Quests |
Post Reply
|
Page <12 |
| Author | |
demdigs
Postmaster
Joined: 12 Aug 2011 Status: Offline Points: 570 |
Post Options
Thanks(0)
Quote Reply
Posted: 24 May 2015 at 16:46 |
Ancestral DutiesYour ancestral cousins, the forest Elves, are deeply disturbed about what they call a "sacrilege" of the ancient groves. It seems an over-eager Dwarven lumber merchant, Hrolith Fernquarry, has set up a camp on the edge of millenia old forestland sacred to the forest Elves. What's more, he's offered a large bribe to the Wardens that confronted him at the camp! Before any decisive action can be taken, they need to know just how many dwarves Fernquarry has in his employ. The Dwarves are keeping a close eye out for anything that resembles a forest elf, but they won't see your scouts coming. Accepting this quest will require you to: Successfully scout [x|y] in [Region] using basic scouts. CompletedLike ghosts, your scouts moved amongst the Dwarf camp with such success that the Dwarves didn't even notice when your scouts stole 8 suits of leather armour from the storage cabin. The forest elves are very thankful but offer no reward - reminding your scouts that the ancestral duties are just that. Diplomatic Mission ReportYour scouts report that they were able to accurately determine how many Dwarves work at the camp and even secure some of the spare armour that was lying around the camp. Failed Diplomatic MissionDespite the skills and intentions of your scouts, there were just too few of them and the alert lumberjacks chased them away before they could accurately determine how many Dwarves were there. Ancient MeditationsCemellas Laprulien is an aged priest, who wanders the wilds alone. The locals sometimes consult him for advice, but mostly everyone leaves him alone, as he likes it that way. He wants to be with nature, not with other Elves. As a prayerful, meditative exercise, Cemellas writes out from memory some of the great works of Elven philosophy and history and theology. This allows him to reflect on the texts, and often he adds notes in accompanying volumes. But once the writing is done, Cemellas has no need for them. What he does need, is food: living amongst nature may be spiritually uplifting, but coaxing food from the wilds is time-consuming and back-breakingly hard work; the old priest has neither the strength for hard labour, nor the desire to be distracted from his meditations. Rumour in the tavern is that he is running short on food, and has 8 completed books that he has no use for. No doubt he would send you the books, if you sent him some food? Accepting this quest will require you to ship: 120 food CompletedCemellas receives the food with thanks, and is happy that his books, now useless to him, will be valued by your scholars. Any Old IronThe local blacksmith, Frongar Rustbeard, has been anxiously awaiting a caravan of scrap iron that should have arrived yesterday. It is rather embarrassing that the caravan is late to arrive, as the iron is a cheaper alternative to that coming out of the mines and Frongar is beside himself with worry that the townsfolk will think badly of him for it. He promises to return to buying local iron but asks if you'll help locate the caravan as it is worth a lot of gold. The caravan was last sighted along the main highway so it shouldn't prove too difficult for several of your basic scouts. CompletedThe highway is well-used and within an hour or two your scouts pick up the trail. Within a short time they're escorting the caravan to your town with the full load as promised. The caravan driver and Frongar are both very grateful and after an ear-bashing, the caravan driver and blacksmith settle down to a hearty drink to toast the delivery. Before they depart, Frongar donates 8 of his best swords to the town armoury in thanks. Diplomatic Mission ReportYour scouts report that the caravan suffered a broken wheel and as they arrived the driver was finishing off repairs. Despite his proud insistence that he could continue the trip alone, he seemed pleased to have the company for the final leg of the journey. Failed Diplomatic MissionDespite the the highway being well travelled, your scouts were unable to pick up a lead or find anyone who'd seen the caravan. As the sun begins to set, they turn back and return to town empty handed. They are more than happy to head out again come the morning if you'd like to try again? Artists of RockA small band of skilled Dwarven stonecutters are passing through the town. They are true artists of their craft, but are embarassingly short of provisions for their journey. Accepting this quest will require you to ship: 30 food CompletedThe Dwarven stonecutters are grateful for your assistance, and in thanks they organize a quick masterclass for some of your quarry workers, showing the finer points of the trade. Many of your locals gather to watch, savouring the skill of these artists of stone. When the class is done, an extra 50 Stone