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demdigs
Postmaster Joined: 12 Aug 2011 Status: Offline Points: 660 |
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Posted: 26 May 2015 at 18:18 |
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also from Freja
The Heroic Human Statues Questaka The Royal Ancestors Mystery, the Allembine Scribes or Allembine Research Quest
1. Inscription found by spies [312|717] in Kal Tirikan.At the statue they uncovered an inscription in the Old Tongue of Illyria, bearing the name Aldelbrecht, and a brief epitaph. 2. Inscription found by spies [-608|-189] in The Western Realms.At the statue they uncovered an inscription in the Old Tongue of Illyria, bearing the name Asmorn, and a brief epitaph. 3. Inscription found by spies [910|-507] in Elijal.At the statue they uncovered an inscription in the Old Tongue of Illyria, bearing the name Bjandar-Thegn, and a brief epitaph. 4. 1st site Damaged inscription found by spies [-102|1] in Middle KingdomThe name on the statue and a long section of the man’s epitaph have eroded away. 4. 2nd site Inscription found by spies [-102|1] in Middle Kingdom.Your spies examine the inscriptions on the mausoleum, and establish that one of the men buried here was described as the great-uncle of the "King of Centrum". 5. Inscription found by spies [429|-931] in Trome.At the statue they uncovered an inscription in the Old Tongue of Illyria, bearing the name Burkhardt, and a brief epitaph. 6. Inscription found by spies [516|505] in Windlost.At the statue they uncovered an inscription in the Old Tongue of Illyria, bearing the name Eberekt, and a brief epitaph. 7. 1st site Damaged inscription found by spies [-485|-736] in Azura.The name on the statue has been eroded away. 7. 2nd site Inscription found by spies [669|794] in Qarosslan.Your Spies search the ruined tower, and find several inscriptions relating to the lords who held the place 600-1,000 years ago. 8. 1st site Damaged inscription found by spies [652|-265] in Keshalia.The inscription on the statue’s base has been damaged, and the man’s name cannot be read. 8. 2nd site Inscription found by spies [-843|-310] in Lan Larosh.At the Obelisk your Spies find a stone tablet set into a large rock, which lists the names of the Abbots of a religious community which dwelled here 800-600 years ago. 9. 1st site Inscription found by spies [-4|10] in Middle KingdomAt the statue they uncovered an inscription in the Old Tongue of Illyria, bearing the name Gunthar, and a brief epitaph. 10. Inscription found by spies at [-377|-104] in Tor CarrockAt the statue they uncovered an inscription in the Old Tongue of Illyria, bearing the name Haestin, and a brief epitaph. 11. Inscription found by spies [356|498] in Windlost.At the statue they uncovered an inscription in the Old Tongue of Illyria, bearing the name Keldar, and a brief epitaph. 12. Inscription found by spies [-157|-298] in Tor Carrock.At the statue they uncovered an inscription in the Old Tongue of Illyria, bearing the name Lambercht, and a brief epitaph. 13. 1st site Damaged inscription found by spies [471|228] in Ragallon.The inscription on the statue’s base is damaged, and your Spies cannot read the man’s name. 13. 2nd site Inscription found by spies [-711|674] in FremornAt the oasis your Spies find a stone tablet set into a large rock, which lists the name Lindricht. 14. Inscription found by spies [232|345] in Norweld.At the statue they uncovered an inscription in the Old Tongue of Illyria, bearing the name Oddric, and a brief epitaph. 15. 1st site Lunatic found by spies [761|-892] in Larn.The statue is badly damaged, and there is no sign of any name or epitaph. 15. 2nd site Mysterious nobleman appears in dream to your spy at [-39|-973] in Stormstone Island.Your Spies climb the volcano, avoiding the occasional furious blast of pyroclastic air from the vents in the side of the mountain.
16. Inscription found by spies [-194|-687] in Tallimar.At the statue they uncovered an inscription in the Old Tongue of Illyria, bearing the name Raedborth, and a brief epitaph. 17. Inscription found by spies [719|365] in Taomist.At the statue they uncovered an inscription in the Old Tongue of Illyria, bearing the name Regindalt, and a brief epitaph. 18. Inscription found by spies [22|-85] in Middle KingdomAt the statue they uncovered an inscription in the Old Tongue of Illyria, bearing the name Rikert, and a brief epitaph. 19. 1st site Clue found by spies [-569|-91] in Keppen.The statue is well preserved, but there is no name on the plinth. 19. 2nd site [136|855] in Wolgast.There is nothing at the mine to indicate who founded it – it is abandoned, and has been long since looted. 20. Inscription found by spies [399|-431] in Turalia.At the statue they uncovered an inscription in the Old Tongue of Illyria, bearing the name Ulvelaik, and a brief epitaph.
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demdigs
Postmaster Joined: 12 Aug 2011 Status: Offline Points: 660 |
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The following is from Freyja, if you see anything we missed please add it for the benifit of everyone
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demdigs
Postmaster Joined: 12 Aug 2011 Status: Offline Points: 660 |
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A Gaudy HouseFilius Maxwell de Raricon, a local minor noble (and a bit of a fop) has decided to build a country house on the outskirts of your city. Of course, he is an expert on spending his family money, and is willing to pay you exorbitant amounts for the building products. It wouldn't be right to not take his money, would it? Accepting this quest will require you to ship: 300 wood, 300 clay, 300 stonecutters CompletedDespite your distaste for de Rariconm his money is good. Very good. 600 gold has been deposited with your treasury. A Lucky MercenaryIke Stonefoot had an aborted attempt to start a mercenary company. In his first hired job, he led his troop of men to subdue a particularly dangerous local bandit gang. The bandits promptly slaughtered virtually all of his men, but a patrol of King's men happened along the highway before they could put an end to Ike. Having buried his men (or so he claims), he is now burdened with a quantity of leather armor and spears that he wishes to sell to you for gold. Interested? Accepting this quest will require you to ship: 500 gold CompletedTaking advantage of other people's misfortune is still potentially profitable. Ike has delivered 7 Leather armour and 7 Spears. Hold Your NoseJack Reeves, a local leathersmith, is not a popular person. He is not allowed in the local pub on account of the putrid stench that follows him around due to the nature of his trade. He wishes to expand his current operations near the city center, but the Town Council has petitioned you to make him move his factory outside of town (preferably down wind). If you provide Slim with the stone and wood needed for his new operation, he will repay you with his product, leather armor, and you will also gain the gratitude of the Council. Accepting this quest will require you to ship: 250 wood, 250 stone CompletedWhilst you'd prefer not to have to deal with the Tanners too closely, you can't deny the 9 suits of leather armour they gave you by way of thanks isn't going to be useful. King's Road – version 1Faviella de Groughtny, the King's niece, was traveling near your domain when her carriage lost its wheel due to a huge rut in the road. As a result, you have had an official request from Illyriad's Council to repave your road. To defray the cost (and maybe make some extra money), the King has also granted you the rights to erect a tollbooth on the newly paved road. Accepting this quest will require you to: 300 stone CompletedAn inspector from the King's Council was very pleased by the quality of the road you constructed, and has granted you a one-off toll boon of no less than 500 gold. Marital BlissSimeon Brown, the local spearmaker and an upstanding citizen of the town has a daughter who would be generously described as homely. As one of the inducements to get her married off, he promised John Aragon, a rather dimwitted local youth, the marital feast to end all marital feasts. He, however, has not the means to provide such quantities of food and beer. If you agree to do so, he promises to pay you in kind with spears. Accepting this quest will require you to ship: 300 food, 8 beer
CompletedHe's nothing if not generous, Simeon... Your support of the wedding party has been paid handsomely with 15 Spears.
Sharp EconomicsCyrano de la Guardia has all the flair native to his home town of Belazzo. When he came here, he caused quite a stir amongst the local ladyfolk, but regardless was grudgingly accepted by the townsfolk due to his expertise in manufacturing superior quality halberds. Unlike the local spears hitherto manufactured in this area, Cyrano's pikes have superior worksmanship and are highly sought after by all forms of spearmen for leagues around. As a result, he is looking to expand his operations, and has sought your aid as a partner. With his usual flair, his grandiose vision is a massive spear making operation, powered by a waterwheel that will crank out a previously unheard of quantity of spears per hour. The problem is he needs huge quantities of wood and stone to make this dream a reality. But he promises that you will never be lacking in spears again... Accepting this quest will require you to ship: 300 wood, 250 stone
CompletedAlthough you find Cyrano insufferable, at least he held up his end of the bargain, and has delivered 10 military-grade spears to your warehouses. Suspicions of TreacheryA well dressed man with a dangerous manner takes you aside. Without speaking, he hands you a carefully rolled and sealed parchment. Glancing at it you recognise, with immense surprise, that it is the unbroken wax seal of the Council of Illyriad that holds the scroll closed. The man indicates that you open the scroll and read it, so you do so. After a brief preamble from Cantor--one of King Sigurd's most trusted advisors--the message gets down to business. The Council have heard whispers that a rebellion is being planned by some of Illyriad's dissatisfied citizens. They do not wish to lend credence or weight to the rumours by dispatching the King's Guard directly against any of the suspected plotters, so they wish to engage you in some fact-finding on their behalf. Will you send a couple of spies out on behalf of your King to ascertain whether a nearby Lord is involved in the plot? Accepting this quest will require you to: Successfully spy on Square [x|y] in [Region] using any kind of spies. CompletedYour spies have not been able to find any evidence that this Lord was involved in a plot against the King, and they're very confident that their analysis is correct as the tiny settlement is too small to hide any secrets. AlternateThe mysterious and dangerous emissary from the Council receives your report impassively, and nods curtly. Thanking you for your time and effort, he leaves behind a small bag of 500 gold pieces.
