Quests

This is the page that will probably see the most editing, and we want you to do that. For now, the quest list will be knicked from Sessrumnir, Elith in particular. Hopefully the formatting here, plus the table of contents, and the ability to peer edit, will make this page a lot easier to use as a reference tool than over on Sess (which, no offense, I find very hard to peruse through). Also, there will be a quest reward page, like Sess, which all reward items will be linked to.

All pictures are copyright to Nathaniel Johnston, and are used with his permission.

Caveat: Due to the changes between ages, and the fact that the specific requirements for quests have never been officially released, this list may not be 100% accurate.

Table of Contents

Abandoned Settlement

9 Hours

One of your city's scouts has informed you that there is a small abandoned settlement located just north of your city. Should you head to the settlement, you will be able to annex that land for use by your own city, and you will more than likely also find some resources left behind by the former citizens of the settlement.

Completion Reward

  • land.gif 35 land
  • XP.gif 25 experience
  • silver.gif 50,000 silver
  • lumber.gif 15,000 lumber
  • research.gif 5,000 research points

Availability

  • All

Boar Hunt

17 Hours

A giant boar is running loose in your city, destroying crops and even severely damaging some buildings. The local farmers have gathered together some silver and armor as a reward if you decide to track down and dispose of the beast.

Completion Reward

Availability

  • level 20

Caretaker, The

13 Hours

In your extended travels, you have come upon a dwelling built entirely of living trees, their roots and branches tangled together to form tightly knit walls and a thatched roof. As you approach, a woman stooped with age and covered in furs steps out, seemingly from nowhere. She speaks no words as she traces what appears to be a crude map in the dirt, circles it, and then points to her gnarled oaken staff.

The old lady then collapses, dead at your feet. If you judge the map correctly, it appears to be a hidden path that you have yet to find in your territory, leading to a previously unreachable valley. It will take some time to be certain, however.

Completion Reward

Availability

  • 2300 land

Cleansing the Heathen

10 Hours

Jormungandr, hearing of your achievements thus far, decides that he would like to meet with you face-to-face to make you an offer. He has become aware of a young merchant in your city who has been worshipping Thor right under your nose. Rightfully outraged, Jormungandr drooled onto a sword, poisoning it, and has ordered you to make an example of this heathen.

Completion Reward

Availability

  • Jormungandr
  • 1469 land (?)

Collapsed Mine

13 Hours

An ore mine in your city has collapsed, trapping many valuable resources beneath the ground. Your villagers refuse to enter the mine to try to retrieve the valuables, so you must do so yourself.

Completion Reward

  • XP.gif 65 experience
  • silver.gif 25,000 silver
  • ore.gif 100,000 iron ore

Availability

  • 300 land

Collapsed Mine (Part II)

10 Hours

While clearing the valuables out of the mine that collapsed in town, you heard some faint cries for help coming from deep within a cave that has had its entrance blocked by fallen rocks. You will need to organize a band of villagers to help you free the trapped individual, as the rocks were much to heavy for you to move yourself.

Completion Reward

  • XP.gif 115 experience

Availability

  • completion of Collapsed Mine

Collapsed Mine (Part III)

14 Hours

The person whom you rescued from the trapped mine was most gracious for being saved, and informed you that he was not working in the mine at the time that it collapsed, but rather he was searching for an ancient sword that is rumoured to be located below the city.
However, while searching through the depths of the mine shafts, he awoke a violent cave giant, which then caused the tremors which ultimately led to the collapse of the mine.

Perhaps if you were to search the mine, you would be able to find the ancient sword?

Completion Reward

Availability

  • completion of Collapsed Mine (Part II)

Courier, The

48 Hours

A local businessman is looking to expand his operations by adding a delivery service for some of his more unique creations. He requires an accomplished adventurer to help ensure some of the more dangerous delivery requests get to where they need to go. The first delivery appears to be a bag of elegant herbs and spices, tied tightly with a dainty bow.

'There is a…' he hesitates, searching for the proper word. 'Let us say, gentleman, waiting in a cave two days travel to the south along the river. You may mistake him by his size and scent as a cave troll, but I assure you his demeanor will prove him to be a pleasant and more importantly generous client. Treat him courteously and I am certain he will appreciate it. Monetarily, as it were.'

Epilogue: 'My client was very pleased with the last delivery. In particular he enjoyed the pretty bow we added. Well done!'

Completion Reward

  • XP.gif 150 experience
  • silver.gif 400,000 silver
  • lumber.gif 100,000 lumber
  • ore.gif 300,000 iron ore

Availability

  • Loki

Courier, The (Part II)

12 Hours

The businessman claps his hands together and rubs them enthusiastically. Another clerk comes hustling out from the back room, carrying a pillow bearing a flask full of a cloudy pink liquid.

'Timing is everything with this one, my young friend. Two days hence, at exactly midnight, you must stand along the shore of the ocean and toss this flask in. It doesn't really matter where, the buyer will find it. Oh, and you can keep the pillow, the salt won't do the stitching justice and it is far too fine a piece to waste on the sleep of fish.'

Epilogue: You return to the shop to find the businessman giggling to himself behind the counter. He is staring very intently at an intricate sculpture of a well, pieced together from tiny pieces of stone and melded together by silver.

Completion Reward

  • XP.gif 100 experience
  • silver.gif 125,000 silver
  • Fine Pillow
    • Defence: 607

Availability

  • completion of The Courier
  • 940~1000 Land

Courier, The (Part III)

13 Hours

'Ahhh, come in, come in, this is the next item we shall be finding a new home for. The craftsmanship is exquisite, yes? Could fool Odin himself I'd wager!'

He takes out a handful of sand and pours it into the tiny sculpture.

'For good luck!' he says with a wide grin, and then wraps it up in a long black shroud of cloth.

'Delivering this should prove to be quite easy for someone of your talent. There shall be a woman waiting by the well in the eastern market at midday tomorrow. Merely take it to her and do as she asks when you arrive.'

Epilogue: It was a short walk to your destination. Upon arriving, you saw a woman wearing a hooded patchwork robe of bright colors. She nods to you, and speaks in a low deep voice.

'Unfold the tapestry and drop the item in the well.' Curious, you unwrap the shroud and discover it is indeed a tapestry on the opposite side – it is of Odin, standing over a well just like the sculpture, bleeding from an empty eye socket. You get the strong sense that dropping the statuette into the well would be a distinctly unwise idea, but before you can consider it further the tapestry rips in the center. The woman chuckles to herself as the sculpture falls, bouncing off the lip of the well and tumbling in.

Completion Reward

  • XP.gif 185 experience
  • silver.gif 325,000 silver

Availability

  • completion of The Courier (Part II)

Courier, The (Part IV)

8 Hours

After the sculpture disappears deep into the well, the woman continues to speak.

'That will do. You will need to hire some very strong wizards to burn that tapestry, having evidence of involvement in this would be supremely foolish.'

She drops a hefty sack of riches at your feet and finishes by adding 'Negotiate wisely and some of that might even be left over to spend on yourself.'

She turns on her heel and disappears into a nearby alley, leaving you to fend for yourself.

For now you decide that the best course of action would be to return to the businessman who sent you here.

Epilogue: You arrive at the storefront, prepared to share some well-chosen curses with the proprietor, but discover the front door and windows boarded up.

'Hmph' says a man wandering by. He is clad in shining armor, wearing a winged helmet, with an exquisitely crafted hammer at his side. 'I should have guessed my brother would already be gone. He always manages to cover his tracks somehow.'

Completion Reward

  • XP.gif 200 experience

Availability

  • completion of The Courier (Part III)

Courier, The (Part V)

14 Hours

The disgruntled man walks up to a window and tries to peer through the cracks in the planks. Another man wanders up and joins him. This one is barefoot, wearing a simple brown robe discolored from long hours being doused by seawater.

"He already got away, did he?" says the second man. 'That potion put me to sleep for a month! Is there no end to his mischief?'

Just then the door shatters outward, raining small pieces of wood and iron out into the street. A grizzled and bulky hulk of a man strides out, and peers at you from his one good eye. The other appears to have been lost entirely, leaving only the lid to cover an empty socket.

'He has fled. But I sense this one may have a story to tell us about where Loki has fled. Share with us what you know and we shall reward you handsomely when we find him. His latest trickery cannot go unpunished. Do not fear, if he had not meant for you to tell us what he's been up to, you would not still be here. Having you tell us is likely all part of the joke.'

The large man sits down on the step and gestures for the rest of those present to join him and listen to the tale.

Completion Reward

  • XP.gif 750 experience

Availability

  • completion of The Courier (Part IV)

Cryptic Epitaph

5 Hours

Rumours have been circling around town about a tomb that was discovered in a forest just outside of your city. You don't know why everyone is so excited over the discovery of a tomb, but it might be a good idea to investigate.

Completion Reward

  • XP.gif 90 experience

Availability

  • 450 land

Cryptic Epitaph (Part II)

12 Hours

Upon arriving at the tomb, you immediately see what all of the commotion in town is about; the epitaph on the tomb mentions riches and favour of the gods for those who go and pray at the Temple at Uppsala, located in central Midgard.
You will need half a day to find the temple.

Completion Reward

  • XP.gif 185 experience

Availability

  • completion of Cryptic Epitaph

Cryptic Epitaph (Part III)

16 Hours

As you descend upon the abandoned Temple at Uppsala, you notice wooden statues of Odin, Thor, Freya, and several other gods and goddesses. The Temple appears to be overgrown with ivy and wearing away with cracks throughout, yet the statues appear strangely unaffected by time.
An inscription below one of the statues informs you that the riches and strength of the gods come to those who pray at this spot.

