Journal
Write events in each traveler's voice and compare how the same moment transforms across perspectives.

An Outside Hand
Willers makes a careful suggestion to Ravenholdt.

Hands That Know
A visit to Southshore reveals skills Willers didn’t know Elira possessed.

The Poisoned Edge
Willers’ first real work for Ravenholdt ends with more than just a scratch.

The Choice
Some doors only open once. Willers decides whether to walk through.

The Manor
Ravenholdt Manor reveals its secrets — and its offer.

Caught
Willers answers for the emblem — whether he's ready or not.

A Job for the Desperate
A simple delivery turns strange when a familiar voice echoes words from the past.

One More Day
Willers stays in Southshore one day longer that he should, and Elira lets him.

The Wrong Coin
A careless moment at a Southshore inn draws the wrong kind of attention.

Wanderer's Rest
Months after Goldshire, Willers finds himself in the northern foothills — richer in stories, poorer in coin.

No Trace
Back in Goldshire, Willers looks for a familiar face and finds an empty stool instead.

The Touch of Zanzil
Initiation into SI-7's darker arts comes at a painful and humiliating price.

Klaven's Tower
A mission to Klaven's Tower brings Willers face to face with a masked enemy who matches him blow for blow.

Called Back
Mathias Shaw summons Willers with a job that runs deeper than anything before — and waits for an answer.

What Sanders Left Behind
After a cold swim and days of searching, Willers finds what Captain Sanders left hidden off the Westfall coast.

All Or Nothing
Done waiting for others, Willers commits fully to finding Captain Sanders' treasure — consequences be damned.

The Messenger
An intercepted Defias letter and Gryan's dismissive response push Willers closer to a decision.

The Long Grind
Months of errands for Gryan wear Willers thin. The land is tired, and so is he.

The Old Fisherman's Gift
A weathered fisherman shares a secret he has carried for years — the first piece of Captain Sanders' treasure map.

Sentinel Hill
Willers meets the stubborn Gryan Stoutmantle and hears whispers of a masked Defias agent — and a sea captain's hidden fortune.

A Goblin in the South
A simple pickpocketing job in southern Elwynn turns out to be more complicated than expected.

Road to Westfall
Coin running thin in Elwynn, Willers heads west to find work in the desperate farmlands of Westfall.

The Tower
A simple delivery leads to a meeting with Mathias Shaw and an uneasy introduction to something larger.

The Emblem in the Chest
An old chest yields a mysterious emblem and an unexpected offer of work.

Evening at the Lion’s Pride
A sharp serving girl proves more interesting than the local gossip.

The House Beyond the Mine
A routine job leads to the discovery of an abandoned, half-burned house.

A Job Nobody Wanted
A bored young man takes a dangerous job from a skeptical town guard.