SamuZai
Idrelle Games
Idrelle Games

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Game Walkthrough: Prologue

The Prologue is unique compared to the rest of the game’s chapters. Its choices act as a way for the player to set their starting stats while remaining integrated in the narrative. A total of 9 skill points are assigned during the Prologue. Skill points are affected by the player’s origin choices, two action choices, one dialogue choices, and the identity of their Wayfarer master.

Players can choose to skip the Prologue and set their skill points manually by clicking “Quick Character Creator” at the start of the game.

You can enable the Action Key in Settings to see what skill levels each choice will boost.

Ancestry Choices

Ancestry does not affect skill levels, but each ancestry comes with its own Perk. Perks provide additional action choices during gameplay. Ancestry also affects flavour text.

Human
Lost in the Crowd. Players will have the option to disappear in crowded areas and successfully hide from anyone who may be tracking them. This ability will not come into play until the player character reaches Velantis.

Dwarven
Poison Immunity. Poison is a status effect that increases skill check difficulty. Dwarven player characters cannot be poisoned.

Elven
Nightvision. Elven player characters can see in the dark. They can automatically pass environmental skill checks that occur at night or in dark places.

Half-Melusine
Aquatic Affinity. Half-Melusine player characters can swim underwater for extended periods of time. They can successfully pass environmental skill checks that occur under water.

Half-Aeda
Superhearing. Half-Aeda player characters will have additional action choices that relate to overhearing conversations and picking out information that may otherwise be unavailable.

Base Skill Level

All players begin with a skill level of 5 across the board. Their choices will increase their skill level from there.

Origin Choices

Origin choice affects skill level. It is maintained throughout the game and affects flavour text and some dialogue/action choices.

Child of the Desert: +1 Strength and +1 Agility
Child of the Wilds: +1 Strength and +1 Perception
Child of the Fields: +1 Strength and +1 Persuasion
Child of the Streets: +1 Agility and +1 Perception
Child of the Seas: +1 Agility and +1 Persuasion
Child of the City: +1 Perception and +1 Persuasion

First Action Choice

This choice occurs after the fannarl first attacks.

1. Help Cenric attack the monster.

Results in +1 to Strength.

2. Use yourself to distract the monster.

Results in +1 to Agility.

3. Use the environment to distract the monster.

Results in +1 to Perception.

4. Convince Marcella and Berand to help.

Results in +1 to Persuasion.

Second Action Choice

This choice occurs after the fannarl’s first attack and Cenric has brought the player character and Aeran to the lodge. Depending on what the player character does, the fight will move into a different area.

1. Climb the ladder into the attic.

Results in +1 to Agility.

2. Ignore Cenric’s advice and leave the lodge.

Results in +1 to Persuasion.

3. Follow Cenric’s advice and barricade the door.

Results in +1 to Perception.

4. Look around for an alternative.

Results in +1 to Perception.

Your first and second action choices are flagged by the game and will be referenced later in the Prologue.

After the Fight

After Cenric, Varyn and Sero kill the fannarl, the group is approached by Sabien Quirinus. Quirinus will speak to the player character. As this is the player character’s first impression on the Wayfarer masters outside of Cenric, their answers will net silent approval with Cenric, Varyn and Sero.

Quirinus’ First Question

“Tell me, [Player Name], were you scared when the fannarl attacked?”

1. “No.” (+1 Sero approval)
2. [LIE] “No.” (+1 Varyn approval)
3. “Yes.” (+1 Cenric approval)
4. “Does it matter?” (+Sero approval & +1 Cenric approval)

Quirinus’ Second Question

“I see,” Quirinus says. His expression is unreadable. “Then tell me, [Player Name], did you enjoy fighting this creature?”

1. “No.” (+1 Cenric approval)
2. [LIE] “No.” (+1 Varyn approval)
3. “Yes.” (+1 Sero approval)
4. “I only wanted to make sure we survived.” (+1 Sero approval & +1 Varyn approval)

Quirinus’ Third Question

Quirinus nods deeply. “Then I must know, [Player Name] – is this a path you would have chosen for yourself, had you been given the choice?”

1. “No.” (+1 Varyn approval)
2. [LIE] “No.” (+1 Sero approval)
3. “Yes.” (+1 Cenric approval)
4. “Why bother thinking about it? I’m here now.” (+1 Cenric approval & +1 Varyn approval)

Quirinus’ Fourth Question

This is the last question. The player character’s answer will raise the relevant skill by +1.

“Very well,” he says. “Whether by your choice or not, you are to be a warrior. It’s a dangerous path, one you should not tread lightly. What makes you think you can walk this path?”

1. “I’m strong.” (+1 to Strength)
2. “I’m fast.” (+1 to Agility)
3. “I’m observant.” (+1 to Perception)
4. “I’m smart.” (+1 to Persuasion)
5. “I don’t know, but it doesn’t matter. I know I can.” (+1 Random Skill)

Choosing Who to Ride/Walk With

This choice will add +1 approval from the chosen Wayfarer master. This is the tie-breaker choice if the previous choices led to a tie.

1. Ride with Varyn (+ 1 Varyn approval)
2. Ride with Cenric. (+1 Cenric approval)
3. Walk with Sero. (+1 Sero approval)

Wayfarer Master

As the player character approaches the Spire, one of the Wayfarer master’s will choose to mentor them. Your Wayfarer master depends on who has the highest approval. Each Wayfarer master has 4 skill points and will boost a different set of skills.

Rindan Cenric: +2 Strength and +2 Agility
Brissa Varyn: +2 Perception and +2 Persuasion
Amali Sero: +1 to All Skills

The End of the Prologue

At the end of the Prologue, your Journal, Inventory, Map catalogue and Codex will unlock. You can also choose two tattoos and one scar for your player character. These will later be referenced in flavour text. 

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