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Post by TNHawke on May 25, 2010 4:41:45 GMT 8
Here you will find the complete texts for each quest. This can be helpful if you've forgotten where in the quest you were, aren't certain where to go next, forgot what you were supposed to be doing or can't figure out a riddle on your own. While specific answers to questions and riddles will not be given, more in depth hints about where to go to find the answers are listed here than on the creature pages. The quests are designed to require some time and effort on the part of the player, requiring the use of egg slots, gold, rare creatures, and knowledge found from the legends posted on the World Map. Other fansites may have 'walk throughs' available, although if you read the text posted in each step of the quest, they're not difficult to figure out. Specific answers to questions asked in the quests are not answered directly in the Magistream forums, nor will they be answered directly here. Eggs and hatchlings must be unfrozen, unnamed (unless a particular name is required in the quest) and unlineaged. They may be SB, or bred, purebred or mixed, any generation. The quests used to accept lineaged creatured, but this caused undue stress when the wrong egg was claimed by the quest and unable to be retrieved. Quests that have an Accept/ Decline option- Decline will take you back to the location page on the Map, and the quest will remain the same. You may choose to accept it at a later time. Accept will also take you back to the location page, but the next step of the quest will be available to you. Each Post will include where on the map the quest is started, full text from each stage of the quest, including what is said if you return to the location with out the required items/ gold/ knowledge, and any additional information it may be useful to know. To assist with figuring out which egg or creature is required, I've included an image of it. For more information about where to acquire the creature, check the Quick Reference first, and then you can find it in the appropriate location thread. Egg images are obvious. For hatchlings or adults that are required, the egg will be shown with " --> " leading to the next stage. If an answer to a riddle or information is required, I will show the " " of nonexistent creatures (because it's a fun question mark), if gold is required, I will show the " " gold icon. If you find an error in the posts, or have information to add, please send a message to Hawke (either here, or directly through Magistream.)
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Post by TNHawke on May 25, 2010 4:51:38 GMT 8
Mordecai's Foul Concoction The BasicsStart- The Keep Requirements- 4 Stream Koi eggs , 2 Chimera eggs , 2 Arkenian Kitsune eggs , 'collect an item' by answering a riddle . Reward 600 gold, Emerald Wyvern Additional Information: This was the first quest released, and is generally considered to be the most difficult. The QuestPart 1: Mordecai's Foul ConcoctionWhere- The Keep Swathed in dark robes, this alchemist gives off the distinct impression of great age and wisdom. He hunches over a foul-smelling concoction, the heat from the fire illuminating the lines of his face. He rises as you enter the dark stone room, drawing a hood over his head. The walls of this cold room are completely covered in shelves, boasting oddly labeled ingredients and jars. You stay by the door, a hand on the handle. The man in the middle of the room extends a hand to you in invitation, and hesitatingly you slide into the room. "I," he gestures self-importantly, "am the renowned Alchemist Mordecai. Perhaps you have heard of me?" You shake your head, but he continues speaking as if you had nodded. "I am sure my reputation makes you curious as to why I have summoned you?" You nod, drawing near to the cauldron. The contents smell quite odd, and the color is a dark purple. You wonder what it's being made for. The alchemist sees you looking and smiles. "It is a difficult draft to brew, have no doubt. The ingredients needed are not... easy to obtain. This is where you enter into the equation." You look up. "What is it I can do for you?" you ask. A student would never impede in an elder's studies or refuse to offer aid. "Well," the alchemist says, stirring a ladle lazily in the potion, "this spell calls for, as I said, rare elements... specifically, four koi shells. I need you to deliver to me these components. In return, perhaps I can offer you something..." You nod in agreement, and follow him as he walks you to the door. "I thank you for your help in this matter," he says, opening the door for you. "I also advise you to speak to no one of this matter." Part 2: Mordecai's Foul ConcoctionWhere- The Keep You make your way back to the old mage's quarters, to find him still hovering