*Failed Diplomatic Mission[NEED THIS PART] The Damaged Smithy[NEED THIS] The Scavenger – version 2[NEED THIS] Ship: 500 gold
CompletedTaking advantage of other people's misfortune is still potentially profitable. Ike has delivered 7 Leather armour and 7 Spears. Reward: 7 leather armour, 7 spears The Smith's Apprentice – version 1My young cousin has recently been apprenticed to a swordsmith living nearby. He's not the brightest lantern in the cellar and it was difficult to arrange his apprenticeship. Unfortunately, he's already managed to lose a bag containing many of the Swordsmith's personal tools, and will definitely lose his job--and possibly his liberty--if he can't get replacements without his master noticing. He reckons he can fashion most of the tools himself, but can't risk compounding his offence by stealing from his master's iron stockpile. Is there anything you can do to help? Accepting this quest will require you to ship: 30 iron
CompletedMy cousin really can't thank you enough for the kindness you've shown to his family in helping out the apprentice. It turns out that he actually had some iron left over from your generous donation--and has fashioned a pair of basic--but sturdy--swords to help you equip your troops. The Woodsman's Problem – version 1The goblin woodsman, Grokkett TreeBurner, has stopped at the tavern with his crew. He's grumbling that he is short on metal tools. If you can send a little metal to the clearing where he has made camp, then he'll repay you with some of the timber that he is felling. Accepting this quest will require you to ship: 12 iron
Completed[NEED THIS] Urned FriendshipOne of your childhood friends, Janus Silverwood, comes to you in dire straights. He is quite a skilled Potter and his budding ceramics business has promise. However, he has spent all his savings on building the shop and purchasing tools (many of which were much more expensive from the wily traveling merchants than he anticipated) and he doesn't have any clay to start up the business. If you lend him a goodly amount of clay to start his shop, he promises to repay you with iron he will be receiving by working after hours for his father's iron mine. Accepting this quest will require you to ship: 300 clay
CompletedJanus managed to put some extra hours into the mining operation, and has paid you back with 300 iron.
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demdigs
Postmaster Joined: 12 Aug 2011 Status: Offline Points: 660 |
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The SculptorGlarion Yestoris is an artist. He carves stone blocks into shapes which evoke the Lightened (the Elven gods), and piles them up around sapling trees. Their position is such that the saplings must grow through and around the sculptures. Fifty years or so after he places the stones, the saplings will be mature enough that the sculpture can be said to be complete. Accepting this quest will require you to ship: 60 stone CompletedGlarion sets to work with the stone, and happily presents you with the 100 Gold that had been donated for the work. The Slaver – version 1Trogak Chainhand is an Orc slave-trader. He buys criminals, hostages whose ransoms have not been paid, or just anyone unlucky enough to get in the way of an Orc slaving mission. Accepting this quest will require you to ship: 300 food CompletedTrogak makes the exchange, as expected. He takes the food, pays the gold, and is on his way. The Slaver – version 2Trogak Chainhand is an Orc slave-trader. He buys criminals, hostages whose ransoms have not been paid, or just anyone unlucky enough to get in the way of an Orc slaving mission. Accepting this quest will require you to ship: 500 food, 10 beer CompletedTrogak makes the exchange, as expected. He takes the food and beer, hands over the swords, and is on his way. The Shame of DefeatRumour in the Tavern is that a small warband have holed up in the wilderness nearby. Accepting this quest will require you to ship: 200 food, 20 beer CompletedThe warband are humbled by your gift. They have been humiliated on the battlefield, and yet you, a great warleader, have faith in them, and believe that they are worthy of the food from your own storehouses? They feel unworthy of your gifts, but they swear to prove that, one day, they will be worthy of the respect that you have shown them. Indeed, one of the warriors drags himself into town, and presents himself at your castle. There, he pledges himself to your service. He would be honoured, he says, if he could repay the honour that you have shown him by fighting for you in your army. AlternateThe warband receives your gifts with ill grace. They say they are mighty, invincible Orcs, who need no charity... though from their faces it is clear that they are relieved to have food and beer. The Smith's Apprentice – version 1My young cousin has recently been apprenticed to a swordsmith living nearby. He's not the brightest lantern in the cellar and it was difficult to arrange his apprenticeship. Unfortunately, he's already managed to lose a bag containing many of the Swordsmith's personal tools, and will definitely lose his job--and possibly his liberty--if he can't get replacements without his master noticing. He reckons he can fashion most of the tools himself, but can't risk compounding his offence by stealing from his master's iron stockpile. Is there anything you can do to help? Accepting this quest will require you to ship: 30 iron CompletedMy cousin really can't thank you enough for the kindness you've shown to his family in helping out the apprentice. It turns out that he actually had some iron left over from your generous donation--and has fashioned a pair of basic--but sturdy--swords to help you equip your troops. The Smith's Apprentice – version 2In a small iron-prospecting camp nearby, a young Dwarf smith is coming to the end of his apprenticeship. Accepting this quest will require you to ship: 30 iron CompletedThe apprentice proves a fine heir to the tradition of Dwarven blacksmithing. His swords are brutally effective, yet made with a mathematical elegance and intuitive understanding that only a Dwarf could command. His master confirms that his is now fit to work on his own account, and as he heads into the town in the hope that there might be an opening for him, you are left to appreciate the two swords which he has left you. The TruecrafterThoromar Runetouch is a Truecrafter: both a priest and craftsman, his meditations are in his work, his prayers eternal in the stonework that he produces. He wanders Illyria seeking the most gifted stoneworkers (all Dwarves, of course), and mentors them for a few days, or weeks or years. His objectives are to pass on the ancient stoneworking secrets of the Artefores (the Dwarf gods whom The Maker set to craft the world), and to seek craftsmen who have the skill and focus to follow in his own footsteps, becoming Truecrafters in turn. Many Dwarves regard this work, honouring the Maker and serving the Dwarf community at the same time, as the most valuable that any Dwarf can aspire to. Thoromad is known to be working nearby, working with an aspiring stonemason on a deliberately tricky vein of rock. In view of his fine and holy work, some of the locals have suggested that someone should send supplies out to him, food to support him and his colleague, so that they can focus on their work without worrying about having to feed themselves. When your people say "someone", they really mean their leader - you. Accepting this quest will require you to ship: 60 food CompletedYour people are impressed that you sent out food to support the Truecrafter, and they would be proud to be part of that. So, they have a collection amongst themselves and raise more than enough gold to cover the food. They present this to you, so that the community as a whole can feel that it has helped this holy craftsman. The Wandering TeacherA wandering priest is passing by the area, collecting any information that he can on the different ways in which Elven communities have organized themselves, historically, and how their understandings of the Lightened (the gods) might differ. He wonders if you have any books on the subject which you could spare...? Accepting this quest will require you to ship: 10 books CompletedThe priest is delighted by the books that you gave him, and he stops to chat with your scholars for quite a while. His understanding of how different Elves have understood the Lightened, and used that to organize their societies, is very impressive, and your scholars learn a great deal from talking to him. Your town has gained 650 Research Points. The WarbandBraggan Wolftorn has camped nearby with his warband, to repair their equipment after a recent raid against an Elf outpost. He needs some iron for his repairs. He hopes that you admire his strength and courage enough that you'll let him have the metal he needs. Accepting this quest will require you to ship: 30 iron CompletedBraggan Wolftorn appreciates your gift. In appreciation of this, and out of respect for your own power, he presents you with the sword and armour of the Elf champion that he killed on his last raid. The Wild WoodsSeveral of your leading advisers have a suggestion for you. They have been discussing Aeliwarai Lynaya, a priestess who wanders the nearby area with a small nomadic community. Aeliwarai teaches that all Elves should seek to live lives of seclusion and simplicity, and so her followers make no permanent homes, set up no workshops. Many of your people have great admiration for this little community, and they would like your settlement to help her. They wonder, would it be possible to send a consignment of bows out to her camp? Bows would both help the community to live off the land, as tools for hunting, and also allow it to better protect itself, as weapons of defence. Can you spare six bows? Accepting this quest will require you to ship: 6 bows CompletedAeliwarai Lynaya accepts your gift with gratitude. Her community discuss your generosity, and would like to give something back. They have nothing, they say, but some food that they have stashed away. In reality they seem to have stashed away quite a lot of food, which they have delivered to your storehouse. Rweard: 1500 food The Woodsman's Problem – version 1The goblin woodsman, Grokkett TreeBurner, has stopped at the tavern with his crew. He's grumbling that he is short on metal tools. If you can send a little metal to the clearing where he has made camp, then he'll repay you with some of the timber that he is felling. Accepting this quest will require you to ship: 12 iron Completed[NEED THIS] The Woodsman's Problem – version 2A group of human woodsmen are enjoying your fine Dwarven beer in the tavern, when they come to talking about the problems that they are having with their tools. Accepting this quest will require you to ship: 12 iron CompletedThe Humans are delighted with their new tools, and happily send 30 Wood to your storehouse, with their thanks. Through the Twisting Nether (1/2)Agaltheir Tordair, a well reputed wizard of yours, has opened a doorway into the ever-shifting realm of magic. The buzz of excitement around the Mage Tower is infectious and word is spreading across town about this development. Agaltheir is keen to lead a party of his fellows into the magical realm. Its existence has always been theory but the potential for learning is great and Tordair impresses this upon you repeatedly. The risk involved needs no explanation and the thought of losing but one of your kinsmen is not a pleasant one. However, you surmise that it would be more agreeable if your trusty scouts were to venture inside and report thoroughly on all of their findings, a more favourable option to be sure. Tordair is none too happy about passing up the opportunity to experience this realm first-hand but he reluctantly agrees on the condition that they be advanced scouts--he wants this doing properly. Accepting this quest will require you to: Successfully scout Square [x|y] in [Region] using advanced scouts. CompletedYour scouts tell of a series of monoliths that the magic realm seems to orbit. Mammoth constructs of magic manifest in a dimension that defies all logic in its physics. Their accounts send your wizards into a flurry of activity and debate and you can be sure this is not the last you hear of Tordair's gateway. Alternate Completed QuestThe expedition was fraught with danger and your scouts had to tread carefully. Diplomatic Mission ReportThe expedition was fraught with danger and your scouts had to tread carefully. Beneath their feet the path seemed to change at will, often leaving them stranded for some hours on floating islands in the stream of magic until reunited with the main body of land. Sometimes the path disappeared altogether at the