Completion Reward

  • XP.gif 300 experience
  • silver.gif 200,000 silver

Availability

  • completion of Cryptic Epitaph (Part II)

Deserted Settlement

18 Hours

Word has reached you of an abandoned settlement located at the southern edge of Midgard… rumour has it that several nightmarish creatures overtook the village long ago and have stayed anyone from reentering ever since.
It surely wouldn't be easy, but if you were to defeat those creatures, you could retrieve the small settlement and anything within it for yourself.

Completion Reward

  • land.gif 120 land
  • XP.gif 260 experience
  • silver.gif 135,720 silver
  • lumber.gif 18,500 lumber
  • ore.gif 23,000 iron ore

Availability

  • level 18

Dreaming

14 Hours

In recent months, you have been having strange dreams that seem to offer warnings and portents. Often nothing more then vague impressions, they nevertheless have provided you with an instinct for when to take advantage of some situations and when to use caution in others.

This week has been different, however. You have dreamed the same dream each time you sleep, the imagery as vivid and real in your mind's eye as any moment when awake. The vision is of a great library, with shelves upon shelves of books lining walls and bookcases. Every time you are drawn to a simple thin tome, written in an ancient dialect, slipped in between two much larger old volumes. And then you simply rise from slumber, sensing it is significant but not knowing in what way.

Unlike the other times this dream has happened, tonight it lasts a few moments longer. You focus upon the book, and see yourself pulling it out of its snuggly home. You dust it off and carefully open it to the final page without reading it. You produce a strange quill made of delicate robin's feathers, and scrawl something in the back of the book. Then you deliberately drop it behind the two larger books, and let is slide down a small crack in the case, hiding it from view.

You come awake, and have the strong compulsion to find the book and see it for yourself. Resting upon the table next to you is the same quill from your dream, still wet with ink. How it appeared there is a mystery to you, but it affirms that this book bears investigation immediately.

Epilogue: You go from city to city, visiting their libraries, until finally you come upon the very one from your visions! You hunt down each aisle, checking the top rows for the slender green volume, and just as in your dream you find it in between two large histories about the creations of the gods. It is ancient, the dialect completely unintelligible, and feels as if it will tear apart in your hands as you flip to the blank page at the back and draw forth the quill.

You put the pen to paper and write a message that makes no more sense to you then the rest of the strange writing in the book – the characters seem to match the style but you can't make them out any better then the original author's script. When done, you drop the book in the crack in the bookcase just as you recalled, and then leave. It feels like a strong burden has been lifted from you, even though you have no idea what you just wrote or how you learned to do it.

Completion Reward

  • XP.gif 105 experience

Availability

  • Frigg

Dreaming (Part II)

9 Hours

You slept fine for a few nights after finding the ancient tome, but now a new form of dreaming has begun. In this dream you see an epic battle raging across the entire world. Giants and monsters and legends do battle with the gods themselves, and the day slowly descends into fire and darkness as Fenrir devours the world in jaws as tall as the sky. The dream focuses in particular on the battle of the god Frey, who fights single-handedly with Surt, a fire giant of enormous strength and cunning. The battle is fierce, and both god and giant are grievously wounded, but in the end Surt's strength proves too great for Frey, and the god is choked to death as he wildly grasps at an empty scabbard at his side.

This goes on for another week before once again the dream changes. This time, as Frey's life is being stricken from him, he reaches down and finds a blade in the scabbard. It is a beautiful weapon, a sword of dark cast metal with a cured antler for the handle. He draws it forth and it begins to fight on its own, severing the giant's arm and freeing Frey from Surt's grasp before the life is crushed from him. Together, Frey and the blade puncture the heart of the giant, and send his lifeless body tumbling into the abyss far below.

You awaken once more, compelled to seek out this sword and hopefully save the god's life. Next to the bedstand, underneath the quill, now rests a small paper with the name "Brunhilde Vyrnstorm" written upon it. You recognize the name as a prominent blacksmith, one whose quality craftsmanship has been gaining much repute as of late. Perhaps she knows more about the whereabouts of the weapon.

Epilogue: You are about to knock at the pinewood door of the small dwelling when it opens before you. Brunhilde Vyrnstorm is a stout woman with a hint of dwarven ancestry, living alone under the shadow of a large mountain range. Smoke curls up from the chimney, stark and black against the softly falling snow and pines. Her home is a tiny unkempt mess, but the smithy attached to it is large and kept in perfect order.

"Frigg sent me the dream as well. You are expected. Come."

Completion Reward

  • XP.gif 135 experience
  • research.gif 500,000 research points

Availability

  • completion of Dreaming
  • 950 land

Duplication

12 Hours

Some of your city's magi have discovered a way to temporarily duplicate living creatures, a most awesome power. Though the apparitions created by their newly-developed spell vanish too quickly to be of any use in real battle, they surely can still be used as valuable training tools.

If you were to do battle with a duplicate of yourself, you could surely spot some of your weaknesses and become a much better all-around archmage.

Completion Reward

  • XP.gif 250 experience
  • research.gif 150,000 research points

Availability

  • Archmage
  • level 19

Dwarven Prince, The

18 Hours

A dwarven prince from a village near the entrance to Jotunheim has been kidnapped by some ferocious ice giants. Devastated, his father has posted a reward for freeing him from the frost caves to which he has been taken.

Completion Reward

  • land.gif 60 land
  • XP.gif 175 experience
  • ore.gif 200,000 iron ore

Availability

  • level 5
  • 360 land

Dwarven Prince, The (Part II)

12 Hours

The infamous dwarven warlord Kragg Deepmead has heard of your exploits against the ice giants that kidnapped the prince of his village and has come to visit your city. He is staying at one of the finer local establishments for a time and has requested a night of drinking, wenching, and feats of fortitude, a celebration for you in your own city to acknowledge your heroism.
Should you join him in this most joyous of occasions, you will surely be given some generous parting gifts as only dwarves can provide (you have even been promised a small portion of the dwarven village to call your own).

Completion Reward

Availability

  • completion of Dwarven Prince
  • 374 land
  • level 13

Easy Pickings

10 Hours

Word has reached you of a caravan coming to town. The caravan is carrying several wounded and dying soldiers, so the resources being carried with it are of minimal importance to those receiving the shipment.
Though it isn't the most honourable course of action, stealing the resources from the caravan would provide you with much-needed thievery practice, as well as help get your military forces built up.

Completion Reward

  • XP.gif 45 experience
  • silver.gif 50,000 silver
  • lumber.gif 30,000 lumber
  • ore.gif 30,000 iron ore
  • food.gif 25,000 food

Availability

  • Thief

Einherjar's Request, An

9 Hours

An einherjar (warrior spirit) appears before you and tells you that his former troops are being led into a svartálfar ambush, led by a thief they are tracking.

Worried for the lives of his former allies, he asks you to search for them and convince them to give up their pursuit.

Completion Reward

  • XP.gif 275 experience

Availability

  • 1350 land
  • level 10 (?)

Einherjar's Request, An (Part II - West)

16 Hours

Some of the troops you rescued from the svartálfar ambush gave word of three camps of svartálfar in the area that the thief they were tracking may be headed to.
A variety of resources and other valuables can be found at the west svartálfar camp, though it is located very far from your city and is heavily-guarded.

Completion Reward

  • XP.gif 150 experience
  • silver.gif 175,000 silver
  • lumber.gif 125,000 lumber
  • ore.gif 125,000 iron ore
  • research.gif 100,000 research points

Availability

  • completion of An Einherjar's Request

Einherjar's Request, An (Part II - North)

13 Hours

Some of the troops you rescued from the svartálfar ambush gave word of three camps of svartálfar in the area that the thief they were tracking may be headed to.
The north camp is where the svartálfar stash their stolen silver. Getting in and out of the camp with a healthy amount of loot should be no problem for you.

Completion Reward

  • XP.gif 250 experience
  • silver.gif 450,000 silver

Availability

  • completion of An Einherjar's Request

Einherjar's Request, An (Part II - East)

8 Hours

Some of the troops you rescued from the svartálfar ambush gave word of three camps of svartálfar in the area that the thief they were tracking may be headed to.
The east camp is known for being where looted magical items are taken to. Surely you will be able to make off with something valuable if you are able to infiltrate the camp.

Completion Reward

Availability

  • completion of An Einherjar's Request

Eir's Jewel

36 Hours

Eir is holding a contest to determine who is the most powerful mage in all of Midgard. If you are willing to travel to the northernmost point of Midgard and participate in the competition, you are sure that you can win some sort of godly reward for your extremely strong magical skills.

Completion Reward

Availability

  • Archmage
  • level 25
  • 1000 land

Eir's Jewel (Part II)

40 Hours

Impressed by your magical prowess, Eir reveals her reason for holding the competition; she was tricked by Loki into resurrecting a ferocious beast that is terrorizing northern Midgard. The beast is physically unharmable, but may be sealed away with magic.
Should you agree to seal the beast away, Eir claims that she will reward you with a weapon of much greater value than that gained from winning the contest.

Completion Reward

Availability

  • completion of Eir's Jewel
  • level 30
  • 1450 land

Friendly Meeting, A

16 Hours

A local chieftan has invited every local leader of note to a general assembly to discuss matters of importance and settle minor disputes; it will be an opportunity for carousing, merry-making and impressing the others with your wit and skill. It will also let you pick up on the techniques of others.

Completion Reward

  • XP.gif 280 experience

Availability

  • 525 land (?)

Garm's Failure

8 Hours

Garm, the guardian dog of Hel (the land of the undead), has been unable to keep control of the realm and has allowed several spirits to escape. Terrified of what would be done to it if the high gods (Hel in particular) were to discover its blunder, Garm has come to you and asked you to bring the spirits back to Hel. Garm would gather the spirits itself, but if it were to leave Hel, then more spirits would surely be able to escape.
Garm has set aside a base for you in Hel and has prepared some armor if you accept this quest. Upon arrival in Hel, you will be notified of the locations of the lost spirits.

