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demdigs View Drop Down
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Post Options Post Options   Thanks (0) Thanks(0)   Quote demdigs Quote  Post ReplyReply Direct Link To This Post Posted: 24 May 2015 at 16:53

The Sculptor

Glarion 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.

Glarion is set to start another work nearby, and would appreciate it if you could find some suitable slabs from your quarry.

Often the recipient of generous donations from appreciative locals, he has a purse of gold which will compensate your settlement for the loss of its stone.

Accepting this quest will require you to ship: 60 stone

Completed

Glarion sets to work with the stone, and happily presents you with the 100 Gold that had been donated for the work.

The Slaver – version 1

Trogak 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.

He is passing by your settlement, in need of provisions. If you send him 300 Food, he will pay 350 Gold.

Accepting this quest will require you to ship: 300 food

Completed

Trogak makes the exchange, as expected. He takes the food, pays the gold, and is on his way.

The Slaver – version 2

Trogak 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.

He is passing by your settlement, in need of provisions. He has no gold, but does have ten Swords, which he has collected from various previous slaves. For these, he wants 500 Food and 10 Beer.

Accepting this quest will require you to ship: 500 food, 10 beer

Completed

Trogak makes the exchange, as expected. He takes the food and beer, hands over the swords, and is on his way.

The Shame of Defeat

Rumour in the Tavern is that a small warband have holed up in the wilderness nearby.

They have recently suffered an embarrassing defeat, and many of them are injured. Ashamed, they have no desire to come into town, but they are in need of assistance.

20 Beer and 200 Food would tide them over until they are recovered.

Accepting this quest will require you to ship: 200 food, 20 beer

Completed

The 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.

Alternate

The 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.

In begrudging thanks, they provide you with the weapons of several of their fallen comrades, saying that they pray to the Always-Chiefs that your own warriors will find better fortune than they have done.

The Smith's Apprentice – version 1

My 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

Completed

My 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 2

In a small iron-prospecting camp nearby, a young Dwarf smith is coming to the end of his apprenticeship.

He would like to become a swordsmith, and so his master demands that to complete his apprenticeship he forges a pair of swords.

Perhaps hoping for a job in your fine town, the apprentice approaches you, and says that if you will supply a consignment of iron, he will in return present you with the swords when they are finished.

Accepting this quest will require you to ship: 30 iron

Completed

The 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 Truecrafter

Thoromar 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

Completed

Your 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 Teacher

A 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

Completed

The 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 Warband

Braggan 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

Completed

Braggan 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 Woods

Several 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

Completed

Aeliwarai 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 1

The 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 2

A 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.

The quality of the metal components is just shoddy Human workmanship: the saws won't hold a serration, and whoever designed their axe-heads clearly lacked the elegant mathematical mind required by any good Dwarven smith.

Having inspected some Dwarven tools here in the market, they will happily pledge their next batch of wood to you if you can arrange for suitable metal components to be sent out to their camp.

Accepting this quest will require you to ship: 12 iron

Completed

The 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.

Completed

Your 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 Quest

The 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.

Diplomatic Mission Report

The 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.

x Units did not return from this mission.

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

Completed

The 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 Catering

Skordar 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

Completed

With 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 Poleturner

It 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

Completed

Helping out a budding weaponsmith is always a good idea, especially when they pay you generously. Jacob has sent you 8 spears.

To Mill Again

A 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

Alternate

A 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.

He has heard (correctly, of course) that only Dwarves really understand stone, can really feel it, can really hear it.

The locals are suspicious of the outsider, but you could doubtless arrange for a suitably perfect millstone to be dispatched for him, taking payment in flour.

Completed

The miller is thrilled by the quality of his new stone, and has given you 130 food by way of thanks.

Trade, not Raid

A 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

Completed

600 Stone has become a payment of 8 Swords and 6 Chainmail.

Urgent Reparis

A 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

Completed

The timber has been delivered safely to the mine, and the engineer there pays a handsome 120 gold pieces in thanks.

Urned Friendship

One 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

Completed

Janus managed to put some extra hours into the mining operation, and has paid you back with 300 iron.

Wasted Skills – version 1

A 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

Completed

Your neighbour is now back at his potter's wheel, and he has paid you back with 300 iron.

Wasted Skills – version 2

A 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.

He has been prospecting for iron while he has nothing else to do, but his heart isn't in it, as 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

Completed

Your neighbour is now back at his potter's wheel, and he has paid you back with 300 Iron.

Water of Life

One 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.

Dwarven ingenuity means that they have contrived a series of chutes and troughs to collect rainwater, but they need clay to line these water-pits.

Can you supply 300 clay? If so they will happily provide 600 Stone?

Accepting this quest will require you to ship: 300 clay

Completed

The 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 Breakfast

It 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.

