The Last Campfire

Journal

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

An Outside Hand

An Outside Hand

Willers makes a careful suggestion to Ravenholdt.

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Hands That Know

Hands That Know

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

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The Poisoned Edge

The Poisoned Edge

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

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The Choice

The Choice

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

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The Manor

The Manor

Ravenholdt Manor reveals its secrets — and its offer.

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Caught

Caught

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

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A Job for the Desperate

A Job for the Desperate

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

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One More Day

One More Day

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

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The Wrong Coin

The Wrong Coin

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

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Wanderer's Rest

Wanderer's Rest

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

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No Trace

No Trace

Back in Goldshire, Willers looks for a familiar face and finds an empty stool instead.

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The Touch of Zanzil

The Touch of Zanzil

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

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Klaven's Tower

Klaven's Tower

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

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Called Back

Called Back

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

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What Sanders Left Behind

What Sanders Left Behind

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

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All Or Nothing

All Or Nothing

Done waiting for others, Willers commits fully to finding Captain Sanders' treasure — consequences be damned.

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The Messenger

The Messenger

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

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The Long Grind

The Long Grind

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

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The Old Fisherman's Gift

The Old Fisherman's Gift

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

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Sentinel Hill

Sentinel Hill

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

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A Goblin in the South

A Goblin in the South

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

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Road to Westfall

Road to Westfall

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

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The Tower

The Tower

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

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The Emblem in the Chest

The Emblem in the Chest

An old chest yields a mysterious emblem and an unexpected offer of work.

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Evening at the Lion’s Pride

Evening at the Lion’s Pride

A sharp serving girl proves more interesting than the local gossip.

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The House Beyond the Mine

The House Beyond the Mine

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

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A Job Nobody Wanted

A Job Nobody Wanted

A bored young man takes a dangerous job from a skeptical town guard.

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