Completion Reward

Availability

  • 736 land
  • level 7

Garm's Failure (Part II - The Liar)

16 Hours

The dishonest owner of a tavern in life, this spirit was the first to escape from Hel and it opened the way for the other spirits. As such, Garm is particularly infuriated with it and will reward you with a most valuable wand should you bring it back to Hel.

Completion Reward

Availability

  • completion of Garm's Failure

Garm's Failure (Part II - The Warmonger)

16 Hours

Creator of war and destruction the warmonger spent his life researching new ways to destroy life. The last of the four spirits to escape from the depths of Hel, you will be rewarded with everything the warmonger had learned while he was living if you are able to return him to the underworld.

Completion Reward

  • XP.gif 100 experience
  • research.gif 150,000 research points

Availability

  • completion of Garm's Failure

Garm's Failure (Part II - The Murderer)

22 Hours

A vile murderer in life, the third spirit to escape from Hel is extremely dangerous. If you are successful in subduing it, Garm will reward you with the sword that the murderer committed its heinous acts with. You will surely also learn much from the experience.

Completion Reward

Availability

  • completion of Garm's Failure

Garm's Failure (Part II - The Thief)

28 Hours

A notorious thief in life, the spirit of the thief was the second spirit to escape the vile clutches of Hel. A speedy and elusive spirit, if you are able to return it to the underworld, Garm will reward you with the riches that it died holding.

Completion Reward

  • XP.gif 200 experience
  • silver.gif 600,000 silver
  • lumber.gif 50,000 lumber
  • ore.gif 50,000 iron ore

Availability

  • completion of Garm's Failure

Garm's Failure (Part III - The Thief)

8 Hours

After returning the spirit of the thief to Hel, an infuriated Garm began performing all kinds of malicious torture on it. Muddled among the cries for mercy given by the thief was a bribe attempt, giving the precise location of some valuable goods that he stole in life.
Garm has been so pleased with your help in returning spirits to Hel that it passed the location on to you. The treasure is yours if you want it.

Completion Reward

  • "Unknown"
  • XP.gif 50 experience
  • 100,000 silver
  • Thief's Robe
    • Defence: 1,164
    • Strength: +10
    • Vitality: +10

Availability

  • completion of Garm's Failure (Part II - The Thief)

Grave Robbing

10 Hours

Your townspeople have been telling about raided burial sites, and missing objects from the grave. Curious by this, you decide to discover exactly who is behind these nefarious acts by waiting one night in the cemetary.

Completion Reward

  • XP.gif 110 experience

Availability

  • level 6

Grave Robbing (Part II - Vigilante Justice)

10 Hours

While watching the cemetary, you discover that there are five young men robbing the graves of the site. You recognize the youths, as you have seen them around town before.

You have decided that the only true justice for these desecrators is death. Such is the end for those with no respect for their elders.

Accepting this quest will remove the Grave Robbing (Part II - Capture the Culprits) and Grave Robbing (Part II - Joining the Fun) quests from your quest list.

Completion Reward

  • XP.gif 150 experience
  • silver.gif 15,000 silver

Availability

  • completion of Grave Robbing

Grave Robbing (Part II - Joining the Fun)

10 Hours

While watching the cemetary, you discover that there are five young men robbing the graves of the site. You recognize the youths, as you have seen them around town before.

These grave robbers may just be onto something; the dead certainly have no use for the riches they are buried with. Surely if you were to threaten the graverobbers with revealing their identities to townspeople, they would allow you to partake in a night of looting.

Accepting this quest will remove the Grave Robbing (Part II - Capture the Culprits) and Grave Robbing (Part II - Vigilante Justice) quests from your quest list.

Completion Reward

Availability

  • completion of Grave Robbing

Grave Robbing (Part II - Capture the Culprits)

10 Hours

While watching the cemetary, you discover that there are five young men robbing the graves of the site. You recognize the youths, as you have seen them around town before.

You have decided that the best way to deal with the situation is to turn the culprits over to the town for justice. You will have to spend another night in wait at the cemetary, but you will no doubt be justly rewarded for your efforts.

Accepting this quest will remove the Grave Robbing (Part II - Vigilante Justice) and Grave Robbing (Part II - Joining the Fun) quests from your quest list.

Completion Reward

  • land.gif 45 land
  • XP.gif 50 experience
  • silver.gif 125,000 silver

Availability

  • completion of Grave Robbing

Hammer to the Worthy, A

20 Hours

Thor has blessed Ulfhaard, reknowned smith of the land of Midgard, with dreams of a hammer to be brother to Thor's own. He is holding a competition to judge the paladin most worthy of bearing this hallowed weapon. In the vision, Ulfhaard forges the weapon for the warrior who stands in the center of a circle of pines, and fells them all in a single strike.

Completion Reward

Availability

  • Paladin
  • 1830 land

Homonculous, The

16 Hours

Your city's border patrols report having been attacked by a strange creature unlike any they have encountered before. The rumors from both the wounded survivors and the local townsfolk are similar, explaining that it was a giant man, crafted of clay.

This mysterious threat is rendering some land on the outskirts of your city unusable, and some of your farmers are reluctant to return to their fields until it is defeated.

Completion Reward

  • land.gif 80 land
  • XP.gif 200 experience
  • food.gif 200,000 food
  • 150000.gif Clay Helmet
    • Defence: 1,266
    • Strength: +5
    • Vitality: +25

Availability

  • level 23

Humonculous, The (Part II)

10 Hours

Though the battle was arduous, you successfully defeated the monstrous giant of clay. With the corpse still relatively intact, a pair of your researchers have expressed a deep interest in examining it to discuss its origins and determine the nature of its creation. With your patrols busy policing your border and local unrest from the beast's presence still simmering, it is left to you alone to haul its remains back to your city.

Completion Reward

  • XP.gif 100 experience
  • research.gif 250,000 research points

Availability

  • completion of The Homunculous

Leather for a Sandal

24 Hours

When Ragnorok comes, Odin will need a great sandal with which his son Vidar will crush the jaw of Fenrir. Leathermakers all around Midgard are constantly tossing away scraps of leather - if you gather some of these scraps for Odin to give to Vidar, you will be rewarded with the strongest leather armor ever made.

Completion Reward

Availability

  • 939 (Possibly lower) land
  • level 12

Legacy of the father

18 Hours

Sad news have reached you this morning. A valkyrie has brought your father to the Valhalla in his sleep last night and now you are invited to his funeral. He lived in a village relatively far away, however if you go you may receive a heritage of some sort.

Completion Reward

  • XP.gif 180 experience
  • 270000.gif Family Heirloom
    • Offence: 1,945
    • Strength: +20
    • Vitality: +20
    • Knowledge: +20

Availability

  • Frey (Not sure about rest)
  • 1000 (Possibly higher) land
  • level 30+ (Not entirely sure if tied to level)

Legacy of the Hero

18 Hours

To your surprise, the Einherjar who sought you with a request was none other than the warrior spirit of your father! He informs you that the sword you inherited was not the right one but it was the only he could get a hold of when he felt his heart fail him so he could reach Valhalla. He tells you the sword he actually used in combat is still hidden in a secret stash in his now abandonned house. Surely returning there to recover your rightful heirloom would be tedious, but if the stories you heard about it are even partly true, the effort should be worth it.

Completion Reward

  • "Unknown"
  • XP.gif 240 experience
  • 270000.gif Hero's Blade
    • Offence: 4,527
    • Strength: +25
    • Vitality: +25
    • Knowledge: +25

Availability

  • Frey
  • Land (?)
  • XP (?)

Making Your Mark

24 Hours

One of your city's scouts has returned with word of a far away port town in Greece that is headed by no more than a dozen people. If you were to travel to the far away settlement, surely you could claim it (and any treasures located there) as your own.

The only problem with the plan is the travelling distance…

Completion Reward

  • "Unknown"
  • XP.gif 100 experience

Availability

  • 1940 land (?)

Making Your Mark (Part II)

12 Hours

You have finally located and arrived at the mysterious port town, but the locals are rebelling against you (and putting up a much better fight than you could have anticipated). Put an end to the rebellion and carve a memento of yourself into some of the local statuary, to ensure that the locals remember their place.

After the locals have quieted down a bit, feel free to help yourself to any valuables that you happen to come across.

Completion Reward

  • "Unknown"
  • land.gif 58 land
  • XP.gif 525 experience
  • silver.gif 685,000 silver
  • lumber.gif 165,000 lumber
  • ore.gif 129,000 iron ore
  • food.gif 48,500 food
  • Enchanted Pillaging Hat
    • Defence: 4,122
    • 4th Attribute: +40

Availability

  • >2150 lands
  • completion of Making Your Mark

Masquerades

13 Hours

A famous troupe of performers called 'The Cauldron' has arrived in your city, and will be spending the next week putting on shows, plays, and other entertainments for the townsfolk. Shortly after their arrival you receive a letter requesting that you come and enjoy a short skit entitled 'The Thrice Burned Seeress.' The performance will be held at your leisure, whenever you can make the time to go see it.

Epilogue: The play told the story of how Odin burned Gullveig three times, to be reborn from the ashes of the fire in different forms each time. After the performance was finished, the woman playing Gullveig personally thanked you for coming to see the play, and discretely handed you the mask that she had been wearing to give the impression she had been incinerated. It is scorched and hideous on the outside, but looks like it could actually be quite comfortable when worn.

'This is a gift from our mistress. Be prepared, for she has plans for you and will soon come to call.'