expense of some of your scouts' lives. Fortunately your leader was cautious and many of his band avoided falling afoul of the capricious magic realm. x Units did not return from this mission. Failed Diplomatic Mission (sent too few or basic)The perils of the unknown were just too great, the magical realm absorbed your scouts and all hope of understanding what lies beyond. Tordair is understandably vexed and blames this failure on your decision to send too few scouts--where he is sure that his wizards would have succeeded. Through the Twisting Nether (2/2)The wizards have decreed that they must build a permanent gateway with which to continue study of this magical realm. Their studies have been hampered by the conflicting stories from the scouts. You suspect it is a convienient excuse by the over-eager wizards, but the politics of the Mage's Council are far too complex to fathom. Tordair requires that you send the materials neccessary so that they might only open the gateway when embarking on their next expedition, and in return he promises a wealth of accurate information with which to boost the town's magic and research... Accepting this quest will require you to ship: 200 clay, 200 stone CompletedThe wizards have finished construction of their portal device and have already completed several short expeditions. Although they have remained tight-lipped over the findings, the promises of new information were not exaggerated, and 20 books have been added to your library! Tipsy CateringSkordar Wolfmaster is one of the land's foremost trainers of battle-wolves, and he has ten of them available right now. He is thinking that he will give them as a gift to the greatest Orc walord in the County. He isn't quite sure who the greatest Orc warlord might be. What he does know, is that the Tavern keeper won't give him any more drink, as he has run out of money. Would your greatness, as a warlord, extend to sending some beer out to his camp, perhaps...? Accepting this quest will require you to ship: 10 beer CompletedWith a good supply of Beer stashed in his camp, Skordar proclaims that indeed you are the greatest warlord in the county. He would be honoured if your warriors were to ride to battle on his wolves! His mounts are amongst the finest available for Orc cavalry - and you are now the proud owner of 10 of them. To be a PoleturnerIt has always been Jacob Spindle's dream to fashion the finest halberds in the land. Having just finished his apprenticeship, he is trying to set up shop in your town. He, however, does not have enough wood to start the business. His deal is that he will supply you with a generous amount of spears if you provide him with sufficient wood to get his business off the ground. Accepting this quest will require you to ship: 300 wood CompletedHelping out a budding weaponsmith is always a good idea, especially when they pay you generously. Jacob has sent you 8 spears. To Mill AgainA local Miller comes to you with a big problem. His millstone broke in a recent frost and he can't mill wheat into flour anymore. Can you help him with a high quality, giant stone and he'll repay you with lots of flour? Accepting this quest will require you to ship: 90 stone AlternateA Human Miller travels to your settlement, in search of expert guidance. His millstone broke in a recent frost and he can't mill wheat into flour any more. But he is not content with any local-hewn, Human-selected millstone. CompletedThe miller is thrilled by the quality of his new stone, and has given you 130 food by way of thanks. Trade, not RaidA grovelling little Goblin in the corner of the Tavern has a cowardly idea. He has been trading with Dwarves, who are keen to fortify their mines with high quality stone, and can offer swords and chainmail in return. A courageous Orc would storm the mine and seize the weapons by force, whereas this little wretch wants to trade. It is a cowardly idea. But it's also a good idea. It's a very good idea. If you send 600 stone to the Goblin's camp, he will provide you with swords and chainmail. Accepting this quest will require you to ship: 600 stone Completed600 Stone has become a payment of 8 Swords and 6 Chainmail. Urgent ReparisA small mine working in the hills has a serious problem with its structural supports. A rare miscalculation by the lead engineer has left the roof of the mine tunnel unstable, and in danger of collapse. If you could ship a supply of high quality building timber to the mine, the miners would, due to the urgency of their situation, pay you extremely well for it. Accepting this quest will require you to ship: 50 wood CompletedThe timber has been delivered safely to the mine, and the engineer there pays a handsome 120 gold pieces in thanks. Urned FriendshipOne of your childhood friends, Janus Silverwood, comes to you in dire straights. He is quite a skilled Potter and his budding ceramics business has promise. However, he has spent all his savings on building the shop and purchasing tools (many of which were much more expensive from the wily traveling merchants than he anticipated) and he doesn't have any clay to start up the business. If you lend him a goodly amount of clay to start his shop, he promises to repay you with iron he will be receiving by working after hours for his father's iron mine. Accepting this quest will require you to ship: 300 clay CompletedJanus managed to put some extra hours into the mining operation, and has paid you back with 300 iron. Wasted Skills – version 1A nearby potter has run into some difficulties. His usual supplier of clay has been unable to maintain a steady supply (something to do with bandits, perhaps?) and so the potter has been unable to work. He has been using his spare time to help his brother, an iron-miner, digging for ore, but it seems a waste of his talents. So now has a thought: if you can send him a consignment of clay to get him started again, he will send you all the iron that he has gathered. Accepting this quest will require you to ship: 250 clay CompletedYour neighbour is now back at his potter's wheel, and he has paid you back with 300 iron. Wasted Skills – version 2A nearby Dwarf potter has run into some difficulties. His usual supplier of Clay has been harassed by a pack of roaming Goblins, and although the Goblins have moved on his supplier has no clay to sell him. Accepting this quest will require you to ship: 250 clay CompletedYour neighbour is now back at his potter's wheel, and he has paid you back with 300 Iron. Water of LifeOne of the quarrying operations nearby has sent word to the settlement that they are having trouble with drinking water. They are operating far from a spring, and need to secure a supply of water. Accepting this quest will require you to ship: 300 clay CompletedThe quarry workers appreciate the clay, and they immediately start to use it to line their water-pits. They pay the 600 Stone in return, as agreed. Wedding BreakfastIt is Dwarf marriage custom that the couple spend their first night at a site where their birth-stones both naturally occur in the morning would host a banquets for their close family, which would be provisioned by their master; and that evening they would pay a tribute to their master. The ceremonies remind everyone of the Dwarves' roots in the earth, and also of their roots in the community, of how they are bound by obligations to their superiors. Accepting this quest will require you to ship: 300 food, 8 beer CompletedAfter the wedding breakfast you receive the couple's tribute. In this case, the builder provides you with a fine stash of good quality building stone. AlternateAfter the wedding breakfast you receive the couple's tribute. In this case, the metalworker brings 6 suits of Plate armour, which he and his colleagues have been working on. AlternateAfter the wedding breakfast you receive the couple's tribute. In this case, the trader, mindful of the city's need to defend itself, has purchased 10 fine swords, which he presents to you. AlternateAfter the wedding breakfast you receive the couple's tribute. In this case, the forester, mindful of the city's need to defend itself, has selected 15 fine hafts from the woodlands and had these worked up into spears for your troops. Where Did all the Children Go?It is a bright and cheerful day, but the usual sights of children playing are absent. In their place are the worried looks of parents and the angry shouts of accusation. In the middle of the night dozens of them disappeared from their beds without any warning. There is hysteria all over town as you might well expect of the situation, but the voices from your townsfolk are unanimous—those children must be found and fast! A peculiar stranger was seen lurking over the past few days, playing a piccolo and dancing to entertain the villagers. Word is that he lives in a little cottage in the hills. Unfortunately the location is particularly vague. To complete this quest, you must: Successfully scout location [x|y] in [Region] using >5 scouts (of any kind) CompletedThe hills were laden with bear traps and pitfalls, and some of your scouts fell afoul of these devices set by the hermit to protect himself. They finally came across a quaint little house and found the children to be alive and well—apparently all he wanted was company. In his hermetic lifestyle, he had also crafted nearly a dozen swords—as well as the devilish traps—which your scouts dutifully seize as part of his punishment. x Units did not return from the mission. Diplomatic Mission ReportYour scouts report that they located the children and found them all to be in great shape but with no recollection of the episode. They also managed to acquire 10 most excellent swords. Failed Diplomatic MissionA bitter rainstorm led your scouts off course and they missed the hermit's house entirely, but did run into a set of fiendishly placed traps that killed some of them on sharp and pointed spikes. They returned to town with hang-dog expressions - and assurances they could give it another shot if you sent more of them. Wolves for WolfridersTregg Dog-Tongue, apprentice to Krogun Clawmage, sends word that he has tamed a number of Wolves, which he thinks would be perfect for use by Cavalry troops. In return for a supply of food for himself and his assistants, he will immediately deliver them to your settlement. Accepting this quest will require you to ship: 1000 food CompletedTregg is pleased with the food, and in return you gain 4 sturdy mounts. Woodsman Turned TraderThe Goblin woodsman, Grokkett TreeBurner, has amassed a good supply if wood, and has been bartering it in the nearby markets. But he thinks he can get more in exchange if he sells more than just wood. Accepting this quest will require you to ship: 120 clay, 120 stone CompletedGrokkett is very pleased with the stone and clay, and has sent you 300 Wood in return. Working After HoursSome of your farmers reckon that they could probably put their evenings to better use. If you can get them some wood, they'll craft some of it into Spear-Throwers for your armoury. They're confident that they have the skills: they are Orcs, after all, so making some simple weapons won't be beyond them. Accepting this quest will require you to ship: 500 wood CompletedThe farmers work diligently, and you now have 8 extra weapons in your storehouse |
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demdigs
Postmaster Joined: 12 Aug 2011 Status: Offline Points: 660 |