over his potion. You advance, holding open your leather bag, in which nestle four koi eggs. Mordecai nods in satisfaction, and takes the egg from you. He cracks them one by one into the potion, which turns an even darker purple and begins to smoke slightly. You bite your lip in shock, thinking of the koi inside those eggs, unborn as of yet. Still, this is a master, and perhaps he has some reasons you do not understand. It would not do to question one so learned in magic. You watch as the potion begins to smoke even more, turning a sickly green. Mordecai curses and flips hurriedly through an old book, muttering to himself. Finally he turns to you. "Something, some error, has been made." A displeased look has come over his face, and the shadows from the room are unkind. "I now require two eggs of the Chimera and two of the Arkenian Kitsune. Will you bring these to me?" You nod in agreement, not daring to speak against a learned scholar. FailYou return to the stony alchemist's rooms beneath The Keep, bag heavy with eggs. The old man, examining his cauldron, turns to you. "You do not have the required ingredients, I see," he says, looking into your side bag at the eggs you have gathered. "Do I need to remind you of your mission? Four koi eggs, delivered to me. Do not come back until you possess them." Part 3: Additional IngredientsWhere- The Keep Finally having found the required ingredients, you return to the alchemist's chambers and present him with the eggs. He smiles at you and collects them, again cracking them one by one into the vat of potion. You look away, thinking of the animals within. The brew begins to smell, an awful smell that makes you want to hold your noise. Mordecai turns from the cauldron and goes to an ancient desk, hunting through parchments and bottles until he finds a small velvet bag. Presenting it to you, he says; "Within this bag is 600 gold. Do not return to this place, and speak to no one of our dealings." You leave hurriedly, the money lying heavy in your hand, but not as heavily as your worry. FailTrudging down a long flight of stairs, you sigh. Entering the stuffy, odd smelling room, Mordecai rises. "Do you have them?" he inquires, and you open your bag. He scowls in displeasure and turns his back to you. "I told you I have need of four more eggs; two of the Arkenian Kitsune, and two of the Chimera. When you have them, return to me." Part 4: A Message from ThaneWhere- The Keep You arrive at your room to find a scroll tied with the green ribbon of a High Mage. Opening it warily, you read thus: "Your presence is required immediately by Thane. Report to the Great Library at once." Trembling, you set the paper down and turn to leave your rooms once more, wondering what the Arch Mage wants with you. Arriving at the library, bright and full of sun from the massive skylight, you see Thane standing at the fireplace, hair glinting under its glow. He turns and beckons you to him, his face somber. When you reach him, he turns to the map that hangs above the mantle, which shows all that is known of the lands magi have traveled. "Alchemist Mordecai has been brewing something," Thane begins, and you feel a lump form in the back of your throat. "This potion is dark and powerful, against our ways," Thane continues. "Mordecai has used it to poison one of my advisers and closest friends." You shake your head frantically - "I swear, I had no knowledge -" Thane cuts you short with a wave of his hand. "I know all this. I also know that in Silva Forest grows a rare herb, of great healing powers. If you decide to travel in search of this plant, it will redeem you in my eyes. Also," he says, a small smile lighting his somber face, "I will reward you for this deed, should you return victorious." He gestures to the ancient map, yellowing and full of archaic writing. "Here is the place to which you must travel," Thane says, meeting your gaze. "Will you take on this task?" FailYou knock on the scarred wood of the door to Thane's study, and it swings open, revealing Thane behind his desk. His face rests upon his hand, dark with worry. He rises as you enter, and with care he opens your bag. "You do not have the herb," he says, disappointed. "Come back when you have retrieved it." Part 5: RiddleWhere- Silva Forest You have come to this place seeking a powerful herb. You could search the forest for years without so much as a hint, because you have not proved yourself worthy. The magic among these trees is old, and the wind whispers to you a question. In times long ago a great mage walked these woods alongside a powerful white dragon. The mage, who went by the name of Archex, had a spirit filled with kindness. What was the name of his dragon? If you wish to continue, you must answer correctly. {There is a blank box to type in the answer} Hint The answer may be found on the