Completion Reward

Availability

  • Gullveig

Masquerades (Part II)

24 Hours

You have just finished a hearty dinner after a long day and are heading to finish the night resting in your chambers. Upon arriving you find that a woman dressed entirely in black robes is waiting for you, her hood drawn up around her face. She is holding the mask you received weeks ago, admiring its craftsmanship with a peculiar sort of affection.

'Gullveig seeks recompense for the burdens that the gods have put her through. She has chosen us to help her claim it, and the rewards shall be many.'

She puts the mask on and instantly transforms into a small beggar child, dirty and ragged. 'You see, the mask comes with magics that shall aid us with our mistress's needs. Your first task shall be to wear this and take on this appearance. It shall serve as practice for you. Merely play the part of the beggar for tomorrow and you shall find that the mask makes it an unusually lucrative day for you.'

Epilogue: You wear the mask as instructed, and spend the day as the child begging for people's scraps and change. Every person you approach fills your coffer with silver, until it is overflowing so much that you need to find a new one. By the end of the day you have collected so much silver you have to summon aides to help you carry it all home.

Completion Reward

  • XP.gif 100 experience
  • silver.gif 550,000 silver

Availability

  • completion of Masquerades
  • 660 land
  • level 9 (?)

Masquerades (Part III)

17 Hours

Once again you find your contact waiting in your bedchambers, wrapped in her dark robes and face still hidden. Her long black cloak sways with a flourish as she paces back and forth and speaks.

'This time, you shall take on my own appearance. We need to have several people dressed as me visiting the cities near here, delivering messages. Wear the mask tomorrow night, and it will guide you to the proper city and person. Such are its many wonders!'

She produces a dark black velvet envelope from one voluminous sleeve, tied with an ebony silk bow. She lays it on the end table next to the disfigured mask and lets herself out. When you peek down the hallway behind her she has already disappeared.

Epilogue: The mask leads you out of your own city to another nearby. While it is not uncomfortable to wear, the powerful magics sometimes make the mask disorienting, as if another person were inside it guiding you along.

Eventually you end up down a dark and abandoned alley, waiting silently for… anything. It is over an hour before the person you are waiting for approaches; someone well-to-do and clearly an official of the city in some way. You step out before them and as you pass, drop the envelope. They stop to return it, but by the time they pick it up you have already ducked into the shadow of another alley and are hastening away.

Completion Reward

  • XP.gif 280 experience

Availability

  • completion of Masquerades (Part II)
  • Land 1415
  • Level 22 (?)

Masquerades (Part IV)

15 Hours

When you come into your bedchamber this night, you find a lean and tall warrior dressed in warm furs and carrying a set of javelins. He is scarred and muscular, and appears to have seen many harsh days in the wild. On his back is a giant birthmark, shaped like an antler. As he speaks, the familiar voice of the woman in black comes out from his mouth.

'Your next task is to visit the Udermak River in the harsh tundra known as The Fields of Fallowhard. Take on this appearance, and let the mask work its magic. You should come away with a prize more precious then any of us could have hoped - a sword that has been crafted for the god Frey himself. With it we can strike a blow against the traitors who have turned against our mistress!'

Epilogue: You visit the River Udermak and quickly find your quarry - a person who appears to be hunting for the warrior you must be masquerading as. You stalk them, biding your time until the moment is right, waiting for the mask to tell you when to strike. Eventually, when they are drinking from the river, you sense the mask's magic flare up and cause a rushing torrent of water to come crashing down the river, knocking them senseless and claiming the sword from them with the sheer force of the blast. The sword washes downstream and you quickly snatch it as it passes.

As you are admiring the sword, you notice that the sword-bearer is already back on his feet and hunting for the lost weapon. The mask suddenly dislodges from your face and falls into the water, transforming into a perfect replica of the sword as it dunks itself into the river and washes away.

With your tracks covered, you bustle off home to return the sword and claim your reward.

Completion Reward

Availability

  • completion of Masquerades (Part III) , ~2000 land?

Masquerades (Part V)

16 Hours

When you return home today, mixed in with your regular missives are several official looking notices. It appears they are receipts of some kind from local storage houses. What could be hidden in them that would be of value?

Epilogue: You find a variety of maps, plans, contacts, and other paperwork at the storage sites, as well as an admirable amount of wealth and riches! Amidst the files you also find a note addressed to you. It says the following:

'It is my fate this night to end as the dispenser of Gullveig's will. Hopefully, our plan will come to fruition and our many sacrifices shall all prove to bring our mistress the revenge she deserves. However, if we have failed her, take the collected wealth and knowledge here and use it to further her wishes by growing an insurmountable army!'

Completion Reward

  • XP.gif 250 experience
  • silver.gif 1,000,000 silver
  • lumber.gif 500,000 lumber
  • ore.gif 400,000 iron ore

Availability

  • completion of Masquerades (Part IV) , ~2715 lands

Merchant Captain, The

13 Hours

Approached by a fellow merchant, you are told a wild tale of a treasure that he has "found" a map for. While mildly interested in the map and the treasure, you find yourself noticing a panicked look in his eye. You ask him bluntly where he came across the map, and after some evasion he admitted that he stole it from the Shadow Guild, a local group of vicious thieves.

Surely the treasure that the map leads to will be extremely valuable, but you have a slightly uneasy feeling about following it nonetheless.

Completion Reward

  • XP.gif 375 experience

Availability

  • Merchant
  • < 1823 land (?)

Merchant Captain, The (Part II)

16 Hours

During your voyage toward the coordinates that the stolen map indicate, the weather suddenly turns foul. The waves are growing in intensity and size, and soon you see a giant wave approach in the distance that is easily three times the size of your ship. You hastily instruct your crew to turn the port side of the ship toward the monstrous oncoming wave and hope for the best…

Completion Reward

  • XP.gif 250 experience

Availability

  • completion of The Merchant Captain

Merchant Captain, The (Part III)

8 Hours

When the gigantic wave struck your vessel, all you remember is seeing the world upside down for just a moment as you crashed headlong into the ocean. Your next memory is of bobbing in the calm sea, hanging onto some wreckage and spotting what could be land in the distance. Weaving through the splintered flotsam, you gather together the survivors of your crew and head toward the dark shoreline in the distance.

Completion Reward

  • XP.gif 275 experience

Availability

  • completion of The Merchant Captain (Part II)

Merchant Captain, The (Part IV)

24 Hours

After what was easily the most exhaustive effort you have made in your life, you reach the shore. This isle is far from uninhabited and you quickly notice a trail that appears to lead to some distant smoke. On your journey there are small piles of pearls laying around near oyster husks to mark the side of the trails.

When you reach a tribal village you notice that there are several boats there in a sheltered harbor. After much discussion with the natives, it was agreed that if you and your men were to spend the next 24 hours harvesting and shucking oysters for the tribe members that they would trade to you a 12-man vessel for your crew to use./

Completion Reward

  • XP.gif 540 experience

Availability

  • completion of The Merchant Captain (Part III)

Merchant Captain, The (Part V)

16 Hours

After 24 hours of thumb-blistering work, you and your crew earn what could generously be called a longboat with a sail. It will be a tough journey home but at least you are alive to make the trip.

Just before leaving, you have a chat with the tribal leader; it turns out that the islanders believe that the pearls contain an element of evil inside of them which is why the oyster encases it. You realize without a doubt that this is indeed the treasure that was marked on the map.

You quickly come to an agreeance with the tribal leader to remove these pearls from his island. Grateful to you for providing this "service", the tribal leader offers you some sacred armor that they used to ward off the evil of the pearls in the past.

Completion Reward

Availability

  • completion of The Merchant Captain (Part IV)

Mimisbrunn

19 Hours

This summer has been hotter then any in recent history. The unusual dry heat has melted the treacherous icy paths of Mount Fyrbrun, allowing you the unique opportunity to explore a place where none have set foot for a millennium. Even magic has been unable to penetrate into the twisted crags and spires, lending many to believe that the mountain itself holds many secrets; now is the chance to uncover them.

Epilogue: You wend your way through the tightly packed pine forests at the base of the mountain, slowly beginning the trek upwards. Along the way you pass a handful of old campsites, signs that you are not the only person hoping to find the treasures buried in the old mountain passes.

Completion Reward

  • XP.gif 150 experience

Availability

  • Mimir

Mimisbrunn (Part II)

17 Hours

You find the first adventurer where Mount Fyrbrun truly begins. His body lays crushed beneath a fallen tree along the first treacherous wall of rock reaching into the sky. Whatever gods rule this place must have found him unworthy, for the tree looks like it was tall and healthy when its trunk split and it fell upon him.

The second body is along a treacherous path further up the side of the cliff. It looks like a small landslide toppled onto her as she was working her way across the narrow point in the path just ahead. You decide to climb here instead, and bypass the dangerous area.

And so it goes, as the days and nights lead you onward and upward. You find more evidence of would-be questers, claimed by the harsh embrace of the mountain's slopes. Most are poorly equipped for this journey, but every so often you find someone with a treasure worth keeping, and nestle it into your pack for future use.

As you continue, it begins to become clear that these are not the bodies of those trying to climb up the mountain, but rather those trying to escape it. The paths you have taken and ledges you have conquered seem to shift and change as you pass them, leaving no visible path of return. All there is now is to climb further, and hope that the other side presents an opportunity for you to find a safe way down.

Epilogue: Winds that chill you to the bone blast you every inch of the way up the mountain, and bitter snow swirls and bustles about you, tiny gnats of frost waiting to devour you should you make any missteps. This is a far cry from the blistering heat of the summer you left behind only days ago, leading you to truly wonder if this place is as cursed as others have said.