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The Damaged Smithy[NEED THIS] The Deer Stalker (1/3)Baron Ogilby of Myrshire has decided to organise a great hunt to impress some foreign dignitaries with the amazing hospitality of Myrshire. The old show-off has been boasting to his visitors about having not only the largest herd of deer in the Kingdom but also the best ranger in Illyriad to guide the party unfailingly, quickly and safely to the hunting grounds. The bad news is that his 'surefooted' ranger has just been found at the bottom of a gully on the estate with his neck broken after what looks like an accidental stumble. The Baron is desperate to salvage the situation, and so if you can give him one of your mounted scout units to act as guide for the hunting party he's promised to make it worth your while. To complete this quest, you must Successfully scout location [x|y] in [Region] using >2 scouts (of any kind) CompletedBaron Ogilby expressed brief regret at the loss of life amongst your scouts, but you sensed he was also quietly amused by the whole affair. He also says that—given the "frankly rude and insubordinate" way your scout group's leader behaved after the accident—that you are lucky there weren't more fatalities. To add insult to injury, he is refusing to compensate you anything for "ruining" his Hunting Party. Diplomatic Mission ReportThe furious leader of your scout group reports that a pair of your trackers were, in his words, "deliberately targeted" by the Hunting Party and arrows from the hunting party were deliberately fired on them. The Baron has naturally dismissed this as an accident. Failed Diplomatic MissionThe Baron has sent word that—very sadly—the tracker you dispatched on this task unfortunately slipped and broke his neck whilst negotiating a particularly tricky section of the wooded quarry. He requests another tracker to be sent forthwith. x units did not return from the mission. The Deer Stalker (2/3)The leader of the group of your scouts—some of whom perished in apparently murky circumstances on Baron Ogilby's Hunting Party—has come to you with a proposal. He firmly believes the Baron was using your scouts as live prey for his own perverted amusement, and thinks the tables should be turned. He's volunteering to lead a team back out to the Baron's new hunting grounds, and then try to lead the Baron into a small "accident" of his own. This might, however, be quite a dangerous task—and he recommends you send sufficient scouts to ensure the mission's success. To complete this quest, you must Successfully scout location [x|y] in [Region] using an unknown number of advanced scouts CompletedThe leader of your pack of scouts returns triumphantly with news of your great success. The plan worked admirably, and - unable to find them as the sun sets - the Baron has been forced to abandon his friends to their own fate. Diplomatic Mission ReportApparently your group of scouts was able to mimic the cries of wounded animals sufficiently well to lead the Baron and his party deep into the surrounding countryside, far off the beaten track. The Baron has been separated from his friends, and has fallen heavily from his horse. The Baron's Horse has fled, leaving him battered, bruised and alone - possibly helped by one of your excellent scouts' efforts. The Horse was subsequently retrieved by your scout and is now available in your Paddock. And that's not all the scout has reported... Failed Diplomatic Mission (sent too few or basic)Unfortunately your diplomatic mission was of insufficient ability to fool the Baron and his jeering and whooping party of imbecilic and murderous "dignitaries." One of your scouts was lucky to escape with his life, as the air around him was thick with arrows. The Deer Stalker (3/3)Your returning scouts have spotted a small cache of the Baron's own weaponry in an abandoned tower. Given that the Baron is out of commission for a while, you might send a caravan to retrieve it; however, the floorboards of the Tower are rotten through, and so you'll need to take a small amount of lumber with you. Accepting this quest will require you to ship: 10 wood CompletedCarefully positioning the planks of timber over the collapsed floor of the tower, your traders gingerly crept over to the corner of the abandoned tower and retrieved 10 suits of Leather Armour with 5 solid, servicable wooden spears; both of which have been placed in your armoury. Baron Ogilby, of course, is furious - and you're sure you haven't heard the last of this. The Farmer's WifeFollowing another successful harvest year, one of your local farmers couldn't look more miserable. He sits with his dog and his mug of ale, his whiskers drooping in the froth, and for all the world you'd think he was survivor of a famine. It turns out Alf Shea is ever so lonely since his young bride fell ill and died but two years after they wed. Watering down the beer with his tears, he tells you that he would give anything to feel the loving companionship of a good woman again. Surely, he says, there must be a woman in the world who could love him? Accepting this quest will require you to: Successfully scout [x|y] in [Region] using any kind of scouts. CompletedThey scoured towns and villages for a few miles around, mingling with the locals and talent spotting far and wide. They rounded up a selection of rural beauties and city debutantes for Alf Shea to choose from and in no time he begun a string of dates. This is one farmer who won't be lonely for a while and, in thanks for what you've done for him, he's donated a sizeable chunk of his harvest. Diplomatic Mission ReportYour scouts report that they had a great time getting to know all the prospective wives and girlfriends of Alf Shea and two of your scouts have found wives of their own - on top of the 400 food that they earned. Failed Diplomatic MissionToo much indulgence in the course of their search rendered your scouts incapable of doing much more than nurse their hang-overs. The Foulest BrewYour Tavern-keeper has learned of an excellent source of fruit nearby, which he can use to brew a particularly nasty tasting (but highly alcoholic) fruit beer for his customers - and for your stores. The process requires him to dig a series of trenches and line them with clay. Can you spare any clay? Accepting this quest will require you to ship: 100 wood, 200 clay CompletedYour Tavern-keeper gets 14 barrels of vile-tasting fruit beer from the pits. Seven he sells to his undiscerning customers, and seven he delivers to your stores. The Geological SurveyA small band of skilled Dwarven stonecutters are passing by. It obviously hurts their Dwarven pride that they might have to beg aid from an elf, but they have clearly run out of supplies, and have sent word that they really need some food to be sent out to them. Accepting this quest will require you to ship: 30 food CompletedThe Dwarven stonecutters thank you for your assistance, and have given you 50 Stone for your trouble. That is perhaps the most mundane payment that anyone could make. Lumps of dull rock! But it will be useful all the same, and they are, after all, only Dwarves. The Golden Apple Tree (1/3)Your wizards are torn with conflicting opinions over the truth pertaining to a fabled fruit tree that points at the existence of supreme beings. The arguments have been raging for weeks and they have finally decided to seek out this relic of mythical origins to settle the matter of who is right. Naturally, these are men and women better suited to dimly lit libraries and musty alcoves than roaming the land. You guessed it - they request an escort of your finest scouts. It presents an interesting philosophical and moral platform and the buzz has spread to the town in general - certainly worth a look by some of your advanced scouts, right? Accepting this quest will require you to: Successfully scout [x|y] in [Region] using advanced scouts. CompletedThe journey was for the most part dependant on the parchments of your studious magi. The scouts did their jobs, albeit in constant conflict with their charges, but soon enough the golden tree was spotted against the horizon and a great cheer went up amongst the party. The discovery alone could not prove or disprove anything solid and the wizards set up camp and argued through the night. Your scouts slipped away at the earliest opportunity to make their report. Diplomatic Mission ReportYour scouts report that the wizards reached the site of the tree and are camped around it. They've expressed a desire to remain and study what was previously believed to be a fairytale... Failed Diplomatic Mission (sent too few or basic)Your scouts allowed the wizards to get horribly lost and after deciding that nobody in the party knew quite where they were, everyone came home. The Golden Apple Tree (2/3)The fires of debate have cooled at the wizards camp. Two of the ring-leaders have a fresh platform of differing opinion—the interpretation of a series of diaries dating to around the time of the tree first being discovered. The demanding Magi would like if these diaries could be fetched and brought to them so that they can settle the matter once and for all. There are conveniently a set of the diaries in your town library. Accepting this quest will require you to ship: 7 books CompletedFar from grateful, the caravan with the diaries barely made it into the camp before the esteemed members of your magical faculty were swarming all over them. The diaries were passed around and much umming and erring was made over their meanings. The conflict of opinions continued through the night. The Golden Apple Tree (3/3)The wizards camped around the golden apple tree have been plunged into a tragic nightmare. With a majority vote, they agreed that the diaries seemed to support the existence of supreme beings - gods - with a number of the stalwart objectors reluctantly backing down and switching sides. Horald Glick was one of those who refused to back down, even in the face of damning evidence against his theories of magical explosions, and leaps forward in the progression of the races from molecules to men, dwarves, elves, and orcs.. and so on. Glick has gone missing - and with him he has taken the diaries and killed two of his former colleagues. Your best advanced scouts are required to hunt this renegade wizard down before he can escape justice. Accepting this quest will require you to: Successfully scout [x|y] in [Region] using advanced scouts . CompletedYour scouts rode hard through the night, covering much land, with the grim task of bringing in a murderer. He was not an easy prisoner to take and in a flash of fireballs, many of your scouts were burned to death. They fought well to bring him in and the town's wizards had an exceptionally grim punishment. Without specifically telling you what they intended to do, they did promise a one-off Mana spike to benefit your city. They also warned of purple clouds. Reward: 300 mana Diplomatic Mission ReportDespite the loss of many of your men, your scouts managed to apprehend the rogue wizard and deliver him to the local wizards at their encampment. x Units did not return from this mission. Failed MissionYour scouts found the renegade Wizard, but were met with a deluge of fireballs - killing many of them. The Less Wild WoodsAeliwarai Lynaya is a priestess, who lives with a small nomadic community, wandering the nearby area. She teaches that all Elves should seek to live lives of seclusion and simplicity, and so her followers make no permanent homes, set up no workshops. Certainly they are serene, reflective, and in harmony with all life. They can show great wisdom, and are worthy of reverence. However, they are severely hampered by their refusal to set up any sort of industry, for example, and so, now they find themselves with inadequate tools as they try to move their camp. They need little: a few nails, some light tools, and other assorted bits of metalware. You could send what they need to them, with no disrespect, but simply to offer assistance? Accepting this quest will require you to ship: 12 iron CompletedAeliwarai accepts your delivery in the spirit in which it was intended - in reverence and friendship. No offence is taken, and her followers are glad of your metalware. In gratitude, she asks you to take away some surplus wood that they have piled up: they have no wish to build stockpiles, fearing that this will lead them down the path of avarice that has so separated Humans and Dwarves from the divine Light; but they are sure that your settlement will make good use of the timber. The Scavenger – version 1Ike Middleham used to be a mercenary. Now, he is a scavenger of the dead and a low-status weapons-trader, or as he puts it, "purveyor of the finest quality, battle-tested weaponry! Don't think of it as second hand! Think of it as proven in the field!" Accepting this quest will require you to ship: 3500 gold CompletedTaking advantage of other people's misfortune is still potentially profitable. Ike has delivered 3 suits of Chainmail and 4 Swords. The Scavenger – version 2[NEED THIS] Ship: 500 gold CompletedTaking advantage of other people's misfortune is still potentially profitable. Ike has delivered 7 Leather armour and 7 Spears. Reward: 7 leather armour, 7 spears |
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demdigs
Postmaster Joined: 12 Aug 2011 Status: Offline Points: 660 |
