Dragon finds himself standing on in busy departure hall, crates loading and unloading, the engines already whistling and hooting, children crying and parents angrily retorting. MUSIC: BOURNE IDENTITY - TREADSTONE ASSASINS. Dragon is annoyed, glaring at a series of scrolls that state his transfer to some godforsaken mining colony. It is even a riddle how those things got to where Dragon was. The scrolls had the old guild crest on it, and thus should have meant his death, but somehow they had slithered through to the small production factory were he had hidden away the last years. Probably some young scribe had dealt with them, unaware of the historical implications of the writings on the parchment, indoctrinated by shrewd cant that denied the existence of everything that is, was, and would be different. Then, that clerk would have a seal nearby with the insignia of Dragon=92s syndicate to create the proper documents. However, all of such seals had, or should have been, destroyed. After that the clerk had somehow pieced together Dragon's hidden location. The chance bordered near INFINITY. As if in response to his own thoughts, a leaflet flew across his head. The pompous thing was stamped with Dragon=92s guild crest as well, very small, in the upper right. Everyone was happy it sad. However, some people (obviously but secretively referring to Dragon and other members of the faction) were still unaccounted for, and the authorities would very much like to hear from these persons. There was nothing to fear, a prosperous future was waiting for them. Lies.
When Dragon finally deciphers the parchment he is holding, a thing from the past, undestroyed evidence - or a trap? - he notices the guard patrol standing nearby. He should make haste and get on the train. From the corner of his eye he spots the armoured soldiers being joined by two sinister figures in dark grey robes and scale armour, the guards gesticulating in his direction. Dragon might want to stay out of the men=92s reach.
After Dragon enters the train, a sinister company (thirty) men boards as well, rough-looking, clad in grey robes, and leather and chain armour, armed with bows, axes, knives, hammers, blades, carrying a few heavy chests (loaded with various technology: scopes, explosives, nets, hooks,, and more). Members of the People's Peace Party - or the secret police. Last of all come the three goons Dragon saw earlier. Their leader is an impressive man with a crude beard, Ogre. The train is searched.The hiding place Dragon finds is already occupied by Rogue, escaped from the dungeons, on the run from an angry lord and his beautiful daughter.
Rogue and Dragon's objective is to stay out of reach of these men for two weeks. This will be represented in three short situations, each of which lasts about half-an-hour playtime.