has been carved out. Baaad Trouble (1/2)The peaceful afternoon was disturbed by cries of distress when a pack of wolves happened upon a local shepherdess while she tended her flock. In moments her beloved sheep were scattered to the winds by the clever predators. Her concerned father beseeches you to help gather back what is left of the lost sheep to ease his heartbroken daughter. A handful of your scouts could accomplish this without much trouble, so will you lend their skills to this cause? Accepting this quest will require you to: Successfully scout Square [x|y] in [Region] using any kind of scouts. CompletedAs the sun sets, your scouts assemble back at the Shepherdess' farm with a full third of the lost sheep. Their findings are troubling, however, with signs of someone having been camped in the area recently. Additionally, the number of scouts who made it back safely is definitely one less than you sent. On further investigation, his horse was found wandering about unattended. Could it be just a coincidence?. Diplomatic Mission ReportYour scouts report back that they have found a number of sheep, although you did lose one scout--finding only his horse wandering alone over the pastureland. There was evidence of an abandoned overnight camp nearby. x Units did not return from this mission. Failed Diplomatic MissionYour scouts arrive back at town looking rather shame-faced and recount the story to you of how they returned empty-handed to the Shepherdess. Not only that, but one of their number failed to return. x Units did not return from this mission Baaad Trouble (2/2)After looking at all the evidence, your lead scout decides it would be advisable to take another look out there. He suspects this to be foul-play on the part of Orcs and requests that you allow him to form a large hunting party to chase off these Orcish interlopers and avenge the deaths of his fallen scouts. The veteran scouts volunteer almost immediately to form up this party and the mood is grim in the consulate as they await your word. Note:You will need to send a sufficient quantity of advanced scouts to complete this quest. Accepting this quest will require you to: Successfully scout Square [x|y] in [Region] using advanced scouts. CompletedYour scouts combed the surrounding countryside and picked up the trail of what looks like a half a dozen Orcish wolf-riders. With some cunning formations and the sheer dominance of numbers, the band of Orcs were chased clear of the area. Their most recent camp was discovered soon after--no sign of your missing scouts or the sheep--but a pile of stolen loot is some consolation. After splitting it with the Shepherdess and her family, there is still plenty (500 Gold) to bring home. Diplomatic Mission ReportYour scouts report back that they found the tracks of half a dozen Wolf-riders and are in pursuit. x Units did not return from this mission. Failed Diplomatic Mission (sent too few or basic)Despite rigorous training and all their best efforts, the cunning of the orcs outmatched your scouts and many were slain in a series of ambushes and under the weight of numbers. The youngest of the group, a newly promoted member of your scouting elite croaks out the telling. He winces as he recalls the ferocious howls of the wolves that the Orcs rode in pursuit, and his last words are of a sizeable cache of looted treasure. x Units did not return from this mission. Books of Life - version 1Cyngolan Lagoriel is a travelling Elf sorcerer, wandering the wilds while he conducts his researches. No-one, except perhaps the Elves, knows exactly what he is studying, though rumour is that it has something to do with growth and birth. Now, as he passes your settlement, he sends word to your Library that he is looking for one particular text. If you have the book, and are prepared to let him have it, he will pay 300 Gold. Accepting this quest will require you to ship: 1 book CompletedCyngolan is happy with the book, and pays the 300 Gold gold dismissively, as if that substantial purse of moneys was of no account to him. Books of Life - version 2Cyngolan Lagoriel is a travelling sorcerer, wandering the wilds researching into the secrets of growth and birth and the great cycle of life. He is currently camped nearby, and he has send a message to your scholars, asking if they would happen to have a particular book which he needs. He hopes that the book will illuminate a particularly tricky problem that he is having relating to the effect of the sound of moonlight on the germination of seeds. Can you help? Accepting this quest will require you to ship: 1 book CompletedCyngolan is delighted with the book that you sent. It is exactly what he needs. He is so grateful, that he immediately heads into town, and casts some rituals of his own devising over your fields and flocks. The rituals temporarily increase the health and fertility of your animals. As a result, you now have another 5 Livestock. Bovine BightAnghedrith Ecerian, a local tanner, tells you that he is at a loss. The Human cattleman he normally purchases his cow hides from, has had a terrible disease run through his herd, and none of the hides are usable. If you send him some of your cows, however, he promises to pay you back with his highly acclaimed leather armor. It could be useful to have some extra armor around? 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! |