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Settling DownA wandering group of Elves have decided to settle nearby. They wonder if you could help them out, providing them with some good building timbers so that they can start construction on their new homes? Accepting this quest will require you to ship: 300 wood CompletedThe settlers are delighted, and begin work on their new homes. In thanks, they provide you with some of the spears that they used to carry for hunting and defence: they hope that their new, settled lives will be more peaceful, and hope that you will accept these weapons as a token of their hope, as well as their gratitude. Sharp EconomicsCyrano de la Guardia has all the flair native to his home town of Belazzo. When he came here, he caused quite a stir amongst the local ladyfolk, but regardless was grudgingly accepted by the townsfolk due to his expertise in manufacturing superior quality halberds. Unlike the local spears hitherto manufactured in this area, Cyrano's pikes have superior worksmanship and are highly sought after by all forms of spearmen for leagues around. As a result, he is looking to expand his operations, and has sought your aid as a partner. With his usual flair, his grandiose vision is a massive spear making operation, powered by a waterwheel that will crank out a previously unheard of quantity of spears per hour. The problem is he needs huge quantities of wood and stone to make this dream a reality. But he promises that you will never be lacking in spears again... Accepting this quest will require you to ship: 300 wood, 250 stone CompletedAlthough you find Cyrano insufferable, at least he held up his end of the bargain, and has delivered 10 military-grade spears to your warehouses. Shaft 54B (1/2)One of your Hunters have outdone themselves and discovered an abandoned iron mine not far from town. The mood among the rest of your hunters is one of excitement at the find. What little is known about the area is that there used to be a Dwarven outpost near to the mine and for some reason they didn't stick around for very long. Of course your boys aren't afraid of ghost stories and they're practically chomping at the bit to get back there and do some looting. The idea that the dwarves might've left behind their valuables in the hasty evacuation of the mine really does sound too good to pass up. Your lead Hunter thinks it'll be a breeze - but that gut feeling tells you that you should send a healthy number to ensure that all eventualities are covered. This quest must be completed by Hunters. Accepting this quest will require you to: Successfully scout [x|y] in [Region] using any kind of scouts CompletedThe Hunters carefully picked their way along the mine shaft, braving the dark and the cramped conditions with a single-minded goal to find Dwarven treasure. They became increasingly impatient as it seems the mine is as deserted of valuables as it is of dwarves. Eventually they come across something almost as good (if not better) than Dwarven treasure - 5 Barrels of Dwarven ale! Diplomatic Mission ReportYour scouts reports that though they found nothing of material value or with a bladed edge, they found a cache of strong beer! Failed Diplomatic MissionThere just aren't words to describe the level of incompetence that sums up your Hunters and their dismal effort. Shaft 54B (2/2)After quaffing a portion of the ale they looted from the abandoned mine shaft, the drinking hall was alive with ideas about what that abandoned mine could be used for. Accepting this quest will require you to: Successfully scout [x|y] in [Region] using advanced scouts . CompletedWith the advantage of experience and the reports of your earlier scouts, the Stalkers penetrated the mine network far more deeply. First they located an office with maps, then they used those maps to locate an armoury - and with a good old heave ho, they smashed down the reinforced door to the welcoming sight of a cache of 15 Dwarven halberds! Diplomatic Mission ReportYour scouts report that they were able to locate the heart of the mine with ease and though it is true much of the equipment has been taken along by the vacating dwarves, that there was a series of armouries left untouched. Failed Diplomatic MissionGrisnak Coldspite is crowing like a fat rooster at the inability of your Stalkers to find even a rusty tin cap. The aforementioned Stalkers are hiding from your wrath and beg only to be given another chance. Slave Traders (elf)Ythandai Duraesith, who commands a small squad of rangers nearby, reports that an Orc slave-trader is offering to to sell 3 Elven prisoners. The Orc claims that they were archers of some sort, perhaps soldiers or hunters. She cannot locate the prisoners, so is loathe to kill the Orc, since that might be the death of the Elves and would certainly end any chance of freeing them. Much as she hates the idea, it seems that paying the ransom might be the best way to save them. She hopes that next time a vile Orc slave-trader wanders into the area, she will find a better alternative than paying him off. For now, if you wish to pay the ransom, she can tell you where the Orc expects it to be delivered. The deal is 1,000 Gold for 3 Elves and their belongings. Accepting this quest will require you to ship: 1000 gold CompletedThe loathsome Orc receives the payment with a happy snarl: "Nice to do business! Maybe I come back, when I have more Elf-slaves!" The freed prisoners are somewhat traumatized by their ordeal, but calm. They explain that they were ambushed as they slept and taken prisoner. Now, they thank you for securing their freedom, and ask if they can help you in return: they would be satisfied if they could help your people defend themselves against the Orcs and other dangers which prowl the wilderness. They will report to your barracks. Reward: 3 Sentinels Slaver's WisdomTrogak Chainhand, a well respected slave-trader, is relaxing in the tavern, discussing some of the stranger slaves that he has transported. He starts discussing a few of them, and it becomes apparent that he has actually absorbed a lot of information from his captives. He is eager to get going, but, if some food were sent out to his caravan to keep his guards and slaves fed, perhaps he would linger a while and teach some of your scholars a little of what he has learned? Accepting this quest will require you to ship: 200 food CompletedTrogak is happy to keep talking, so long as his guards and slaves do not starve, and your scholars find his ramblings quite illuminating. Stonecutting SlavesDrog Threefingers retired from raiding several years ago, and now makes a living from the Dwarf slaves whom he seized on his last foray. Accepting this quest will require you to ship: 30 food CompletedDrog's delighted with the food. He Reckons he can make that little bit last quite a while, and gives you 50 Stone for your trouble. Suspicions of TreacheryA well dressed man with a dangerous manner takes you aside. Without speaking, he hands you a carefully rolled and sealed parchment. Glancing at it you recognise, with immense surprise, that it is the unbroken wax seal of the Council of Illyriad that holds the scroll closed. The man indicates that you open the scroll and read it, so you do so. After a brief preamble from Cantor--one of King Sigurd's most trusted advisors--the message gets down to business. The Council have heard whispers that a rebellion is being planned by some of Illyriad's dissatisfied citizens. They do not wish to lend credence or weight to the rumours by dispatching the King's Guard directly against any of the suspected plotters, so they wish to engage you in some fact-finding on their behalf. Will you send a couple of spies out on behalf of your King to ascertain whether a nearby Lord is involved in the plot? Accepting this quest will require you to: Successfully spy on Square [x|y] in [Region] using any kind of spies. CompletedYour spies have not been able to find any evidence that this Lord was involved in a plot against the King, and they're very confident that their analysis is correct as the tiny settlement is too small to hide any secrets. AlternateThe mysterious and dangerous emissary from the Council receives your report impassively, and nods curtly. Thanking you for your time and effort, he leaves behind a small bag of 500 gold pieces. *Failed Diplomatic Mission[NEED THIS PART] The BooksellerSyndrinae Anarith is a travelling bookseller. She is passing by your settlement, and is in need of provisions. She has several books which your scholars have not yet read, and she will happily deliver these to your library in return for some food and beer. Accepting this quest will require you to ship: 100 food, 5 beer CompletedSyndrinae appreciates the food, and provides your scholars with 15 Books in thanks. The Brothers GrimmSkittlegrimm and Skattengrimm are two Kobold brothers who are constantly feuding. In their latest spat they burned down each others' hovels, and now both are homeless; sleeping on the floor of the Tavern. Accepting this quest will require you to ship: : 50 wood CompletedSkittlegrimm and Skattengrimm set about rebuilding their homes, again. In thanks, they let you have some useless yellow disks that they stole - 75 Gold pieces. The Chain GangAn unlikely visitor has come to your tavern, Connor Irwin: a thief taker for the King. A work-gang of thieves and murderers were set to task in the area making repairs to the highway. Taking advantage of the light guard presence, the prisoners made a break for it and are now currently on the loose. Shackled and hungry, the prisoners won't have gone far and will have definitely come this way, says the man with an unpleasant glint in his eye. With a little manpower, the thief-taker believes it won't take long to round up the runaways with the help of your advanced scouts--and yes--you will be rewarded with the Kings bounty. Accepting this quest will require you to: Successfully scout Square [x|y] in [Region] using advanced scouts. CompletedConnor Irwin and your scouts relentlessly hunted the countryside for the escaped prisoners until they found them hiding in a Ruined Tower less than a mile from the original work-site. Tired, cold, and hungry, they put up no fight. The thief taker has awarded you the bounty of 400 gold for their capture. Diplomatic Mission ReportYour scouts report that all of the missing prisoners were located in a Ruined Tower a short distance from where they escaped. Failed Diplomatic Mission (sent too few)Despite the skills and best intentions of your scouts, there were just too few of them and not enough ground covered. Failed Diplomatic Mission (sent basic)Despite the skills and best intentions of your scouts, there were just too few of them and not enough ground covered. |
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demdigs
Postmaster Joined: 12 Aug 2011 Status: Offline Points: 660 |
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Need for a Furnace – version 1 (dwarf)Stramlin Ironhand is a wandering armourer. When prospectors find a good vein of iron, he sets up a forge nearby, and works with the iron as soon as it is smelted: this ensures him a steady supply and avoids transport costs, but it does mean that he keeps having to rebuild a furnace each time he resettles. Accepting this quest will require you to ship: 600 stone CompletedStramlin's deal is truly golden. 600 Stone has become a payment of 8 Swords and 6 Chainmail. Need for a Furnace – version 2 (human)Drake Gal, a local blacksmith, is greatly expanding his business. He consequently needs a much larger furnace in which to smelt the iron from which he makes his swords and chainmail. As a trade, he offers his products in return for a goodly quantity of stone from your quarry to build this furnace. Is it a deal? Accepting this quest will require you to ship: 600 stone CompletedDrake's deal turns out to be truly golden. 