Completion Reward

  • XP.gif 240 experience

Availability

  • completion of Mimisbrunn
  • 750 land (?)
  • or level 12 (?)

Mimisbrunn (Part III)

16 Hours

Shivering and exhausted, you climb up to a ledge and find a cave offering respite from the ceaseless howl of the wind. You clamber inside and look for a place to start a fire, but the wood won't take a spark. It does however feel warmer inside, and off in the distance you see a pinpoint of light, a ray of hope in the darkness.

Epilogue: The walk feels as if it takes ages, though you tell yourself it is only because you've been so cold. As you approach the light the chill weakens, and finally melts away, thawing you and the ice along the cave's walls as well. By the time you emerge it is as if it is a warm spring's day here.

You are standing on a large precipice, higher then even the clouds. The sun shines here, pure and radiant against the brilliant blue of the sky. The air is thin but refreshing, and it reinvigorates your spirit to breathe it in. You eat the remainder of your rations, lay down, and have your first real sleep in a week.

You come awake at the sound of voices. They are carrying on the wind, somewhere along the cloud-line. Could there be a settlement in this land of perpetual spring?

Completion Reward

  • XP.gif 375 experience

Availability

  • 1390 land (?)
  • completion of Mimisbrunn (Part II)

Mimisbrunn (Part IV)

9 Hours

You work your way along a sliver of a path etched into the side of the mountain. In ages before this they may have been stairs, but time has turned them into nothing more then barren lumps along the wall, barely enough to hold a footstep. You pass into the clouds, and have only your instinct and the two voices to guide you further. You soon come into the presence of a woman and a frail man.

The woman has long, straight blond hair. A cloak of colorful robin's feathers is wrapped around her slender body. The man is stooped with age, wearing a simple tunic with a rope tied about his waist. He is leaning heavily on a stone staff with a closed eye sculpted into its handle. They both stand next to an ancient but well-cared-for well, made of rock and mortared together by glimmering silver.

The old man speaks. 'Welcome to Mimisbrunn, child of Midgard. I am Mimir, Oracle of the Well. You are the first of your kind to visit in generations. You have come at a fortuitous time, for you are part of the answer to a great deal many problems the gods have been having.'

Freya nods 'Yes. Loki has fouled the water of the well, and only the drop of blood of a mortal can cleanse it, something the trickster thought could never come to this place. It seems fortune would prefer it otherwise. Come and give to the well for a time, and know that it will help to save not only Midgard but all of our homes.'

Epilogue: Mimir hobbles over to the edge of the mountain and looks over. 'I sense in your lifetime that you may see the pilgrimages to this place begin again. But now is not yet the time, and your chance to survive this visit is narrowing.'

Completion Reward

  • XP.gif 525 experience

Availability

  • ~2400 land
  • completion of Mimisbrunn (Part III)

Mimisbrunn (Part V)

24 Hours

Mimir gazes off into the vast sky, seeing things there you can only imagine. "You may drink now of Mimisbrunn as thanks for your help, and learn some universal truths that will surely help you navigate the future along its rocky travels. You may leave here as you wish, but take care on your venture downward as it will be no more pleasant than your ascent."

"You have already sacrificed your blood to the well. Now drink deep of it, and know the truth. The world is vast and has many secrets to share with those who would hear them."

Epilogue: You step forward and reach your hands into into The Well, cupping the cool clear water in your hands. You bring it to your mouth, and taste the world itself.

You experience and learn things that words themselves could not express, and with your newfound knowledge in hand you make your way down the mountain with ease.

Completion Reward

  • XP.gif 700 experience
  • research.gif 750,000 research points

Availability

  • completion of Mimisbrunn (Part IV)

Murderous Creature

18 Hours

A terrible creature is wreaking havoc at a local meadhall, carrying off and eating many innocent villagers. No one else in town has the strength required to defeat the troublesome foe.
The local noblemen will pay you a hefty reward should you rid the town of this terrible beast.

Completion Reward

  • XP.gif 175 experience
  • silver.gif 250,000 silver

Availability

  • level 10

Mushroom Circle, The

6 Hours

The people of your city have reported finding a mushroom circle on the outskirts of the forest, and they want you to investigate and ensure that no fey folk will be coming through.

Epilogue: You were able to locate the mushroom circle exactly where the people of your city described it, however you have seen no sign of fey folk.

Completion Reward

  • XP.gif 750 experience

Availability

  • 2984 land

Mushroom Circle, The (Part II - Meet the Fey)

12 Hours

The people of your city are demanding that you do something about the mushroom circle, as they do not trust fey folk and their malicious pranks.

You have urged them to be calm down and assured them that you will fully investigate the circle.

Completing this quest removed the quest "The Mushroom Circle (Part II - Destroy the Circle)".

Epilogue: You got a late start on the trip to the outskirts of the forest and did not arrive until almost midnight, when the moon was at its fullest. As you approached the location of the circle you were surrounded by a strange alluring music.

The fey leader spotted you and invited you to join them so you spent the evening cavorting and dancing with the fey folk.

The next morning you awoke in the wood and vague memories of the dancing and joy with the fey. You showed the gift to your villagers who are now appeased.

Completion Reward

  • XP.gif 600 experience
  • silver.gif 350,000 silver
  • lumber.gif 1,200,000 lumber

Availability

  • 3000 land
  • completion of Mushroom Circle, The
  • not completion of Mushroom Circle, The (Part II - Destroy the Circle)

Mushroom Circle, The (Part II - Destroy the Circle)

8 Hours

The people of your city are demanding that you do something about the mushroom circle, as they do not trust fey folk and their malicious pranks.

Destroying the mushroom circle will surely calm your townsfolk down.

Completing this quest will remove the quest "The Mushroom Circle (Part II - Meet the Fey)".

Completion Reward

  • XP.gif 850 experience
  • silver.gif 1,000,000 silver

Availability

  • 3000 land
  • completion of Mushroom Circle, The
  • not completion of Mushroom Circle, The (Part II - Meet the Fey)

Mysterious Cave

13 Hours

Rumors have been spreading around town about a cave that has been uncovered just outside of the city limits. The villagers of your city are too scared to enter the cave and investigate what's inside, but you don't feel fear like they do. Surely there must be some treasures hidden inside that would make the adventure worth it.

Completion Reward

Availability

  • All

Mysterious Cave (Part II)

17 Hours

While searching through the Mysterious Cave, you discovered a faded map of Midgard which has been marked with a large red X. A note which is barely legible is located on the back of the map - it mentions something about the location of a "true" treasure.
You know that it would take you a long time to get to the location that is marked on the map and search for the treasure, but you have a feeling that it would be worth it.

Completion Reward

  • XP.gif 50 experience
  • silver.gif 200,000 silver
  • lumber.gif 45,000 lumber
  • ore.gif 45,000 iron ore
  • 330000_2.gif Worn Shirt of Zest
    • Defence: 83
    • Vitality: +4

Availability

  • completion of Mysterious Cave

Night Vigil, The

12 Hours

One of your most loyal captains has been mortally wounded in a battle near your city, and he has requested that you spend the remainder of his time in prayer with him, requesting safe passage to Valhalla.

As he was one of your finest warriors, you feel as though it is your duty to grant him this dying wish.

Completion Reward

  • XP.gif 300 experience

Availability

  • 1625 land

One-on-One

12 Hours

News of your abilities has begun to make its way around Midgard; people from all over the world have heard stories of your expert swordsmanship.
While browsing your city's marketplace, you are confronted by a fellow paladin who informs you of a place where the world's strongest paladins go to spar with each other. Every fight is one-on-one and there are valuable rewards to be won by the winners.

Completion Reward

  • Unknown
  • XP.gif 250 experience
  • silver.gif 250,000 silver
  • Prideful Blade
    • Offence: 2,393
    • Vitality: +30

Availability

  • Paladin
  • level 19

One-on-One (Part II)

12 Hours

Another paladin has declared that he wishes to spar with you. Should you accept the challenge and defeat him, your reward will be greater than that of your last challenge.

Completion Reward

Availability

  • completion of One-on-One
  • level 25

One-on-One (Part III)

12 Hours

A third paladin has expressed interest in sparring with you. Should you accept the challenge and be victorious, you will of course be given extremely valuable prizes.

Completion Reward

Availability

  • completion of One-on-One (Part II)
  • Level 31

One-on-One (Part IV)

12 Hours

Yet another paladin has expressed interest in sparring with you. If you accept the challenge and are victorious again, you will be rewarded with a sword reserved only for the strongest paladin in the land.

Completion Reward

Availability

  • completion of One-on-One (Part III)
  • Level 37

One-on-One (Part V)

24 Hours

You are approached by a young man who informs you of one final paladin who would like to test himself against your swordsmanship. Should you accept the challenge, you will be summoned to a secret location to do battle. The young man claims that if you are victorious, you will be awarded the most powerful blade ever wielded by a mortal.

Completion Reward

  • XP.gif 1,000 experience
  • silver.gif 1,000,000 silver
  • Sword of the Heavens
    • Offence: 15,768
    • Strength: +50
    • Vitality: +50

Availability

  • completion of One-on-One (Part IV)
  • Level 43

Patience is King

11 Hours

A wandering minstrel has come to your city, weaving a tale of a powerful being living in a palace in the northeast of Asgard who gives rich rewards to brave and honourable warriors such as yourself. You might find it meaningful to pay a visit to confirm this tale.

Completion Reward

  • XP.gif 825 experience
  • lumber.gif 380,000 lumber

Availability

  • 2854 land (possibly a little less)
  • level 24 (?)

Patience is King (Part II)

16 Hours

Upon re-inspecting the lone oak tree, you uncover a series of complex runes carved into a branch. Careful investigation reveals that these runes are symbols from an ancient written form known as "The Ancient Script". You may be able to decipher the meaning of the message, but it surely would be a lengthy task.

