People hustle and bustle as the sun is setting over the city of crystal and marble, lighting the alabaster buildings a flame in the orange light. A tavern sits across from a large fountain and a larger building sits beside the tavern. The large building sports a pair of crossed swords painted on the door and a scroll which declares it to be the local Adventurer's Guild. It looks to be unguarded at first glance, but upon closer inspection a large tiger lays outside to the right of the doors in a swath of shadows, it's amber eyes slitted in a content fashion, but it's ears are forward and swivel every now and again, letting anyone willing to take a second glance that the beast is indeed paying attention. Flyers adorn the pillars of most of the buildings, a calling from King Leopold. He seeks six brave adventurers to hunt down a growing evil and find the source of a mysterious plague that has been sweeping across his land. People stop to read the flyers, some taking one down, but there are whispers that everyone that has answered the call has never returned. The flyers proclaim that to take on the King's Quest, all one must do is speak to the Guild Master.<br/><br/>Music comes from the tavern, which is a haunt for a group of dwarves that work in the mines outside of town. As you listen you can tell it is indeed singing coming from the tavern, loud, drunken singing. A woman sitting on the ledge of the fountain looks up, flicking her black hair from her emerald eyes and shakes her head. This is now a nightly occurrence since the trouble had started in the kingdom. The Tavern is a popular meeting spot and a place that is teeming with information, if you know how to go about acquiring it.