600 stone has become a payment of 8 swords and 6 chainmail. One Goblin's Meat is …Syndrinae Anarith, the travelling bookseller, is drowning her sorrows in your tavern. She was waylaid by Goblin thieves as she travelled nearby, and she and her attendants had to flee. The Goblins found nothing that they wanted on her cart, seeing books as worthless, but they made off with her horses, presumably intending to eat them later. Could you spare two cart-horses, and a riding horse for Syndrinae? Your scholars view her as a valued friend, as well as a source of fine books. Accepting this quest will require you to ship: 3 horses CompletedSyndrinae is delighted by your generosity. She searches through the books on her cart, and picks out a score of books and pamphlets that will be of great interest to your scholars, and hands them over to you. Orc ArsonAn Elven family living close by has recently had their home burned down. It grieves them to admit it, but they would rather rebuild in Stone, with Clay tiles, than in wood, since they suspect that the fire was arson. There have been a spate of such attacks, and by an "amazing coincidence", a passing band of Orcs just happen to have a consignment of Stone and Clay that would suit perfectly. The family are keen to rebuild in something less flammable than wood, but would rather not buy from the Orcs. Can you help? Accepting this quest will require you to ship: 120 clay, 120 stone CompletedThe family is grateful for the building material, and sets to work. In thanks, they send you what seems to them a fair amount of building timber: it grieves them that they are not rebuilding in wood, but they would like to think that somewhere in your town, because of their donation, another's home will rise in well-wrought wood. Pastures NewA local group of cattle-drovers are moving their cattle to new pastures, and are in need of some wooden fence posts and stone walling slabs to repair their field boundaries. If you will supply them with what they need, they have two old cows, ripe for slaughter, which will provide fine leather Accepting this quest will require you to ship: 60 clay, 60 stone CompletedThe drovers set to work repairing their boundary, and you take ownership of 2 Cows. Payment DelaysSimeon Bale is a weapons trader, with a problem. "Violence is up, so demand is up. Filling orders is easy, as towns are springing up all over, full of skilled craftsmen. That's all good, right? But getting paid is tough. The problem with war, apart from all the death, I suppose, is that it plays havoc with business. Look, I've got all these workers here, mule handlers, and clerks, and guards and whatnot, and they all want paying and feeding, but my cash-flow is a right mess!" Still, he has an idea that will serve you both: "Tell you what, you let me have some food and beer to provision my folks, and I'll let you have these 15 spears I've got here. They're Orc-made, so they're ugly but they do the job, and this works out way cheaper for you than if you sold the food and bought spears for cash. My folks eat, you get a bargain. Deal?" Accepting this quest will require you to ship: 300 food, 8 beer CompletedSimeon's people had been worrying about food, and are relieved when your provisions arrive. In return, you receive 15 Spears. You can tell from his eyes that Simeon knows that he let them go too cheap, but he kept his caravan together and he'll make a good profit when it reaches its destination. Pausing for RepairsA warband has camped nearby to celebrate a recent victory. They raided a small settlement, drove off the defenders, stole the locals' wagons and drove off with them piled high with food. One of their warriors is in your marketplace now, looking for scraps of armour to repair the scrapes and scuffs that they picked up in the raid, but he has nothing to trade. But of course, there's no way they can eat all that food.... If you send the bits of armour that they need out to their camp, doubtless the warband would be delighted to donate their wagons of food to you. Accepting this quest will require you to ship: 1 leather armour and 1 chainmail CompletedThe warband is delighted with the armour that you sent. They are also happy that you can use the food that they have stolen, and they respectfully donate 6,000 Food. Ploughshares into Swords – version 1Corm Roughshod--a blacksmith's apprentice-is a budding entrepreneur, and has realized that with all the strife in the area he can make a fine living beating old farming implements into swords. He needs to construct a smithy, though, to get into business, and came to you to help him get started. If you provide the stone and wood for his smithy, he will repay you with swords. Accepting this quest will require you to ship: 300 wood 300 stone CompletedCorm was delighted by your assistance, and has produced a handful of swords (6) for your armory. Ploughshares into Swords – version 2A newly-qualified blacksmith would like to set up a workshop nearby, forging swords and armour. He suspects that, the way things are going around here, there could be quite a demand for weaponry in this area, and he has already bought up a supply of broken farming implements that he can smelt down and reforge into swords. CaompletedThe smithy is now built, and the first six swords from the smith's anvil are now in your armoury. Put to Better Use – version 1 (elf)Ythandai Duraesith commands a small squad of rangers, who specialize in chasing down Orc raiding bands and packs of Goblin thieves. Most of them have lost family or friends to greenskin raiders, and their decision to protect the Elven communities from such menaces is a personal vocation, not merely a job. Your people regard them with a mixture of admiration and pity: admiration that they will give their lives to protecting the peaceful folk of the region from such menaces, and pity that their souls have been twisted by grief. She has no desire to be paid for what she does, but she will willingly accept gifts of food - provisions for her troops. Accepting this quest will require you to ship: 500 food CompletedYthandai is grateful for the food that you send. She is conscious of the tragedy, that nourishing food will keep her rangers alive only so that they can bring death to others, and she is grateful that you see the necessity of her vocation. She mentions that she has a scavenged seven sets of leather armour and seven spears, which she would like to see put to good use: the greenskins who previously used these had had them as tools of menace and destruction, bringing bloodshed to peaceful Elf communities; maybe you can put them to the task of defending your people? 7 Leather armour and 7 Spears are now in your storehouse. Put to Better Use – version 2 (dwarf)Igrin Axemaiden commands a small squad of warriors who specialize in chasing down Orc raiding bands and packs of Goblin thieves. (Perhaps they do not chase them, as such, the greenskins being rather faster on their feet that her Dwarves, but they certainly do a good line in traps and ambushes.) Accepting this quest will require you to ship: 500 gold CompletedIgrin is satisfied that these weapons will now be put to use by Dwarves, rather than against Dwarves, and her 7 Leather armour and 7 Spears are now in your storehouse. Retirement PlansA group of Orc warriors are carousing in the Tavern. After years of raiding , they plan to retire, to build themselves a nice little fortress, and lord it up over the locals. Accepting this quest will require you to ship: 300 wood CompletedThe warriors set to work building themselves a little homestead, and deposit 8 military-grade spears in your warehouses. Rustling up a FussGrisnak Coldspite, as knobbly and bad tempered as Orcs get, is bellyaching about humans again. Accepting this quest will require you to: Successfully scout [x|y] in [Region] using any kind of scouts . CompletedIt was like the old stories... Your Hunters made lots of noise and ensured the farmers of the area saw what they wanted to see - green barbarians bringing terror. In the process they managed to locate a number of cattle-herds, one of which is now 10 cows short... Diplomatic Mission ReportDespite a few casualties, your scouts succeeded in their mission to scare those stupid humans half-to-death. x Units did not return from this mission. Failed Diplomatic MissionIt didn't quite go to plan. |
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demdigs
Postmaster Joined: 12 Aug 2011 Status: Offline Points: 660 |
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Illyriad GeographicThe Royal Geographic Society produces a monthly report about the wonders that can be found throughout the world. Last month there was a storming edition about the secrets of the Yellow Hills. Their latest publication brings them to the land surrounding your town. Orwin Kvatch, the head of this expedition, tells you that his team have been exploring a network of caves in the area and would like to take advantage of local knowledge. The publication is very popular in the Elven community and Orwin is offering a generous cut of the subscription fees in return for the help of your scouts and their knowledge. Accepting this quest will require you to: Successfully scout [x|y] in [Region] using any kind of scouts . CompletedThe expedition uncovered new evidence to support the migration of albino cave sloths and Orwin Kvatch is very pleased. He wouldn't stop to give any sneak-peeks into the sheaf of notes clutched to his chest, but he was happy to fulfill his end of the bargain and pay 300 Gold in scout fees. Diplomatic Mission ReportYour scouts report that Orwin Kvatch and his expedition were one of the more dull assignments they've had, but that their presence helped to avoid a series of potential accidents in the slippery caves. Failed Diplomatic MissionAfter hours scrutinising the slippery wetness inside of the caves, Kvatch made an unexpected discovery when his foot dropped down a pothole and he broke his ankle. King's Road – version 1Faviella de Groughtny, the King's niece, was traveling near your domain when her carriage lost its wheel due to a huge rut in the road. As a result, you have had an official request from Illyriad's Council to repave your road. To defray the cost (and maybe make some extra money), the King has also granted you the rights to erect a tollbooth on the newly paved road. Accepting this quest will require you to: 300 stone CompletedAn inspector from the King's Council was very pleased by the quality of the road you constructed, and has granted you a one-off toll boon of no less than 500 gold. King's Road – version 2A group of Human workers, from the King of Illyria, are struggling to re-erect a stone pillar which the King's people erected nearby a few years ago. Accepting this quest will require you to ship: 120 wood, 180 stone CompletedThe King of Illyria's servants rebuild their marker-post, and leave you with a purse of money. Just minutes later some of your local youngsters are already wagering on who can break the post first: no point you telling them not to - Orcs will be Orcs, and healthy competition breeds strong warriors. King's Road – version 3A group of Human workmen are relaxing in your tavern, discussing their latest difficulty. They have been sent out by the King of Illyria, or the Illyria Trade Council, or some similar Human bureaucracy, to check on some waymarkers which had been erected in the area to guide traders. Accepting this quest will require you to: 300 stone CompletedThe workmen are delighted. They wrestle the stones into place, and one of your carvers chisels directions onto its face. The workmen happily pay you 500 Gold. Light Glorious MiilsBorgrim the Machinist has a dream. He has heard stories of the great Dwarf strongholds of the First Age, where huge halls filled with mighty machines produced weapons for the Dwarf armies; and he hopes that, if even in a small way, he might rediscover some of that glory. Accepting this quest will require you to ship: 300 wood, 250 stone CompletedBorgrim's workers are pleased with the materials that you sent, and he keeps his end of the bargain: Borgrim has delivered 10 military-grade spears to your warehouses. Lumberjack's Mansion – version 1Thor Heydyard, the self proclaimed "Timber King" who runs most of the timber operations in the area, is building himself a new palatial mansion. Of course wood isn't good enough--he needs a stone palace with a ceramic roof in the new style fashionable in courts across the land. He approaches you to barter large quantities of stone and clay at a favorable rate. His payment, of course, would be in wood. Accepting this quest will require you to ship: 120 wood, 120 stone CompletedHeydyard is very pleased with his fine mansion-and now has no need for the wood he was saving to build it. He's sent 300 wood to you instead. Lumberjack's Mansion – version 2A neighbouring Human timber-merchant has recently had his wooden house burned down, and so has decided to rebuild in Stone, with a clay tiled roof; timber may be his livelihood, but he isn't stupid. Accepting this quest will require you to ship: 120 clay, 120 stone CompletedThe merchant is very content with the stone and Clay, and in repayment supplies you with 300 Wood. Marital BlissSimeon Brown, the local spearmaker and an upstanding citizen of the town has a daughter who would be generously described as homely. As one of the inducements to get her married off, he promised John Aragon, a rather dimwitted local youth, the marital feast to end all marital feasts. He, however, has not the means to provide such quantities of food and beer. If you agree to do so, he promises to pay you in kind with spears. Accepting this quest will require you to ship: 300 food, 8 beer CompletedHe's nothing if not generous, Simeon... Your support of the wedding party has been paid handsomely with 15 Spears. Medicine ManFolklore tells of a herb that grows only in the shade and is an excellent cure for the deadly "wasp" fever. Unfortunately it is a very rare find and none of the physicians in your town keep a stock of it. Josephine Hoch, your local Bookbinder, is quite unwell and her husband pleads with you for help in finding it. Of course, in return, he pledges a gift of books to your library. Accepting this quest will require you to: Successfully scout [x|y] in [Region] using any kind of scouts . CompletedThe flower was for the most part elusive; said to look like so many