Completion Reward

  • XP.gif 950 experience
  • research.gif 450,000 research points

Availability

  • completion of Patience is King
  • 2940 land (?)

Perpetual Dusk (Help Hati)

12 Hours

A battle has broken out between Skoll and Hati, the wolves that chase the sun and moon around the Earth. Without the influence of the wolves, the sun and moon have stopped moving and the world has been thrown into a state of perpetual dusk.
If you help Hati defeat Skoll, the world will return to its normal state and Hati will reward you bountifully.

Completion Reward

  • land.gif 55 land
  • XP.gif 225 experience
  • silver.gif 175,000 silver
  • lumber.gif 25,000 lumber
  • ore.gif 25,000 iron ore

Availability

  • level 14

Perpetual Dusk (Help Skoll)

24 Hours

A battle has broken out between Skoll and Hati, the wolves that chase the sun and moon around the Earth. Without the influence of the wolves, the sun and moon have stopped moving and the world has been thrown into a state of perpetual dusk.
If you help Skoll defeat Hati, the world will return to its normal state and Skoll will reward you bountifully.

Completion Reward

Availability

  • level 14

Pied Piper, The (The Battle)

15 Hours

A group of local townspeople has come to you, informing you of a traveling minstrel that has setup a camp on the outskirts of your city. Many of the local children have left home, taking up residence in the minstrel's camp and refusing to come home.
When their parents attempted to force them home, the minstrel did something and they found themselves back in their homes, their children still missing.
The minstrel doesn't sound like any match for you and your forces, so you prepare a battle strategy and attack!

Completing this quest will remove the quest "The Pied Piper (The Payoff)".

Completion Reward

  • XP.gif 250 experience
  • silver.gif 150,000 silver
  • lumber.gif 40,000 lumber
  • food.gif 30,000 food

Availability

  • 825 land

Pied Piper, The (The Battle II)

11 Hours

After cleaning up the remnants of the battle from the minstrel's camp you have come across his flute. Upon taking it to the local priest, he identified it as a long lost artifact of Kvasir.

Should you take it to the high temple of Kvasir in Vanaheim, you would surely receive his highest favor.

Completion Reward

  • XP.gif 100 experience points
  • research.gif 250,000 research points

Availability

  • completion of Pied Piper, The (The Battle)

Pied Piper, The (The Payoff)

7 Hours

A group of local townspeople has come to you, informing you of a traveling minstrel that has setup a camp on the outskirts of your city. Many of the local children have left home, taking up residence in the minstrel's camp and refusing to come home.
When their parents attempted to force them home, the minstrel did something and they found themselves back in their homes, their children still missing.
Surely you could convince the minstrel to leave your fair city for a fair price.

Completing this quest will remove the quest "The Pied Piper (The Battle)".

Completion Reward

  • XP.gif 200 experience
  • research.gif 40,000 research points

Availability

  • 825 land

Ring, The

12 Hours

Word has spread of a strange little man who has entered your city. Rumors are circulating that he carries the ring of evil, an item long believed to be forged by an evil wizard in Muspelheim. You decide to investigate this newcomer and squash any rumors.

Epilogue: Shortly after finding this strange fellow he informs you that he is doomed and in dire need of help. He tells you the story of how he came into possession of this demonic ring and how he must destroy it at the fiery pits of Muspelheim. Suddenly he falls to the ground, his face turning pale. With his dying breath, he hands you the ring and tells you that it must be destroyed at all costs.

Completion Reward

  • silver.gif 75,000 silver
  • 150000_2.gif Tin Cap
    • Defence: 520
    • Strength: +2
    • Vitality: +2

Availability

  • All

Ring, The (Part II)

13 Hours

You are hearing strange voices in the night, and you know that they are coming from the evil ring in your possession. The harder you try to distance yourself from the ring, the more you are drawn to it. You decide that it must be done away with for good, before you do something evil…

You know of the village whence the little man came. Your first clue about the ring's origins and how it may be destroyed surely lie there.

Epilogue: You realize immediately upon reaching the village that your kind are not welcome. Surrounded by dark wizards, you feel extremely uneasy. The knowledge of the ring's origins will not come easily.

Completion Reward

  • XP.gif 150 experience
  • research.gif 25,000 research points
  • 370000.gif Ugly Chain Mail
    • Defence: 1,010,
    • Strength: +3,
    • Vitality: +4

Availability:

  • 475 Land, The Ring

Scent of Blood, The

12 Hours

A dark red moon has risen low in the sky, a summon that runs deep in your blood, calling you out to hunt. Many wolves are out this night, and you have the sense there is a design behind your work this eve. Stay watchful on your prowl, and wait until your prey reveals itself.

Epilogue: Your hunt takes you deep into the forest, where you eventually find yourself entering into a clearing in the dense conifers. A gathering is taking place – many wolves and feral hunters like yourself have come, all answering the summons of Fenrir's blood moon.

Completion Reward

  • XP.gif 105 experience

Availability

  • Fenrir

Scent of Blood, The (Part II)

15 Hours

In the center of the clearing sits a humanoid woman, dressed in a dark black robe, her face hidden behind a hood. She speaks in a low, raspy voice. "Fenrir's father has planted a boon for his son, and to the pack of Fenrir I offer its fruits. Odin has been blinded, his judgement clouded. The gods are in disarray. Now is the time to strike at Gleipnir, the great binding chain that keeps the Father Wolf caged. Break the chain and free him, for the glory of Jotun!"

She lays an ornate sword in the grass at her feet, its keen edge gleaming in the moonlight. She stands to leave, and as she approaches the edge of the clearing, the wolves howl and leap, snarling with snapping jaws as they bring her down and begin to tear her apart. In the chaos of flying blood and meat, you snatch up the sword and are off into the night. All know that Fenrir is bound in Asgard, kingdom of the Aesir, and none shall stand in your way reaching him. Track down Yggdrasil and find a way to free him.

Epilogue: You travel at night, the phases of the moon shifting but always appearing to you as deep crimson. You can sense that you are being tracked, and that pursuers are closing in – there must be others who want to collect the blade – it is an exquisite work of art. The blade is sharp enough to hew through the toughest bone. The handle is crafted from some form of cured antler. In your dreams, you have the oddest sense that the blade rises up on its own and keeps a silent watch over you as you slumber. Upon waking you have never seen it as anything other than a finely crafted weapon, however.

Completion Reward

  • XP.gif 85 experience
  • Ornate Sword
    • Offence: 136
    • Strength: +35
    • 4th attribute +20

Availability

  • completion of The Scent of Blood
  • 1090 Land ?

Scent of Blood, The (Part III)

9 Hours

You decide to leave on the hunt once more, sensing that you are drawing near to Yggdrasil, where you shall find passage to Asgard. Suddenly, a pack of armed warriors bursts into the clearing and attack! You must stand your ground if you wish to make your way to Fenrir.

Epilogue: You charge into battle, reaching for the sword, and discover it has leapt out of its scabbard already. It has begun to slay men entirely on its own, as if wielded by some crazed invisible warrior. The assassins are quickly slain by this unexpected aid, and the sword slowly returns to you. You take hold of the blade and it soon pulls you into a nearby copse of trees.

You allow the sword to lead you, as a thick claustrophobic mist settles in about you. When it becomes too hard to see ahead of you, the sword emits a soft howling, like a chorus of wolves, guiding you deeper into the mysterious fog.

Completion Reward

  • XP.gif 180 experience

Availability

  • completion of The Scent of Blood (Part II)

Scent of Blood, The (Part IV)

30 Hours

When the mist lifts, you find yourself standing before one of the branches of Yggdrasil itself, its branch stretching forever into the sky as it cradles the edge of the Earth itself in its grasp. You peer out over the edge and see roiling clouds and mists far beneath you, disguising endless mysteries. The humming of the sword draws you out of your reverie, as it begins to ascend the curving path of the tree branch. You have a long and hard climb ahead of you to reach your destination, keeping your eye out for rare and valuable treasures nestled in the nooks of the branch as you go.

Epilogue: The climb seems endless, a test of your will as you ascend. Time becomes meaningless as you travel ever further, following the dancing sword all the while. In time, it finally stops going upwards, and begins to saunter down a long winding tree branch reaching out over the unending void beneath, its width great enough for an army to traverse. You can hear a low, deep growl shaking the branch, making it sway and shiver beneath your feet.

You come upon a great knot in the branch, rising up before you like a tower. A long howl erupts from inside, echoing into the heavens. A small patrol of valkyries rounds the corner, narrowly missing you as you slip into a door carved into the side.

Completion Reward

  • XP.gif 450 experience
  • silver.gif 575,000 silver
  • lumber.gif 880,000 lumber

Availability

  • completion of The Scent of Blood (Part III)

Scent of Blood, The (Part V)

7 Hours

The interior of the knot appears to be hollowed out, a vast room covered from floor to ceiling in glowing green runes. Fenrir lays struggling and growling before you, and you are awestruck by the sheer tremendous girth of the beast. Never have you witnessed a creature of such incomprehensible size. He is imprisoned by an equally massive chain, lashed around his massive jaws and then tied to a collar, which is then held by an army of smaller chains that stretch out and embed themselves into the runes and sigils in the walls. Now is the time to free the writhing god.

Epilogue: As you approach, Fenrir stops struggling against his bonds, and you can see a great massive eye watching you warily as you near. He lowers his head close to the ground as you stand before him, putting Gleipnir in easy striking distance. You raise the sword above your head, center yourself, and then swing! It emits a high pitched howl as it drives towards the massive chain, echoing throughout the chamber. When the two clash there is a thunderous blast of energy and blinding light, knocking you senseless.

