Hikari is the Warrior, and he starts out in Hinoeuma with the goal of bringing peace to his nation. Her Path Actions allow her to obtain items from townspeople or knock them unconscious. Throné is the Thief, and she starts out in the Brightlands with the goal of escaping her infamous thieves guild. Her Path Actions allow her to bring townspeople wherever she goes and obtain items from them. His Path Actions allow him to purchase items from townspeople or bring them wherever he goes.Īgnea is the Dancer, and she starts out in the Leaflands with the goal of becoming a star. Partitio is the Merchant, and his journey to eliminate poverty starts out in the Wildlands. Her Path Actions allow her to engage in battle with townspeople or bring them wherever she goes. Ochette is the Hunter, and her story starts out on the isle of Toto’haha as she tries to prevent an encroaching calamity. His Path Actions allow him to bring townspeople wherever he goes or obtain information from them. Temenos is the Cleric, and he starts out in the Crestlands, looking to solve a mystery about a tragic incident. Her Path Actions allow her to obtain information from townspeople or heal them by administering medicine. His Path Actions allow him to obtain information or items from townspeople.Ĭastti is the Apothecary, and she starts out in the Harborlands, trying to regain her lost memories. Osvald is the Scholar, and his tale of revenge begins in the Winterlands. Though, we do recommend that you journey across Solistia and add all travelers to your party before continuing on to the second chapter of any story. Olberic heads off to the Western Wellspring Sands and tell Bale you are ready to fend off the horde.Each traveler begins their story in a different region of Solistia, but it doesn’t matter who you pick first, as you’ll get to play with all of them together regardless of your first choice. Olberic agrees to help fend off the horde. Just as Bale is about to tell Olberic the location, a band of Lizardmen attack the town, signaled by a frazzled guard bursting in the door. Bale is about to give Olberic the location of Erhardt, but Olberic can see the town needs him but resigns himself in needing to know the purpose Erhardt now wields his blade. He once again confirms the tale of Erhardt and the Lizardmen, adding that since he noticed Erhardt was wandering, Bale asked if he'd stay in the town. He wishes to speak to Olberic in private. ![]() ![]() In private, Olberic shares how he knows Erhardt, and is about to give up his more harrowing knowledge when a man named Captain Bale walks into the room. ![]() When asked why and not responding, the guards say they can speak somewhere private if Olberic wishes, and head off together. They ask if Olberic is the one that has been asking questions around town about Erhardt, to which Olberic replies in the affirmative. As Olberic contemplates this information, he's stopped by a city guard. The third confirms what the first said to be true. The second tells Olberic of his deeds clearing out some troublesome lizardmen. The first person he talks to tells a tale of Erhardt saving a caravan and bringing it safely to town. Talk to the characters highlighted on your minimap.
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