| When you are young and trying to figure out what | | | | easy task, but in the background there schemes |
| you want to do in life, adventure is always an | | | | going on to make sure they do not return. |
| exciting possibility. That is what these young clergy, | | | | Florin is the leader of Doust, Semoor (clergy), Jhessil |
| swordsmen, foresters and magi have decided they | | | | (magi), and Islif (swordswoman. With their combined |
| want to do. But how do you get started? | | | | talents and skills they set off to their first adventure. |
| Florin, a forester, by luck, happens to save the King | | | | There is a lot of fighting, running and bizarre events |
| when he is attacked by outlaws. His reward is to | | | | for them to experience. What seemed a simple task |
| receive a charter to become adventurers. Their first | | | | has become a fight for their lives and the kingdom. |
| assignment is to go to the Haunted Halls of | | | | Someone is trying to stop them from discovering |
| Eveningstar and report what they find. Seems like an | | | | what is hidden in the Haunted Halls of Eveningstar. |