When you come awake you are at the edge of the misty forest surrounding Yggdrasil. A middle-aged, stately woman is before you, standing proud and beautiful. The woman, undoubtedly Frigg, has the sword in hand, admiring its edge and workmanship. She looks at you with an amused glance and speaks.

'You have done well to make it this far, mortal, but free the Fenrir wolf you have not. We shall forgive you the folly of your visit to Fenrir, so long as you speak of it to noone. We shall be listening and watching… farewell.'

And with that Frigg tosses your sword back to you and walks into the swirling clouds. You stand up and dust yourself off, quietly smiling to yourself. So pleased are the Aesir and Vanir that Fenrir's chain is still intact that none noticed the subtle crack it now bears, made just as the blade struck. When the long terrible night of Ragnarok comes, you know it shall be that very link that Fenrir tears asunder to escape.

Completion Reward

  • XP.gif 1000 experience

Availability

  • completion of The Scent of Blood (Part IV)

Shadow Guild

10 Hours

You have been approached by the Shadow Guild, a band of local thieves and assassins who wish for you to test your skills against theirs. The rules are simple; the thief who steals the most silver from the local townsfolk within a 10 hour period gets to keep it all.
Should you be successful, the Shadow Guild will surely contact you again in the near future.

Completion Reward

  • XP.gif 75 experience
  • silver.gif 150,000 silver

Availability

  • Level 8
  • Thief

Shadow Guild (Part II)

20 Hours

A thief from the Shadow Guild has approached you and informed you of an ancient treasure rumored to be located in the waters surrounding Midgard, down in the depths where Jormungandr himself resides. No one else from the Guild is willing to go after the treasure due to the danger and time commitment involved.

If you accept the quest, the Guild will provide you with a ship to get you to the treasure, and you will be generously rewarded with half of what you bring back.

Epilogue: The thief from the Shadow Guild commends your bravery and skill, and assures you that they will be in touch again should another mission come up.

Completion Reward

  • XP.gif 200 experience
  • silver.gif 350,000 silver
  • research.gif 225,000 research points

Availability

  • Level 17
  • completion of Shadow Guild

Shadow Guild (Part III)

14 Hours

The shadow guild has had some difficulties with a rival thief guild stealing in their territory. They hadn't found the rival's base of operation — until now. They've decided to hire you, and your job is to infiltrate their base and spy on them to find any info about the leader of this rival guild without being caught.

Completion Reward

  • XP.gif 550 experience
  • silver.gif 150,000 silver

Availability

  • Level 23
  • completion of Shadow Guild (Part II)

Shadow Guild (Part IV)

24 Hours

The rival clan has been defeated, but their leader fled and hasn't been seen for weeks… the guild leader has given you the job of hunting him down.

Completion Reward

  • XP.gif 550 experience
  • silver.gif 1,200,000 silver
  • Sword of Deception
    • Offense: 1,780
    • Strength +25
    • Thievery: +35

Availability

  • Level 27
  • completion of Shadow Guild (Part III)

Shadow Guild (Part V)

8 Hours

Your guild has heard rumors that the rival clan's leader still alive. Rumors are that you've let him go and so you've decided to leave your guild and start afresh. Your last heist will be to take half of the guild's hoard of silver, iron, lumber, and food. You should also be able to steal a tome of great knowledge.

Completion Reward

  • XP.gif 1,000 experience
  • silver.gif 2,000,000 silver
  • lumber.gif 400,000 lumber
  • ore.gif 400,000 ore
  • food.gif 400,000 food
  • research.gif 250,000 research points

Availability

  • Level 39
  • completion of Shadow Guild (Part IV)

Spring and Winter

12 Hours

Your city has been enjoying fresh spring mornings for quite some time now, the cold breath of winter now past. The sea has been calm, the fishing has been excellent, and the harvest on the coast has been equally promising. Prosperity for your people has never looked better.

However, one day you awaken to discover the land covered in snow, and a chill wind howling through the streets and out across the sea, lonesome and mourning. Crops are dying quickly in the sudden rush of cold, no boat can sail safely on the frigid and choppy waters, and the people have huddled in their hovels, clinging together for what little warmth can be shared. Even your army fears to brave the blizzard, speaking of a moaning spirit of ice haunting the city. Though hunting it down is important, the first priority is to salvage whatever supplies you can before they go to waste.

Epilogue: Now that you have successfully salvaged some supplies for your city to make use of during the horrendous blizzard, you must rest and gain some strength so that you may look for the cause of the storm.

Completion Reward

  • 25,000 silver
  • lumber.gif 50,000 lumber
  • ore.gif 50,000 iron ore
  • food.gif 50,000 food

Availability

  • Njord

Spring and Winter (Part II)

17 Hours

With some supplies salvaged and your people assured that you shall find the cause of the unnatural blizzard, it is time to set out to explore the rumors that you have heard of the winter witch causing the storms.

Sightings report that a woman with skin whiter than the snow itself has been seen wandering along the coast, weeping and moaning with sorrow. The storm is at its most furious around her, and none have had the courage to approach and learn more.

Epilogue: With the help of some local wizards you have tracked down the source of the blizzard. The cause is not at all what you expected – it is no beast or witch, but a woman, tall and lithe, with skin whiter then the snow itself.

'My name is Skadi, wife of Njord, who is god of the sea and of wonderful fertile things. Last month he told me he would meet me in my mountains to the north, but that he had an errand to run first… I have not seen him since. We have never been able to agree on whether we should stay in his warm places here on the coast or in the cold mountains where I was raised, and I worry now that he has finally given up and chosen the sea over me!'

She sits down and softly weeps again, and the snow begins to swirl and grow even thicker.

Completion Reward

  • XP.gif 200 experience

Availability

  • completion of Spring and Winter
  • 775 land

Spring and Winter (Part III)

15 Hours

Skadi speaks to you again, begging you to locate her husband:

'Odin placed my eyes in the sky as stars, an apology to me in return for having killed my father many years ago. So when my tears fall, they follow me and freeze, and then I cannot see where he could be hiding. But you! You can go to the places my eyes cannot see, down beneath the Earth where the sky never touches. Find him for me, and the balance here will return. I can tell he is close, his touch is all over this place.'

Epilogue: Battered and shivering from the cold winter winds, you have finally found where Njord must be residing – a small cave dug into a hill, nearly buried by the blustering snow. At the crest of the hill stands a tall and verdant oak tree, its leaves still green and vibrant despite the winter's chill.

Completion Reward

  • XP.gif 225 experience

Availability

  • completion of Spring and Winter (Part II)

Spring and Winter (Part IV)

13 Hours

The fury of the blizzard is stronger then ever, and digging a way into the cave will take time and planning if it is to remain open long enough for you to exit again safely. As you are planning it out, one of your workers points out the sides of the cave excitedly, which are lined heavily with precious ore and metal.

Epilogue: You dig deep into the cave, pulling snow and rock aside. After many hours the debris finally gives way, clearing a path into a small room in the earth, housed by roots and dirt and rock.

In its center lays a slumbering man wearing a simple brown robe discolored by sea salt. His bare feet twitch as you approach and his eyes pop open. He sits up, stretching and yawning with satisfaction before turning to speak to you.

'Greetings. I am Njord! Is it already morning? I came here yesterday to test out a new sleeping draught that Loki made for me. He claimed it would help me sleep through the howling of those damnable wolves my wife always keeps lurking about. I must say, it is the best sleep I've had in ages!'

Completion Reward

  • XP.gif 175 experience
  • silver.gif 500,000 silver
  • ore.gif 350,000 iron ore

Availability

  • completion of Spring and Winter (Part III)
  • 1775? Land

Spring and Winter (Part V)

24 Hours

Reluctantly, you explain to Njord that he has slept for much longer than he intended, and his eyes grow narrow as he learns of it.

'This is Loki's mischief, I have no doubt. I must return to my wife, and then have a long talk with him about recompensing me for this. Otherwise, every drink he has from now to Ragnarok will be mixed with murky brine!'

He stalks off to the end of the cave, muttering to himself, but turns just before leaving.

'Thank you mortal. You deserve a boon for this. Take your finest boat out to sea, and cast out a net for fish. Leave it for two days, and I assure you a treasure most worthy of your effort will be there when you reel it in. Farewell!'

And with that he steps out into the snow. You follow just behind and see that he is already gone. The sky is clear, the wind calm, and the sun is shining a warm and healthy glow. By the time you are done with your voyage, the snow should be all but melted and your villager's lives restored to normal.

Epilogue: Upon reeling in your fishing line, you are pleased to find that Njord kept his word and your efforts have been rewarded with a magnificent suit of armor.

Completion Reward

Availability

  • completion of Spring and Winter (Part IV)

Stolen Cloak of Feathers

16 Hours

Having been outwitted by the trickster Loki, Freya has lost her invaluable cloak of eagle feathers. Furious at the thievery, Freya has declared that whoever manages to retrieve the magical cloak will be rewarded generously.

Completion Reward

Availability

  • 1130 land
  • level 18
  • Freya

Stolen Jewel

16 Hours

A statue of Frey in your city's marketplace has been vandalized; two jewels which were embedded in the statue have been chipped out and stolen. The villagers in the area are extremely upset over this blasphemous act, and a reward has been offered for the capture of anyone linked to the vandalism.

Completion Reward

  • XP.gif 175 experience
  • silver.gif 50,000 silver

Availability

  • Frey
  • 350 land

Stolen Sword

12 Hours

You are approached by the local blacksmith, who informs you that some mischievous youths have made off with a sword of his. You are told that the blacksmith doesn't care much about the sword itself, but a lesson needs to be taught to those kids so that their thievery does not continue. If you decide to track down the youths and retrieve the sword, you may keep it for yourself.