Back in the First Age this was easy, as the Dwarves would have networks of tunnels which ran through all the required stone deposits, and the couple would simply spend their night in an appropriate tunnel, and then receive a banquet courtesy of their master. In the morning they would make a tribute to the head of their clan or family.

Now that Dwarves have had to move above ground, and their communities are less fixed, this is a problem. Often the couple have to travel over land to find a geologically suitable site. And it is not always clear who a couple's master might be, as the rigid family structures of those ages are not as firm. Obviously mastercraftsmen provide the banquets of their journeymen, commanders pay for the banquets of their soldiers, and so forth, but it is less clear for prominent members of the community.

Often it is considered that the ruler of a village or town should supply the banquet for the close family of prominent townsfolk, and so you will often be called upon to provide such a breakfast.

Today is one such occasion Today a a prominent builder is due to be married. He has asked, as custom dictates, that you provide the food and beer for the banquet.

Accepting this quest will require you to ship: 300 food, 8 beer

Completed

After 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.

Alternate

After 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.

Alternate

After 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.

Alternate

After 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)

Completed

The 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 Report

Your 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 Mission

A 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.

x Units did not return from this mission.

Wolves for Wolfriders

Tregg 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

Completed

Tregg is pleased with the food, and in return you gain 4 sturdy mounts.

Woodsman Turned Trader

The 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.

Humans and Elves are keen to build with stone for walls and clay for tiles, and he reckons he can do well offering wood, timber and clay together.

If you can send some stone and clay to his current camp, he'll send you his surplus wood.

Accepting this quest will require you to ship: 120 clay, 120 stone

Completed

Grokkett is very pleased with the stone and clay, and has sent you 300 Wood in return.

Working After Hours

Some 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

Completed

The farmers work diligently, and you now have 8 extra weapons in your storehouse

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demdigs View Drop Down
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Post Options Post Options   Thanks (0) Thanks(0)   Quote demdigs Quote  Post ReplyReply Direct Link To This Post Posted: 24 May 2015 at 16:54

A Gaudy House

Filius 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

 

Completed

Despite your distaste for de Rariconm his money is good. Very good. 600 gold has been deposited with your treasury.

 

A Lucky Mercenary

Ike 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

 

Completed

Taking advantage of other people's misfortune is still potentially profitable. Ike has delivered 7 Leather armour and 7 Spears.

 

Hold Your Nose

Jack 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

 

Completed

Whilst 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 1

Faviella 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

 

Completed

An 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 Bliss

Simeon 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

 

Completed

He's nothing if not generous, Simeon... Your support of the wedding party has been paid handsomely with 15 Spears.

 

Sharp Economics

Cyrano 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

 

 Completed

Although 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 Treachery

A 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.

 

Completed

Your 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.

 

Alternate

The 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

 

Completed

Taking 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 1

My 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

 

Completed

My 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 1

The 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 Friendship

One 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

 

 Completed

Janus managed to put some extra hours into the mining operation, and has paid you back with 300 iron.

 

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Post Options Post Options   Thanks (0) Thanks(0)   Quote demdigs Quote  Post ReplyReply Direct Link To This Post Posted: 24 May 2015 at 16:55
The following is from Freyja, if you see anything we missed please add it for the benifit of everyone
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Post Options Post Options   Thanks (0) Thanks(0)   Quote demdigs Quote  Post ReplyReply Direct Link To This Post Posted: 26 May 2015 at 18:18
also from Freja

The Heroic Human Statues Quest

aka The Royal Ancestors Mystery, the Allembine Scribes or Allembine Research Quest


 

Number

Location

Name

2nd Site

1

312|717

Kal Tirikan

Aldelbrecht

 

2

-608|-189

The Western Realms

Asmorn

 

3

910|-507

Elijal

Bjander-Thegn

 

4

-102|1

Middle Kingdom

Braynard

949|-379

Kul Tar

5

429|-931

Trome

Burkhardt

 

6

516|505

Windlost

Eberekt

 

7

-485|-736

Azura

Ferhonanth

669|794

Qarosslan

8

652|-265

Keshalia

Fridholt

-843|-310

Lan Larosh

9

-4|10

Middle Kingdom

Gunthar

 

10

-377|-104

Tor Carrock

Haestin

 

11

356|498

Windlost

Keldar

 

12

-157|-298

Tor Carrock

Lambercht

 

13

471|228

Ragallon

Lindricht

-711|674

Freemorn

14

232|345

Norweld

Oddric

 

15

761|-892

Larn

Osgaut

-39|-973Stormstone Island

16

-194|-687

Tallimar

Raedborth

 

17

719|365

Taomist

Regindalt

 

18

22|-85

Middle Kingdom

Rikert

 

19

-569|-91

Keppen

Tormand

136|855

Wolgst

20

399|-431

Turalia

Ulvelaik

 


 

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 Kingdom

The name on the statue and a long section of the man’s epitaph have eroded away.

However, the end of the epitaph describing his burial, remains clear. That text states that he was buried in a mausoleum in Kul Tar.