World Map - "Arkene" under "Legends", "The Wanderer and the Whitestone" Fail"That is not correct" {and the previous text is repeated} Success" You speak the name aloud, and find the herb you seek in a matter of minutes. " Part 6: A Message From ThaneWhere- The Keep You return to The Keep, weary and travel stained. Many days you have been gone, and the sight of home is a fond one. A swim in Lake Lakira, a cold drink at Remy's - but first you must complete your task. Without stopping to bathe and dress in fresh clothing, you continue straight to Thane's study. You knock on the scarred wood of the door, and it swings open, revealing Thane behind his desk. His face rests upon his hand, dark with worry. He rises as you enter, and with care you open your bag, taking out the herb. Wrapped in silk to protect it from the journey's hardships, you hand it to Thane, hoping you have arrived in time. The High Archmage lets out a deep sigh, a smile creasing his face. He looks up at you, and says, "I thank you. I feared the worst. Now," he said, turning from you, "I believe we should make our way to the hospital wing," and he hurried from the room with the herb, leaving you to follow after. Lying unconscious in a bed is a man you recognize; Alchemist Castorz. He is the most skilled and practiced magi at brewing potions, able to create a draft in half the usual time. He is a great teacher, and you feel a pang of remorse at having helped injure him. You watch as Thane leans over him, dropping a single leaf into a brew. With only one sip, Castorz begins to revive, his pale skin turning healthy, eyes fluttering beneath lids. With another sip, the man returns to consciousness and is sitting up, blinking. Thane slumps back in his chair, catching your eye and smiling. Castorz looks around and spots you, gray eyes full of warmth. "Is this the student that is responsible for my recovery?" he asks, voice full of approval. You nod, aware of your role in this man's illness. Struggling to rise, Castorz stands, pushing Thane away. "Come with me," Castorz says, beckoning. You follow him, amazed at his sudden recovery. He leads you to his study, and the begins rifling through his things, displacing odd bits of parchment and essays, finally finding what he was looking for. "Such bravery deserves recognition," he says solemnly, presenting you with a bundle of cloth. "Not many your age would take on such a quest." Smiling, you take the parcel, gently unwrapping the package, revealing an egg like none you have ever seen. A tiny green wing has unfolded from the egg, soft to the touch. You hold the egg gently against yourself and make your way upstairs, full of pride at being trusted with such a rare creature.
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Post by TNHawke on May 25, 2010 5:18:27 GMT 8
Traveling Prophet The BasicsStart- The Alasre Mountains Requirements- 1 Telvian Panther egg Reward 2 of the three Quetzalcoatls Additional Information: This was the 2nd quest released, and is generally considered to be the most 'unfair' because you can only acquire 2 of the 3 options. Once you click "Pour Magic Ale" you can NOT back out and choose a different location. The QuestPart 1: The Traveling ProphetWhere- The Alasre Mountains With a sigh, you look up to see a large rock, and hurry forward, ready to sit and rest. You've been traveling for many days now, on the look for something unusual. Finally, you've come to an area you've never explored before, and you press on, looking for a new adventure. So far, however, nothing extraordinary has presented itself. You lean back against the rough stone, trying to peer around the corner of the path you're traveling. You pause as you think you see something, and lean further back. Is that a bright flash of color, out of place in this empty land? The color strongly reminds you of a cloak, and with your curiosity roused, you forget your break and continue on your way. Turning the corner, you spot a man wearing a robe you recognize as one of The Keep's standard cloaks. You draw nearer, a question forming on your lips: “Who are you? Where do you come from, to wear those colors?” The man turns to you, and you can see he is old, with the worn look of one who has traveled far. His pale eyes, the color of the sky ahead, seem to be focused elsewhere. The man waves heavily wrinkled hands about vaguely, and you wonder for a moment if he is mad. “I am the teller of dreams, marker of paths...” his voice is deep, the voice of a storyteller. “I can show you the way to paths untraveled, open gates to wander among -” “Oh,” you say, interrupting him; “you're a prophet, aren't you?” The man's eyes lose some of their dreaming quality, and his lips set in a definite annoyed grimace. He clears his throat, giving you a harsh look. “As I was saying... if you wish it, fellow traveler, I