There will be spoilers below, imagine that.
The story begins at the estate of Espen, in the kingdom of Isilmerald, where there is some sort of a banquet going on.
All we know at this point is that for some reason we are the serving boy at a gathering of nobles behind closed doors, which is happening during the banquet. And as in any RPG tutorial, we are immediately accosted by NPCs who start bossing us around, like we don't know how to point and click to move. This friendly lady's smile says "Kindly do as you are told, or I'll throw you out on your ear"
From our journal we get to learn that we are an orphan who has been taken on to serve at the Espen estate, doing menial work.
Lord Espen has gathered a number of peers of his, to consult with them on the recently erupted
rebellion, in a province called
Deron-Guld.
If you enjoy the look of the cherry parquet flooring, it's because our character has mopped it all by himself.
Not only you can't find good servants these days, but the guardsmen seem to be pretty useless as well. Somehow, out of nowhere, the estate under attack by Deron-Guld rebels.
In case you are wondering, this is all still tutorial on rails.
As, we are fighting our way through the estate, protecting our lord and all, we take our first step on the path to heroic deeds by, well, killing a woman.
You can see her as she is crumbling on the floor. Some unfortunate Deron-Guld mage, felled by a merciless swing of the cooking knife we just used minutes ago to cut the appetizers for Lady Larenthal's wine.
Despite our successes of rebel-slashing, the invaders are pushing forward, and we are soon forced to barricade ourselves in Lord Espen's private quarters.
But don't be confused, this is all scripted.
As the rebels burst in through the door, having already killed the other noble lords and ladies present at the estate, we learn that their leader is none other than Lord Espen's son. In a dramatic scene, he kills his father, Lord Espen. Around this time, and before the rebels get to us, we mercifully pass out, and are magically whisked away to another area.
As we regain consciousness, we are greeted by a rather smug-looking Crone.
With this sort of dialogue and delivery, if it wasn't for the blade in our hand, we might have felt threathened of being sexually violated.
The Crone introduces us to basic game mechanics and interface, including the famed Black Geyser Drying and Brewing. The first task she gives us is to collect some crafting ingredients.
I will never be able to forget the sound this fox made when it died.
Aside from the typical RPG tutorial fun, the Crone also gets us up to speed with the regional news. There is a
curse of greed upon the people of the kingdom, which makes them go gradually more crazy with greed for gold and valuables. And like this isn't enough,
an unknown plague is spreading, primarily among the poorer classes.
What concerns us more directly however, is that
we secretly are late Lord Espen's son, raised at his estate under the guise of a servant. Given our thieving and spying talents, this must have been a pretty well-kept secret.
The deities of Yerengal have delivered us to the world? I wonder if she means this figuratively.
So, the Crone sends us off, thankfully, and we are required to sneak and/or fight our way through the swamp where she has her hut. We are in no point of time threathened of being killed on Normal difficulty in this area.
After reaching the right area exit, as there are multiple others which we are not allowed to use, we find ourselves on the Merchants' Road.
The Merchants' Road is an area which might remind you of one of PoE's early areas like
Black Meadow, only much smaller and simpler. The common rule of thumb is, if you stick to the road, you will avoid combat encounters. What combat there is to be had is against groups of 2-3 wolves, or groups of 3-4 kobolds. The kobolds actually look more reminiscent of goblins, but let's not be picky.
The central sight of the area is a site of battle, where a Deron-Guld rebel squad apparently attacked an Isilmerald caravan, with no survivors left. Also at that battle site, we find a dwarf fighter hovering about, who introduces himself as Helgenhar, and tips us off about the next location where our main quest will continue:
Apparently he also drops a clue about his personal quest or somesuch, but we don't get to ask him more about it at this point.
He only says that and will only join our party if we tell him our whole story, including of our descendance from Lord Espen. This struck me as a bit ungentlemanly of an RPG to ask us to do. It wouldn't have hurt to have had the chance to roleplay a "tactical alliance" with Helgenhar, who we might already find suspicious - a lone rough type, eyeing a site where two parties have been fighting, like a party of Battle Brothers mercenaries looking to cash in on some easy loot. We all know dwarves are greedy SoBs.
But anyway, the game makes it clear that Helgenhar is a good guy, and we take him into our party. Feeling more secure, we set off to explore the Merchants' Road, killing whatever wildlife we find for the loot and the XP, all per venerated RPG tradition.
Slaughtering wolves and kobolds eventually takes us face to face with the real wolf of the Merchants' Road - the representative of Capital himself! You can trade with him, to turn in some kobold loot, pieces of armor snatched off the dead bodies of caravan guards, and wolf pelts. Merchants in Black Geyser have unlimited gold, like those in Baldur's Gate.
Once again a spot-on portrait, looks exactly like a libertarian friend of mine.
Thus evening descends upon us, as we reach the city gates of Isilbright, capital of Isilmerald. Looks like a nicely sized city. I hope they haven't pulled a Pillars of Eternity on us by making the districts disappointingly small.