It describes his burial procession as heading west from a monastery, where they paused at another monastery before continuing due west again.

The mausoleum is not described, but is said to be within sight of a set of pyramids.

 

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".

His name was Braynard.

 

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.

However, the remaining text specifies that the nobleman held a tower in the far north-east of Illyria, and fought many battles against the Orcs who held a great city immediately to the north of his castle.

If you could send Spies to the ruins of his castle, perhaps you could discover more.

Your Spies suspect that the Orc stronghold against which the man fought is the place the Orcs now call Gajik Festral.

They note that there are three ruined towers just to the south of that place. Perhaps the warrior held one of these three fortresses?

Your spies are returning home, elated by their success.

The Order of Allembine are delighted by your efforts to assist them in their research, and wish you every success in tracking down the exact location of this inscription.

 

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.

They deduce that the Lord who held the tower at the correct time was named Ferhonanth.

 

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.

However, some of his achievements are mentioned, notably that he ended his days as a priest, where he dwelled in Lan Larosh, in an oasis surrounded by mountains near the Sand Diamond - and where he studied an obscure obelisk pointing towards the Northern Star.

Your spies are returning home, elated by their success.

The Order of Allembine are delighted by your efforts to assist them in their research, and wish you every success in tracking down the exact location of this inscription.

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.

The name of their founder, described as the great uncle of a king, was Fridholt.

 

9. 1st site Inscription found by spies [-4|10] in Middle Kingdom

At 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 Carrock

At 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.

However, there is some description of his life.

It says that he became a merchant on the great waterway which separates Fremorn from The Wastes, and that he set himself up as lord over a series of islands in that river.

His base of operations seems to have been a very small, wooded island, and it is said that he died and was buried there.

Your spies are returning home, elated by their success.

The Order of Allembine are delighted by your efforts to assist them in their research, and wish you every success in tracking down the exact location of this inscription.

 

13. 2nd site Inscription found by spies [-711|674] in Fremorn

At 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.

However, camping nearby is an Elf, whom your spies initially take to be a vagrant.

His clothing is tattered, but he wears a series of amulets and talismans, and brandishes a gnarled staff. Your Spies swiftly establish that he is a mage, but that he is quite, quite mad.

"I know this man!" the Elf exclaims, pointing to the statue.

"Yes, yes, he was a friend of mine. That’s why I came here, to chat to him, but he doesn’t say much now, being all broken.

Yes, we met near Stormstone. I needed to know, you see, about the butterflies, but no-one could help me, so, you see, I thought that the butterflies, they wanted to fly, up high, so I should go up high, and there was this big fiery mountain, so I went up there, and jumped up and up on the top, but I didn’t have wings, and I fell down and down and broke my leg.

This man, he found me, fixed my leg, saved my life, but even he didn’t know about the butterflies. I hate butterflies now, especially when I get cold and the aches in my knee get worse.

He’s a warrior, you know, related to a great king. He’s on a sacred quest or something, on that mountain."


Your spies are returning home, elated by their success.

The Order of Allembine are delighted by your efforts to assist them in their research, and wish you every success in tracking down the exact location of this madman's ramblings.

 

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.

They find nothing, of course, but they are exhausted and so - having made a camp away from the glowing lava flows overlooking Stormstone - they take a brief break to admire the view and get their energy back.

And, lulled by the warmth of the mountain, one of them falls asleep.

As he sleeps, he dreams that there is a stranger in their camp, a heavily armed nobleman, looking out towards the west.

"I have a duty to stay," the stranger announces. "My nephew hopes to found a dynasty, and prophecy tells that my great nephew will be a King.

That’s all very well. But this evil has been here for over a thousand years, and there are more important things than politics.

Our lands must be protected, not just conquered. So, I wait here, and I watch.

I have been here… oh, I don’t remember… it seems like a long, long time.

Sometimes I think that the evil stares back at me, that he watches me just as I watch him. For as long as that menace remains, I will keep guard here. 
"

Fortunately, even in his sleep your Spy remembers his mission, and he asks the warrior his name. The man replies that he is calledOsgaut.

 

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 Kingdom

At 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.

Instead, the inscription simply identifies him as "Founder of the Mines of Falkenberg."

Your spies are returning home, elated by their success.

The Order of Allembine are delighted by your efforts to assist them in their research, and wish you every success in tracking down the exact location of this inscription.

 

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.

However, your Spies do ask amongst the local Northmen, and some of them are well aware of the story.

The mine, they say, was founded over 800 years ago by a fortune hunter from the Middle Kingdom – a man with royal connections of some sort, who came here to seek his fortune, and showed the Northmen how to mine ores.

Their story has many fanciful details about wresting mountain trolls and securing the land by fighting a duel which lasted seven days and seven nights, but the legend doubtless has some truth to it, and they are clear about the man’s name: Tormand.

 

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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