|
![]() |
|
demdigs
Postmaster
Joined: 12 Aug 2011 Status: Offline Points: 570 |
Post Options
Thanks(0)
Quote Reply
Posted: 24 May 2015 at 16:45 |
A Herd Day's Night (2/2)Gregor Bryansen is very pleased at the return of his excellent livestock, and would like to repay you. If you can provide him with enough food to get the cows back to health, he promises to return the favour. Accepting this quest will require you to ship: 200 food CompletedGregor's cows are well on their way back to full health, and by way of thanks he's provided you with 6 of his best heads of cattle. 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. A Muddy Affair – version 1 (dwarf)As a child, Krogg the Filthy was terrible disappointment to his parents. He didn't want to kill, maim, fight or steal. He took no delight in torturing small animals. He didn't even vandalize the house, and never once threatened to kill his siblings. All he wanted to do was wallow in muck and throw dung at people. Finally, his exasperated mother told him to just go play in the mud for the rest of his life. And that's exactly what he did. Now, he is widely considered one of the leading clay miners in the area. His expertise does not lend itself to forestry, however, and in order to successfully mine ever increasing quantities of clay he needs ever increasing quantities of wood to build the restraining dams, struts, transport chutes, wagons, barrels, etc. needed in his business. Knowing you have access to your forestry reserves, he has approached you with a suggestion. If you provide him with a large quantity of wood, he will more than compensate you with his beloved mud. Accepting this quest will require you to ship: 300 wood CompletedKrogg loves mud, dung, and most of all, clay. He really, really loves clay. He grudgingly agrees to give you 400 units of it, though. A Muddy Affair – version 2 (human)As a child, Hiram Blonden was the bane of his mother's existence as he used to come home from playing covered in mud every day. When he got older, he tried out several apprenticeships - but with little aptitude for delicate fingerwork skills, had little success. Finally, his exasperated mother told him to just go play in the mud for the rest of his life. And that's exactly what he did. Accepting this quest will require you to ship: 300 wood CompletedYou can never have too much clay, as Hiram's mother used to say. He grudgingly agrees to give you 400 units of it, though. A Path Through the MarshesThe treacherous marshland of Ullspit has long been the subject of local myths and legends. Sudden mists turn quickly into impenetrable fogs and many unwary travellers have been caught out - often never to be seen again. The King has finally decided to put a proper survey in place to map and signpost the only clear paths through the bog. The Council has asked for your assistance in this matter, as your local knowledge will prove invaluable. Accepting this quest will require you to: Successfully scout [x|y] in [Region] using any kind of scouts . CompletedThe King and Council thank you for your assistance with this matter. However, they regard the 2 horses you found as ample reward for this simple business. Given that wild horses are normally the property of The Crown by default, and rustlers are often beheaded, you don't feel inclined to argue this one too vigorously. Diplomatic Missions ReportYour scouts completed their survey of the treacherous marshlands—though, sadly, one of their number was never seen again. They were also surprised to find a couple of sturdy horses trying to pick their way through the marshland. Failed Diplomatic MissionYour scout did not return from the treacherous marshes, and you fear the worst. x Units did not return from the mission. 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. The extra responsibility meant your scouts were just too few to carry the expedition forward. A Surplus of IronA merchant named Glomdar Pick is passing close by, offering the following trade: if you can ship 800 Wood out to meet his caravans, he will provide you with 1,200 Iron. Accepting this quest will require you to ship: 800 wood CompletedGlomdar is pleased to take on some timber in return for his surplus iron, and thanks you for your trade. Reward: 1,200 iron A Test of Your MetalSpirus Wendroot was never one of your favorite people. Knowing him since childhood, he was always quick to argue, and arrogant with it. However, his parents are great friends of yours and your mother asked you to help Spirus out. He is