other plants and yet each one is received with a negative from the Bookbinder's husband when they're brought to him. Finally one of your scouts brings the lilac coloured plant, a delicate thing, and the very ingredient he says will help his wife. On his return home he puts aside a wide selection of books as his way of thanks. Diplomatic Mission ReportYour scouts report that a rare herb was located successfully and in return they collected 10 books from the Bookbinder's husband. Failed Diplomatic MissionYour scouts managed to find and lose the elusive flower. On return to the Bookbinder's house they pat down their persons and find no trace of the flower. Moving HomeA group of cattle-drovers, several families, are passing by your settlement. They are moving their settlement entirely, taking their herds with them, and are in need of building materials. If you can provide all the stone, wood and clay that they need, then they will repay you with 20 livestock. Accepting this quest will require you to ship: 4000 wood, 1000 clay, 2000 stone CompletedThe drovers will make good use of those building materials, and your people will get great value from those cows. Moving OnTregg Dog-Tongue, an apprentice to Krogun the Clawmage, wanders the area collecting and training wild animals, mostly dogs and wolves, which he trades for food and gold. Every so often he moves camp, and doesn't have the inclination nor means to rip down his corrals and fences and sheds just to rebuild them somewhere else. Now he's ready to move again, and will need good quality building timber for his next temporary settlement. If you can let Tregg have 100 Wood, he will let you have the surplus food that he has accumulated at his current camp. Accepting this quest will require you to ship: 100 wood CompletedTregg is grateful for the wood, and he says that he'll be in contact when he has settled in and started taming some interesting animals. And for now, he is happy to let you have 200 Food. |
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demdigs
Postmaster Joined: 12 Aug 2011 Status: Offline Points: 660 |
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Find the Librarian's ChildIt's a sad thing, for sure - I'm not sure we'll be seeing little Sylwyss again. Oh, you don't know the story? Well, Librarian Perrod lost his wife to a long, consumptive illness last year and has been looking after their 10-year-old daughter, Sylwyss, on his own since then. This morning he reported to the local militia that she had gone missing whilst out walking to visit her grandmother in nearby Serglade Forest. It's been a day and a night since she set off, and the small search party sent to investigate have found neither hide nor hair of her. Do you have any scouts you could spare to help? Perrod would be very grateful, I'm sure, for any information you might be able to gather. Accepting this quest will require you to: Successfully scout [x|y] in [Region] using any kind of scouts. CompletedPerrod is incredibly grateful that you returned Sylwyss safely home, and has rewarded you with three of the books he's recently purchased from a travelling bookseller. Diplomatic Mission ReportYour scouts report back that they have found a hungry and terrified young girl; thankfully unharmed despite a night in the forest on her own. Failed Diplomatic MissionYour scouts report that, despite searching high and low through the forest, they were unable to find a trace of Sylwyss; but then again, they did have a lot of ground to cover and you didn't send many of them. Firewood for WinterA pair of gentle but wealthy merchants have retired at a farmstead near here to live out their remaining days in peace. I owe them a favour or two, and they are short on firewood to see them through the winter. If you could see your way to giving them a small supply of wood, I'm sure they'd pay handsomely for it! Accepting this quest will require you to ship: 50 wood CompletedThe Humans pay you for the timber in Gold - 75 pieces, to be precise. Well, what else can one expect? More elevated folk might have offered a work of art, or beautiful piece of craft work, or might have provided a book or a prayer or a dance... but they are only Humans. Feed the Miners – version 1Glak Romerog, a particularly colorful Orcish iron mine-owner has been overheard loudly protesting in the tavern (after a few too many pints of beer) about how his workers keep starving to death in his iron mine. When you suggested feeding them, he replied that he didn't know where he would find that quantity of food. Obviously using his profits to purchase food never occurred to him. However, he mentioned that if you provided extra food, he'd compensate you for the extra iron production with a sizeable share of the iron... Accepting this quest will require you to ship: 200 food CompletedFood for Iron? The Alchemists Guild would kill you if they knew. But Glak fulfils his end of the bargain with an Orcish grunt, as his wagons unload 280 Iron in your warehouse. Feed the Miners – version 2Glomdar Pick is an iron-merchant, dealing with some outlying prospectors in the wilderness around your settlement. He mentions in the tavern that one group is in difficulty: a wandering Orc warband looted their camp, making off with their food. Accepting this quest will require you to ship: 200 food CompletedYou have restocked the prospector's store-tent, and they have provided you with 280 Iron in return. Food for WinterA local group of Goblins are laying up food stores for the winter, and so they have come to you, asking if they might have a supply of food and some beer in return for some war-spears which they have made. Accepting this quest will require you to ship: 300 food, 8 beer CompletedThe Goblins are delighted to take your food, and your soldiers will be pleased with the 15 Spears which they leave in exchange. From the Earth to the EarthGlomdar Pick has a number of groups of prospectors mining iron in the wilderness nearby, and he is concerned that their output is vulnerable to thieves and raiders. His solution is perfectly obvious for a Dwarf: the smelted iron should be hidden in underground vaults. His plan is to build several small, sturdy, hidden vaults in the area, and he has picked out a site for one. If you will deliver sufficient building materials to make a really impregnable vault, he will pay 1,000 gold. Accepting this quest will require you to ship: 300 wood, 300 clay, 300 stone CompletedWork has started on Glomdar's vault, and he has paid 1,000 gold, as promised. From the PlainsAstarte Windrider is a Human horse-nomad from the plains, travelling far from home to sell some of his herd. He has camped nearby, and is offering to sell 10 of his fine Horses for 2000 Gold. Accepting this quest will require you to ship: 2000 gold CompletedThe Human nomad takes the Gold, drinks a toast to your health with some foul liquor, and hands over 10 fine horses. Funeral RightsLocal priests have recently conducted the funerals of a small Orc warband. They are left holding the weapons and armour of the dead warriors, which they thought perhaps you might like. And they thought you might want to make an offering to the Always-Chiefs (Orcish gods). They suggest that you should send 500 Gold out to their camp, and then they will see what the will of the gods might be. Accepting this quest will require you to ship: 500 gold CompletedAs expected, the gods are satisfied with your offering. Seven spears and seven suits of armour now sit in your storehouse. Glomdar PickA Dwarf merchant named Glomdar Pick is passing close by. He runs an extensive trading operation, mainly selling Dwarven iron to Human settlements. He is offering the following trade: if you can ship 3,000 food out to meet his caravans, he will provide you with 3,200 iron. Accepting this quest will require you to ship: 3000 food CompletedGlomdar is pleased to take on your food in return for a consignment of his fine Dwarven iron, and thanks you for your trade. Goblin FuneralA group of Goblin mourners have stopped at your Tavern. Accepting this quest will require you to ship: 90 stone CompletedThe Goblins' feast feeds many of your people after the funeral, and the surplus food finds its way into your stores. Gold for the ProspectorsWord in the tavern is that a group of prospectors in the wilds nearby have amassed a good stash of 500 Iron, which they are willing to sell for 300 Gold to any Dwarven ruler who needs it (or 600 Gold to anyone else.) Accepting this quest will require you to ship: 300 gold CompletedThe prospectors make the trade as expected, and 500 Iron is now in your storehouse. Reward: 500 stone (in forum thread) Good FencesA small community, nearby in the wilds, is having trouble with its livestock. Wolves have been causing a lot of damage, and so they need to build a more secure stockade around their herd. If you can provide building materials, they will happily send you several cattle. Accepting this quest will require you to ship: 700 wood, 100 clay, 150 stone CompletedThe community is very happy with the materials that you sent, and promptly provides you with 6 Livestock in thanks. Hold Your NoseJack Reeves, a local leathersmith, is not a popular person. He is not allowed in the local pub on account of the putrid stench that follows him around due to the nature of his trade. He wishes to expand his current operations near the city center, but the Town Council has petitioned you to make him move his factory outside of town (preferably down wind). If you provide Slim with the stone and wood needed for his new operation, he will repay you with his product, leather armor, and you will also gain the gratitude of the Council. Accepting this quest will require you to ship: 250 wood, 250 stone CompletedWhilst you'd prefer not to have to deal with the Tanners too closely, you can't deny the 9 suits of leather armour they gave you by way of thanks isn't going to be useful. Horses Don't Have FangsSkordar Wolfmaster is one of the land's foremost trainers of battle-wolves, and he has come to town looking to buy livestock: his stable of wolves consume a great deal of meat. He was overheard in the Tavern mentioning that he often has war-wolves which he tames, but which turn out not to be strong enough for riding. It strikes you that if you give him the Livestock, he might well let you have his tame wolves. The Tavern keeper has found out the location of Skordar's current camp. Do you want to send the Livestock that he needs? Accepting this quest will require you to ship: 8 cows CompletedSkordar is grateful that you have saved him having to spend gold on Livestock. He presents you with several tame wolves who will fight alongside your troops - so long as you have enough gold to buy food for them. And he says that will be happy to return here again when next he needs fresh meat. If You Go Down to the Woods Today (1/2)Successful lumber merchant, Hrolith Fernquarry, has a favour to ask. The Dwarf is built like a small oak and so his handshake is a serious affair. Not so serious as his request, though. It would seem that Fernquarry has heard tell of some Elven groves where the trees are abundant and the wood of finest quality. Despite running a very profitable lumberyard, the prospect of even fatter profits are too good to resist—naturally. The only problem would be getting a fair estimate of just how big the wood camps need to be. This is where you come in. Hrolith would like you to send some of your advanced scouts to pry in the Elven forests... about a dozen should do it! To complete this quest, you must: Successfully scout [x|y] in [Region] using >12 advanced scouts CompletedDespite the notoreity for Elven forests to be nigh on impossible to navigate, your sturdy scouts managed to get a fair estimate that put a smile on Hrolith's face that is somehow bigger than his beer barrel chest. He clears his throat and you can smell another favour on his breath—or is that "Old Dirty Hen XXX?" Diplomatic Mission ReportYour scouts report a sprawling landscape of magically alive forest-land, enough that Fernquarry could nip away at one corner without the Elves noticing... probably. x units did not return from this mission. Failed Mission Report (sent too few or basic)It is as though the forest was reluctant to be explored. The scouts insist that they tried their best, but that the forest seemed to close up at every turn. It galls them to lose face to "girly Elves" but all they can offer is another attempt. Some of your scouts did not return thanks to these labyrinthine qualities. The last anyone saw of them was their backs as they set off to explore deeper into the Elven wood. It is expected that Dryads lured the scouts to their doom, but you never can tell with those tricky Elves. x units did not return from the mission.