can show you the way to distant lands, grant you valuable companions....” “That would be great!” you say, interrupting once more. “I'm actually looking for some new eggs-” “Oh, will you stop interrupting!” the strange prophet admonishes, giving you a withering look. “Go get me a Telvian panther egg, and I'll give you something to help you in return.” You nod in agreement, and turn to go hunt for such an egg. Part 2: The Traveling ProphetWhere- Alasre Mountains “Ah, you return to this strange crossways bearing a gift, a dark egg of many -” “You said you'd give me something in return,” you say, holding the panther egg a little too far away for him to take. “I kept my end of the bargain. What do you have that can aid me?” The man looks at the egg happily, a smile creasing his face. “Oh yes,” he mumbles, digging around under his robes: “this ale is extremely valuable. There are three locations which you may travel to, and three waters in which you may add this brew. Be wary, though,” he warns, raising eyebrows, “for there is only enough of this drink to add to two places.” The old man waves his hand to his right, where a path leads away to a desert in the distance. “Follow this path and find yourself in a strange, dry land. You know it as the Etain Desert. There you will discover a small stream – add only half of this liquid, and you will have a new companion, perhaps with strange markings." "Likewise,” he says, gesturing towards the center path, “take this path to the Jungle of Raza, where you might find a creature at home there, with colors to match." "Or lastly,” and he points to a left-hand path; “take this route, travel along a shore, and inside the Nareau Cave you will find a third companion, different than the others. It may take on some features of its surroundings.” Just as you open your mouth to ask a question, the old man turns slowly and disappears. You stare at where he stood for a minute – you had no idea he was that powerful a magic wielder. Shaking your head, you turn to regard the three paths, wondering which one you should choose. Fail“Oh, not you again,” the prophet groans. “I had hoped the panther would have it's way with you.” He clears his throat, brushing his long beard with his fingers. “I mean... have you come before me with the desired payment?” He examines you, then shakes his head grumpily. “I asked for a panther egg, you know. It's not much. Come back when you have it.” And he turns away in dismissal, drawing his hood over long, graying hair. Part 3: Option A: Pour Magic AleWhere- Etain Desert Trudging down a dusty path, you come to the land that the prophet was talking about. Dry and barren, it can only be the Etain Desert. Curious, you look around for water, and spot a small stream threading through sand. Drawing near, you bend down and take out the bottle of elixir, looking at it dubiously. Feeling more than a little foolish, you lean forward and empty half of the bottle into the stream. You straighten abruptly as the water turns an odd amber color, almost glittering, and seems to rise a bit into the air. Out of the water emerges a dark orange egg, decorated with gorgeous yellow designs. You quickly pluck it from the water, marveling at it and wondering what the egg contains. Part 3: Option C: Pour Magic AleWhere- Raza Jungle After a moment's consideration, you decide to pick the left-hand path, to the Jungle of Raza. You stick to the path as you draw near, knowing the dangers of this place. Eventually the path leads to a waterfall, and you stop to appreciate the mist falling on you and cooling the air. Not seeing any other water, you decide to empty half of the bottle into the shallow pond beneath the waterfall. The water immediately turns green and begins to bubble, and you back away in alarm. From somewhere under the surface an egg rises up, and you step forward and take it. It's dark green in color, a beautiful shade that you hope hints at the creature's coloring inside. Part 3: Option C: Pour Magic AleWhere- Caves of Nareau You sigh and regard the three paths in front of you, trying to decide which one to take. With a shrug, you pick the one the prophet said leads to caves, and set off. The terrain grows rockier as you continue, and finally you can spot the caves ahead. The path continues right inside of one of the larger caves, and so with a brief pause to create a light, you head in. You can hear the faint tinkling of water, and as you go farther in, see a small stream that rises from stone. You walk to the edge and take a seat on the stone floor of the cave, rummaging in your bag for the bottle you were given. You add it to the stream, and watch as the water turns to a light purple. A pearly egg emerges, and you hesitate before taking it. It gleams in your hands, and you can't wait to see what your newest companion will look like.