starting a cauldron manufacturing business, but is woefully short on clay to fashion his molds. If you give him some clay, he promises to reciprocate with iron left over from the smelting process. Will you help him despite the fact that you can not stand to be around him? Accepting this quest will require you to ship: 200 clay CompletedHelping people out in hard times--even when you don't like them-sometimes brings good karma from the wheel of life. Not often, but sometimes. Anyway. Here's 220 iron. A Toast to Life, RituallyCyngolan Lagoriel is a travelling sorcerer, wandering the wilds researching into the secrets of growth and birth and the great cycle of life. He is currently experimenting with the idea of "feeding" wild plants as if they were people, not literally, but ritually, magically. For his experiments he needs 5 barrels of Beer, which he intends to pour out onto the ground as libations in a grand ritual. Can you help? Accepting this quest will require you to ship: 5 beer CompletedYour sorcerers and scholars agree, Cyngolan's ritual certainly had some sort of quite significant effect on the flows of magic in the area. What nobody can agree on, is exactly what those effects meant, or where Cyngolan's research can go from here. Reward: 400 mana Ale Festival – vesrsion 1The Brewer's Guild is proposing to have a festival to celebrate their wares. The townspeople think it's a fine idea and it might actually drive more business (and taxes) to the town. They just need help from you in the form of wood to build the festival hall and clay for their beer jars. In return, they'll provide you with extra beer and, who knows, you might make some tax revenue off of the festival? Accepting this quest will require you to ship: 400 wood, 400 clay CompletedThe Brewers were very please with the way the festival went and although they sold a vast amount of their produce, they saved some for you—along with a cut of the King's taxes. You receive 20 barrels of beer and 200 gold. Ale Festival – vesrsion 2A travelling Ale-Merchant is considering holding a Beer Festival nearby, drawing in the people of your town and the surrounding area. He is happy to supply the beer, and to hire workers to set up and run the event, but he needs a venue: specifically he needs a supply of building timbers to erect a venue. Accepting this quest will require you to ship: 400 wood, 400 clay CompletedThe Ale-Merchant is delighted with the way the festival went, and although they sold a vast amount of their produce, they saved some for you - along with a cut of the revenues, as promised. You receive 20 barrels of beer and 200 Gold. AlternateThe ale-merchant is very pleased with the way the festival. They sold a great deal of beer, but at quite a low profit: promoting the product was clearly more on his mind than maximizing profits. Still, the celebration did make money, and he provides you with your half of the profits, and a few barrels of beer as samples for your own use. All the King's Men (1/2)A red-faced courtier wrings his hands as he goes over the matter with you again. The King has gone missing is the simple but terrifying gist of it. While enjoying a bracing night hunt with his sons and a few Lords in favour, a dense fog settled over the area. The royal scouts became disorientated and lost sight of the main party and when the fog lifted they couldn't quite work out where they'd gone. The courtier doesn't need to impress the importance of this mission on your men, nor does he need remind you how fine the King has been throughout his reign. This quest will require you to send your best, most experienced advanced scouts to complete. Accepting this quest will require you to: Successfully scout [x|y] in [Region] using advanced scouts. CompletedThe marshy ground that the hunting party had been passing through proves to slow down your scouts but it also preserves some definite tracks. The King and his Lords proved to be in good spirits, blaming their own and each other's incompetences. One of the Lords has been missing all night, though, and the arrival of your men confirms their fears that he may well have been claimed by the swamp. Diplomatic Mission ReportYour scouts report that the King and all but one of the Lords were found to be in good health. They are now preparing for a second search attempt to find the missing Lord. Failed Diplomatic Mission (sent too few or basic)Your scouts found no sign of the missing King or his entourage. They are sure, however, that if you sent a sufficient number of men they would be able to succeed in this most vital mission. All the King's Men (2/2)Your scouts are all ready to head out and look for the missing Lord when word reaches town that he's been found - stuck fast in the mud. The Lords are expected to wear full armour so that they are always ready to protect their King and serve in their given station as protectors of the realm. In the heat of batttle or faced with a threat it is the best possession a man could hope to own. When stuck up to the waist in boggy ground, it might as well be a lead anchor for all the good it does. The Lord promises a fine fee if you'll only bring some horses to get him clear of the mud. Accepting this quest will require you to ship: 3 horses CompletedAmidst the croaking of frogs and the curious one-legged acrobatics of the swamp birds, one of the King's finest men was pulled free with a loud sucking noise in an episode that will forever be buried in the annals of history. In return for your discretion, he rewards you with his very own mud-clogged armour and a lump sum for the horses. |