If You Go Down to the Woods Today (2/2)On receiving the report from your scouts, Hrolith Fernquarry has drawn up plans for a timber camp twice the size of his usual operations. In the long-term it proves to be an amazing investment and Fernquarry dispenses with a written sales pitch. However, you predict another favour request as he takes a breath. In order to get set-up, Fernquarry requires some building materials. He promises a great return and can't stop rubbing his hands with anticipation as you consider the offer. Accepting this quest will require you to ship: 100 iron, 100 stone CompletedThe timber camp is built and thriving thanks to your donation of materials. Although there have been sightings of Elves on the fringes of the operation, Hrolith is confident that his "forest friendly" techniques will win over the guardians of the grove to his way of thinking. Just what these techniques are he fails to tell, tapping his nose conspiratorially as though protecting trade secrets. However, he does share 600 wood with you, with his thanks. |
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demdigs
Postmaster Joined: 12 Aug 2011 Status: Offline Points: 660 |
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Bowyer's DilemmaAesayth Lillias, a young and promising local Elven Bowyer, has run out of wood from which to craft his bows. He is, perhaps, something of a perfectionist, but he will accept nothing but the best wood, refusing to create anything that does not honour his craft, the tree which gave the wood, and the archer who will use the bow. Accepting this quest will require you to ship: 500 wood CompletedAesayth has worked diligently on the last of his previous wood stock, happy to know that your excellent boughs are on their way to him. 8 Bows have been delivered to you. Brewer's Dilemma – version 1Thurstone Hopps, the local brewer, has a son who is a little too fond of his product. In a bout of overindulgence, the son managed to drop his torch onto some spare kindling lying in the brewery. The resulting fire did a lot of damage to the building. Unfortunately, it's not just the building that needs to be replaced, but the giant clay cisterns that he brews his ale in also need to be built. If you can provide building materials, Thurstone promises you many casks of his finest stout in repayment. Accepting this quest will require you to ship: 100 wood, 200 clay CompletedHopps was very pleased by your timely delivery, and has paid you in the way he knows best - 7 barrels of his finest beer. Brewer's Dilemma – version 2A nearby brewer has suffered an accident in his brewhouse. A fire has burned it to the ground. Unfortunately, it's not just the building that needs to be replaced, but the giant clay cisterns that he brews his ale in also need to be built. Accepting this quest will require you to ship: 100 wood, 200 clay CompletedThe brewer is very pleased by your timely delivery, and has paid you in the way he knows best - 7 barrels of his finest beer. Building a BusinessA group of enterprising local lads have come up with a great way to make some gold, to keep themselves in beer. Accepting this quest will require you to ship: 200 clay, 200 stone CompletedThe lads' business is booming, thanks to the Clay and Stone that you sent them, and your share of the proceeds turns out to be a hefty 500 Gold. Building a Granary – version 1A small community out in the wilds have recently brought in a bumper crop, and have no-where to store it. They suggest that they sell the food to you, as your settlement has plenty of hungry mouths, in return for Clay and Stone with which they can lay the foundation of a new granary. Accepting this quest will require you to ship: 50 clay, 50 stone CompletedThe farmers set to work laying the foundation for their new granary. Next time they have a bumper harvest, they will not be without storage space for it. Reward: 200 food Building a Granary – version 2 (elf)A small community out in the wilderness have recently gathered an exceptional amount of food from their foraging, and have no-where to store it. They suggest that they simply give the food to you, as your settlement has plenty of hungry mouths. Accepting this quest will require you to ship: 50 clay, 50 stone CompletedThe Elves in the wilds are very grateful for the building materials, and hope that your people enjoy the wonderous bounty of nature that they have collected. Building Timber for SaleGrimtor Wagonmaster operates a network of haulage routes across Illyria, trading bulk consignments of timber, which he buys from Human and Elf woodsmen, to the Dwarven settlements who need the wood for building their mines, claypits, quarries, and so on. Accepting this quest will require you to ship: 1200 gold CompletedGrimtor's operation is as efficient as ever, and promptly supplies 1,000 Wood to your storehouse. Casting OffA small group of Dwarves have been working an iron seam nearby. The seam is exhausted, and they are now going to move on, but before they go they would like to cast their iron into saleable goods that they can trade in the local markets. However, in order to make the moulds they need clay. Accepting this quest will require you to ship: 200 clay CompletedThe work crew put your clay to good use, and repay you with 220 Iron. Ceramic Magic – vesrion 1Peran Nyteman had aspirations of being a wizard all his life but alas, his lot in life was to follow in his father's footsteps as the town potter. Being an enterprising young chap, though, he has come up with a new type of ceramic vial much in demand from the Wizards Guild that can hold and keep potions better than standard ones. As a result, his business is booming and has approached you to partner with him. He needs copious quantities of clay and wood, and in return will cut you in on the profits. Accepting this quest will require you to ship: 400 wood, 400 clay CompletedPeran's business is booming, and your share of the proceeds turns out to be a hefty 500 gold which has has delivered to you. Ceramic Magic – vesrion 2 (elf)Loswyn Crochani trained first as a potter and as a woodcarver, before finding his vocation in the arts of magic. Today he combines all that he learned in his earlier careers with his magical studies. He wanders the woodlands nearby, looking for the perfect stave for a wand or magical staff, collects rare animal parts and plants in the wilds, and crafts tools and props for sorcerers and their rituals. What he cannot easily find in the wilds, is clay for making pots, pipes, alembics, and so on. Accepting this quest will require you to ship: 200 wood, 200 clay CompletedLoswyn's trade is booming, and, pleased with the clay that you sent, he is happy to drop of a hefty pouch of coins (500 Gold) for which he has no immediate need. Ceramic Magic – vesrion 3Gamlir the Walker is a specialist potter, wandering from County to County in Illyria. He has perfected the special techniques required to make clay jars, bottles, alembics, pipes and suchlike for alchemists, herbalists and wizards to use in their own trades. Accepting this quest will require you to ship: 200 wood, 200 clay Completed[message is the same as when the potter is Peran Nyteman in version 1 – dev error] Duty to the GodsRumour in the Tavern is that Blind-Morkar (an ageing priest and prophet) is camped nearby. He has a small retinue of servants, who are foraging in the wilds nearby. Some of the locals have said that this is shameful, that a holy priest should not have to grub around in the wilds. Perhaps you should send food out to their camp? Accepting this quest will require you to ship: 50 food CompletedMorkar sends no word in response to your generosity, but you are sure that you have won favour in the eyes of the Always-Chiefs. AlternateMorkar says nothing of the gift of food you send, but he arrives in town saying that the Always-Chiefs have shown him visions, which he would share with your scholars. Dwarven Rock – version 1Hig Blunteaxe, a local Dwarven miner approaches you with a proposition. He claims to have found a particularly promising and previously untapped vein of stone in the local hills. He wants to mine it, but does not have the requisite wood to build his tunnel supports. If you provide the wood, he promises to more than compensate you with stone. Accepting this quest will require you to ship: 200 wood CompletedIt's a good deal with Hig—200 of your wood for 300 of his stone, which has been delivered to your storehouse. Dwarven Rock – version 2Drog Threefingers is frustrated. He claims to have found a particularly promising and almost untapped vein of stone in the local hills. Accepting this quest will require you to ship: 200 wood CompletedIt's a good deal with Drog - 200 of your wood for 300 of his Stone, which has been delivered to your storehouse. Dwarven Rock – version 3Storomir Stonefoot organizes Dwarven workgangs who prospect for particularly promising and previously untapped veins of stone out in the wilds. His people have found one excellent site nearby, and he wants to mine it, but does not have the requisite wood to build his tunnel supports. Accepting this quest will require you to ship: 200 wood CompletedIt's a good deal - 200 of your wood for 300 of his Stone, which has been delivered to your storehouse. Elven BowsA human trader has come to your village, having heard of the exceptional quality of Elven bows. He would like to trade with you, swapping a dozen bows for a dozen cows. He has already brought he cattle in to the market, and will hand them over to you if you would send the bows out to his caravan. Accepting this quest will require you to ship: 12 bows CompletedThe Human is extremely impressed by the care and skill that has gone into fashioning each of the bows, and in exchange for these he provides you with a dozen cattle. Elven CursesA group of cattle-herders are drowning their sorrows in the tavern. Their cattle were recently stricken by some sort of a disease; they think it's probably a curse, probably caused by Elves. The illness has passed, but they lost several animals. If someone could replenish their herd, they would happily give several suits of leather armour in thanks. Accepting this quest will require you to ship: 10 cows CompletedGetting Leather armour out of livestock without going through the production process yourself has got to be a good deal. Especially as your 10 livestock turned into 14 Leather armour! Faint PraisesAn Elven book seller, Syndrinae Anarith, is in your tavern discussing some of your scholars' books. They are, she proclaims, "very interesting". There is some surprise that an Elf should be complimenting Human scholarship. "No, no," she explains, "they are of course full of errors and inaccuracies, betraying a lack of sophistication of thought, and lacking any real grasp of the power of written words. For example, human writers have no grasp of the methods to convey a multiplicity of meanings and contradictions by the use of poetic rhetoric within prose, which is a concept understood even by Elf children! However, as I say, the books are very, very interesting. The way in which your scholars have misunderstood, the nature of their errors, is extremely interesting! One can learn much from another's failure, and as literary works they are spectacular failures!" But in practice, what this arrogant rant amounts to that she would like to buy 10 books from you. If you can send the books out to her camp, she will deposit 3,000 gold in your treasury. Accepting this quest will require you to ship: 10 books CompletedThe arrogant Elf leaves 3,000 Gold in your treasury, and then heads off to s****** at the greatest works of your scholars Feast to the GodsA local priest has divined from the entrails of a sacrificed goat that the Always-Chiefs (the gods of the Orc tribes) demand tribute and feasting in their honour. That means that the locals have to give food, gifts, and beer. And it means that you have to build a temporary feasting hall, and provide pottery for the feast. You could just tell him to get lost. But he points out that the gods will want you to share in the gifts brought by the people. He needs building materials and pottery delivered to the site that the gods have ordained. It might be worth it.... Accepting this quest will require you to ship: 400 wood, 400 clay CompletedMorkar sends no word in response to your generosity, but you are sure that you have won favour in the eyes of the Always-Chiefs. ??? AlternateThe feast is pleasing to the gods, and the priests present you with the surplus beer from the feast, and all the gold given that they collected. You receive 20 barrels of beer and 200 Gold. AlternateThe feast is pleasing to the gods, and the priests collect considerable tribute. They sell much of what they get and split the proceeds with you, giving you 1,000 Gold. |
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