of the guards who helped you carry him up to his room notices something as wrong and goes to wake the Lord without explaining things to you. A short while later you are called to Lord Escudo’s chambers.
BARD – Travelling through the lands of Escudo you find yourself temporarily attached to the court of House
Escudo and the drinking buddy of the eldest son, Siam Escudo. Waking up after a particularly heavy night on the town with little to no memory of the events of the night before, you are summoned to meet with the Lord
immediately. Suffering from a hangover, you make your way there as quickly as you can.
NIGHTSIRE – A long time ago a favour was done for you by Lord Escudo when he was a young man, and it has
always been the agreement that one day when he needed it he would ask a favour of you in return. Receiving a message by currier promptly first thing in the morning, you are bidden to meet with him and must make your way to the palace as quickly as you can.
GOLDEN AGE
JEWEL SUMMONER – Despite the good relationship that House Escudo has with the CORE, they are far too
clever to let the power of a Jewel Summoner escape their notice, and track you down in a tavern in a seedy area of town where spies have heard that you are staying. The first you realise that your stay has not gone undetected is that your inn bill has been mysteriously paid off, and a note left with the Innkeeper asking that you come to the palace and meet with the Lord Escudo, as he has a business proposition to put to you. Should you be reluctant to do so then the spirit of the Dijinn can help to convince your character that this is a profitable and logical move to make if you wish to avoid further detection and not gain unwanted attention from the CORE.
RISKBREAKER – Awakening in prison two years into your sentence, you are rudely awakened by the guards and
brought before the local Judge. There you are offered the chance to work time off of your sentence by becoming a Riskbreaker for the CORE. It is explained what this means and entails and the choice is offered you to join this elite section of the forces or to return to solitary confinement. Should you decline then the character spends the
equivalent of one month in jail before being offered again. Acceptance will see you branded with a hot iron to create the stamp of a Riskbreaker on the back of your neck, and then given armed escort to the halls of House Escudo to meet with the Lord regarding a mission that may require your particular brand of justice.