Completion Reward

Availability

  • All

Strange Days

19 Hours

Strange stories have been circulating around the region: it appears as though some townsfolk have seen great serpents taking to the skies. At first, you thought these were just fools talking, but more and more people from across the land have been describing the same beasts. You decide to head to the wilderness to find out exactly what is going on.

Completion Reward

  • XP.gif 480 experience

Availability

  • 1550 land

Strange Days (Part II)

27 Hours

While searching the wilderness for a clue about the mysterious creatures flying over your city, you stumbled upon a cave emitting an eerie orange-red glow. Based on the roars coming from the cave, you are sure that a dragon dwells within.

While dragons are indeed frightful foes, you feel as though you have learned a few tricks that would help you defeat the beast… should you do so, you will be able to make off with any loot that has been left behind by less fortunate would-be dragon slayers of the past.

Completion Reward

Availability

  • completion of Strange Days

Terrible Illr Eik, The

15 Hours

A destuctive tree of legend known as the Illr Eik has been spotted growing just outside of your city, and has begun unearthing some of your city's fortifying walls.
The tree cannot be destroyed by any conventional means, but rather is only vulnerable to the legendary Sword of Sacred Blue Flame. The sword can be found in a cave near the entrance to Jotunheim. You will require 15 hours to locate the sword and return to your city.

Completion Reward

Availability

  • > 1331 land
  • level 19 (Could be less)

Terrible Illr Eik, The (Part II)

9 Hours

Now that you have retrieved the Sword of Sacred Blue Flame, you are able to strike down the destructive Illr Eik tree that has sprouted on the outskirts of your city. Once the tree has been destroyed, you will be able to claim some of the land that it is currently making inhabitable.

Completion Reward

  • land.gif 50 land
  • XP.gif 350 experience

Availability

  • completion of The Terrible Illr Eik

Thor's Hammer

24 Hours

Thor has been outwitted by Utgarda-Loki, and has lost his hammer as a result. Great riches and power will come to anyone who can retrieve the stolen hammer and return it to its rightful owner.
In order to obtain the mighty hammer, you will have to travel to Jotunheim and confront Utgarda-Loki, a powerful Jotun. Though you surely stand no chance of overpowering him, you may be able to outsmart him or steal back the hammer without him noticing.

Completion Reward

  • XP.gif 250 experience
  • silver.gif 500,000 silver
  • Thunder Blade
    • Offence: 4,752
    • Strength: +35
    • Knowledge: +35

Availability

  • Thor
  • level 30

Time of Madness, A

6 Hours

Word has reached you of some disturbing news. One of your villagers wandered outside of your city's walls for a few hours, and upon returning was completely mad. You must go and interrogate him, for the safety of your people.

Epilogue: After a few hours of incoherant rambling, and with much difficulty, you finally determined that the mad villager had come across a cave, and hidden within the cave laid a strange mask on a pedestal, lighted by a hole in ceiling. You should investigate this artifact, and hope that one such as yourself can master it.

Completion Reward

  • XP.gif 580 experience

Availability

  • 2412 land ?
  • level 21 (?)

Time of Madness, A (Part II)

25 Hours

Upon finding the cave, you decide to explore around first, showing caution. You discover that the cavern is filled with an assortment of books of extremely fine manufacture. As you scan the books, you can only come to an impossible conclusion: these books were made by an extremely advanced people. You realize that the study would take several lifetimes to learn, so you decide to read only the basics before putting on the mask.

Epilogue: As you put on the mask, your vision is filled with images flying at you. After a brief moment of panic, you realize that the images are that advanced versions of what you just studied; had you not, the ideas would have seemed inconceivable. You leave the cave wearing the mask, determined to use your new knowledge.

Completion Reward

  • XP.gif 750 experience
  • research.gif 125,000 research points
  • 150000.gif Mask of Knowledge
    • Defence: 7,977
    • Strength: +15
    • Vitality: +25
    • Knowledge: +45

Availability

  • completion of A Time of Madness

Time of Madness, A (Part III)

15 Hours

You decide that moving the mysterious books to your city could surely teach your villagers a thing or two. Should you order your villagers to retrieve the books, your city will advance technologically beyond anything you had ever previously imagined.

Completion Reward

  • XP.gif 250 experience
  • research.gif 750,000 research points

Availability

  • completion of A Time of Madness (Part II)

Trade Secrets

12 Hours

While passing through a market, you realize that many of the merchants are selling the same goods, but at different prices. If you were to spend some time in the marketplace trying to figure out a system, you could earn a lot of resources by buying and reselling goods.

Completion Reward

  • silver.gif 125,000 silver
  • lumber.gif 80,000 lumber
  • ore.gif 80,000 iron ore
  • food.gif 40,000 food

Availability

  • Merchant

Trolling

12 Hours

A local youth has been kidnapped by a troll and the townsfolk are up in arms. Although you are unable to kill the fiercesome beast, you may be able to prevent it from getting to its cave before dawn, at which time it will turn to stone.
In addition to the gratitude of the townsfolk, you will be able to keep anything that you find inside of the troll's cave for yourself.

Completion Reward

  • "Unknown"
  • XP.gif 110 experience
  • silver.gif 75,000 silver
  • ore.gif 50,000 iron ore
  • 150000.gif Weak Iron Helmet
    • Defence: 885
    • Strength: +3
    • Vitality: +7
    • Knowledge: +3

Availability

  • 600 land

Underwater City, The

14 Hours

While working with one of the shoremen who accompanied you on the salvage mission from the Wreckage of the Storm, you learn that several of them reported seeing what appeared to be an underwater city off in the distance. You ignored them at the time, but now they are trying to put together a salvage mission.

Should you accompany them, you will be entitled to a good share of riches.

Completion Reward

  • XP.gif 320 experience
  • silver.gif 750,000 Silver
  • ore.gif 750,000 Iron Ore

Availability

  • 2626 >< 2629 land
  • Completion of Wreckage of the Storm

Underwater City, The (Part II)

15 Hours

You have gathered a fleet and returned to salvage the ancient ruins of the underwater city. The operation promises to be both arduous and rewarding. One of your city's scholars has also accompanied the expedition, he is most eager to examine the ruins.

Epilogue: Your salvage of the ancient city was successful, having provided invaluable knowledge for your city. The scholar who accompanied your expedition reports that he has been successful in translating some of the ancient text found in the ruins.

Some of the translated text gives directions on how to locate the legendary library at Alexandria. He is most excited about this information and has urged you to mount an expedition there.

Completion Reward

Availability

  • 2500 >< 2629 land
  • Completion of Underwater City, The

Underwater City, The (Part III)

10 Hours

The scholar who accompanied you to the underwater city has brought you a detailed plan for an expedition to locate Alexandria. He tells you of the fabled knowledge said to be stored within the tomes that populated the ancient library.

Completion Reward

  • XP.gif 600 experience
  • research.gif 800,000 research points

Availability

  • 2626 >< 2629 land
  • Completion of Underwater City, The II

Unexpected Invitation

6 Hours

Your reputation has spread throughout your city so that all of the great local families now desire your company. You have been invited to feast in the hall of one of the patriarchs of your village, though his intentions remain shrouded.

Completion Reward

  • XP.gif 75 experience
  • food.gif 120,000 food

Availability

  • 1220 land

Unexpected Invitation (Part II)

35 Hours

Your hosts were pleased that you agreed to share your time with them. Late in the evening, the patriarch begged you to take his eldest grandson as an apprentice, so that he may learn to become a great military leader like yourself. The grandson could surely be trained, but doing so would require a significant investment of time.
You are assured that you will be rewarded most generously if you are to take on this task.

Completion Reward

Availability

  • completion of Unexpected Invitation

Wandering Warrior

8 Hours

A wandering warrior has made a challenge in your city for the mightiest fighters to test their mettle against him. If you accept, the terms are to come unarmed to the Inn of the Hungry Wolf at sundown. He offers a large sum of silver to the first person who can defeat him, followed by a night of free ale and tall tales.

Completion Reward

  • XP.gif 120 experience
  • silver.gif 70,000 silver

Availability

  • level 9

Wreckage from the Storm

14 Hours

A terrible storm recently passed through the area, leaving many ships from your allies destroyed on the nearby shores. Though it is unlikely that you will be able to save anyone from the wreckage, you should still go salvage what treasures and wood you can from the ships before they rot.

Completion Reward

  • XP.gif 100 experience
  • silver.gif 50,000 silver
  • lumber.gif 175,000 lumber

Availability

  • 484 land
  • level 8

Wreckage from the Storm (Part II)

7 Hours

The young man that you saved from the shipwreck has returned to you as promised, and he spins a fanciful tale of treasure.

He informs you that the ship he was aboard was on its way to hoist up a fabled underwater silver cache when it fell victim to the violent storm. He insists that if you are able to arrange another ship to set sail, you will be given half of the treasure that is uncovered.

Completion Reward

  • XP.gif 150 experience

Availability

  • completion of Wreckage from the Storm
  • 760 land

Wreckage from the Storm (Part III)

14 Hours

Having prepared the vessel for the young man to captain, you realize that you haven't enough experienced sailors at your disposal to run the ship. It seems that if you want to retrieve the treasure, you yourself will have to accompany the young man on the voyage.

Epilogue: The treasure hunt was a complete success, and you now have a very respectable silver stockpile at your disposal. You exchange farewells with the young man whom you rescued so long ago and go your separate ways.

Completion Reward

  • XP.gif 100 experience
  • silver.gif 600,000 silver
  • lumber.gif 100,000 lumber

Availability

  • completion of Wreckage from the Storm (Part II)

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