|
![]() |
|
demdigs
Postmaster
Joined: 12 Aug 2011 Status: Offline Points: 570 |
Post Options
Thanks(1)
Quote Reply
Posted: 24 May 2015 at 16:44 |
A Celebration of Life – version 1One of your people has recently become a parent, and as custom allows, she would like to mark the birth by holding a celebration of life in a way which feels right for her. She has decided that she and her friends will walk out into the wilds, and keep walking until they feel especially close to the divine Light, from which all life first sprung. And then they will stop, and pray and meditate and reflect on the miracle of holy Light which flows through all living things. Her enthusiastic piety is moving, to be sure, but she does not seem to have considered the practicalities: it would be a good idea if you were to send some provisions along with their perambulation Accepting this quest will require you to ship: 60 food CompletedThe prayerful journey into the wilds is short, but uplifting, and the gods bless your settlement. Reward: 100 mana A Celebration of Life – version 2One of your people has recently become a parent, and as custom allows, she would like to mark the birth by holding a celebration of life in a way which feels right for her. Accepting this quest will require you to ship: 40 food, 5 beer CompletedThe gathering is an uplifting combination of joyous celebration and erudite reflection, and the hostess is touched that you would provide for her guests. Reward: 12 books A Celebration of Life – version 3One of your people has recently become a parent, and as custom allows, she would like to mark the birth by holding a celebration of life in a way which feels right for her. She has reflected on how she would like to do this, and has decided that she would like to hold a simple party, full of music and dancing and feasting and joy, in a place which she considers especially rich in natural beauty. Accepting this quest will require you to ship: 400 wood, 300 clay CompletedThe party is a success. Over fine glasses of wine and mead and beer, the guests toast the new birth, and the miracle of life in all its forms. A Fletching IdeaA local bowyer is doing a brisk business. She has hit her production capacity, however, and wishes to branch out by adding two more buildings and hiring several laborers to assist her. She approaches you to provide her with the necessary stone for the building's foundation, and in return, will provide you with several bows. Accepting this quest will require you to ship: 250 stone CompletedThe bowyer's foundation was laid in time for the building works to start, and she's so pleased that she has given you the 7 Bows that she currently has in stock. 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 Herd Day's Night (1/2)Gregor Bryansen, a small-holding local independent farmer, is inordinately proud of his herd of pure-bred cattle. Unfortunately his prized heifer has disappeared overnight, along with a few of his other favourite cows. He and his farmhands have looked everywhere they can, but cannot find the poor beasts; and they've been missing a couple of days already. Can you help? Accepting this quest will require you to: Successfully scout [-92|-1563] in Clarien using any kind of scouts . CompletedGregor has the cows back now, thanks to your scouts' efforts; and he'd be delighted to repay you if you can help them back to full health. Diplomatic Mission ReportHaving tracked the hoofprints over a great distance, your scouts found the prize-winning cattle huddled together on a narrow ledge next to a small canyon. It was a delicate business, carefully coaxing them down, but you managed it. Failed Diplomatic Mission(Not possible to fail. Not even with 1 basic scout.) |
|
![]() |
|
demdigs
Postmaster
Joined: 12 Aug 2011 Status: Offline Points: 570 |
Post Options
Thanks(0)
Quote Reply
Posted: 24 May 2015 at 16:43 |
|
This is from Freyja, if you see anything we have missed please add it for the benifit of everyone
|
|
![]() |
|
Post Reply
|
Page <12 |
|
Tweet
|
| Forum Jump | Forum Permissions ![]() You cannot post new topics in this forum You cannot reply to topics in this forum You cannot delete your posts in this forum You cannot edit your posts in this forum You cannot create polls in this forum You cannot vote in polls in this forum |