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Post by TNHawke on May 25, 2010 5:56:26 GMT 8
A Royal Gift The BasicsStart- The Keep Requirements- 1 Albino Dire Wolf Hatchling --> , named Kira Reward Rewin Dragon Additional Information: This is often considered the easiest quest, particularly with many individuals and groups dedicated to getting "Kiras" to players at little or no cost. The QuestPart 1: A Royal GiftWhere- The Keep Just yesterday, a messenger arrived at The Keep, bearing a letter. He had the weary look to him of one who has traveled far. He came in from the north east, clothed like a foreigner. The scroll he presented was of great importance. The thirteenth nameday of a prince is coming. A coming of age ceremony is to take place soon, a lavish affair requiring the attendance of the most important magi. Thane will be making the journey, along with several masters. Thane told the news from the entrance of the castle, and the scroll which he read off of was beautifully decorated. It has made students and teachers alike very excited. Everyone around The Keep is gossiping about the ball that will take place, and students talk endlessly of the upcoming event. Every few years this sort of thing takes place, and students are busy discussing who will be allowed to go. Novices will be taken along to assist the master magi, and everyone wants the opportunity to see this event. This news holds great importance, for an occasion such as this can greatly strengthen relationships. A tribute will have to be presented, to form an even stronger alliance with Synara City. Crown Prince Lavin is well known for his fondness of dogs. He has breeds from around the world, from the cold lands of Arkene to the sweltering heat of Voltar. He has even come to visit The Keep, pale skin and light hair standing out among the more common born. Such a trip was part of his education, a lesson to learn about magi and their magic. Mostly, though, the young man spent his time playing with the pets of magi. The prince was greatly enamored with direwolves, marveling at their sweet tempers. Many times he expressed his desire to return to Synara with one. He would have purchased a pup, but magi do not part with such valuable beasts so easily, not without an occasion. So it was with relative ease that a present was decided upon for Prince Lavin. An albino direwolf pup, raised to be gentle and trained by a magi. It has been decided that you will be the one to breed this animal, a great honor. Albino direwolves are very rare, and will make a royal present. The bonds between Synara City and The Keep are vital, and this is no light task you have been assigned. Should the day ever come that the castle is attacked, or magi have need of assistance, Synara will rise up as an ally, and we would do the same. So, raise this pup with the utmost care, for it speaks for all magi. name it Kira, and ancient name meaning 'friendship'. Make haste, for there is little time until the ceremony. Part 2: A Royal GiftWhere- The Keep Young Prince Lavin was delighted with his ceremony; the entire city was festive, decorated with blooming flowers. The feast was composed of the most rare and succulent dishes. Light salads full of sweet lettuces and delicious sauces were presented first. They were followed by tender meat, cooked to perfection, in many forms; sugar and sour, representing each land's customs. Cakes and pastries were the final meal, the beautiful delicacies shaped like animals that Synara is famous for. Lavin was presented with a sugar spun dog, which was enchanted to magically prance about. Cakes made with cocoa from Raza were served, and tarts full of ripe berries. When the large, extravagant meal was finally finished, a fine ball took place. The renowned gardens of Synara were festooned with magical globes of light, hanging overhead. The fountains shone with an inner glow, and every plant was in bloom. Wherever one looked were beautifully dressed guests, bejeweled ladies hiding behind masks. They moved in complicated dances that were marvelous to see, seemingly floating along. The night darkened, and eventually the ghostly music that filled the air faded away. The time for the ceremony was now, Lavin seated on an ornate throne, cool blue eyes watching all. The guests fell silent and gathered around, listening intently as the priest spoke lines passed down for endless generations. In the boy's right hand was placed a scepter, to rule with might and strike down foes. In his left was placed a rose, signifying love for his people and the knowledge that wiseness can often replace strength. Upon his head the priest slowly lowered the crown, silver for the cold lands of Arkene they came from, and diamond from the land to which they now reside upon. Cheers broke out, and people drew close to offer gifts; chests of precious gems were presented, beautifully crafted swords and trunks of rare metals. The crowd sighed at the beautiful and rare things presented, extremely valuable gifts from far lands. At last, the train of people approaching the throne thinned, and Thane drew near. The prince's eyes lit up when he saw what Thane had in his arms. Thane held out a squirming bundle of puppy, which scrambled into the boy's lap. "Oh!" Lavin said, as the small canine enthusiastically began licking the prince's face. "High Archmage," the boy said, remembering his manners; "truly you are the most skilled in magic, for only a wielder of powers could read my mind!" The pale wolf happily accepted pats from his new master, pink tongue lolling out. Thane executed a deep bow and spoke: "We present you with this albino as a mark of old respect. It is named Kira, which in ancient tongues has the meaning of 'friendship'." This said, the magi withdrew, tucking his hands into long sleeves. As the night fell to a close, a very tired boy was brought away to bed, a white wolf still content in his arms. Thane gave the image a smile and turned to leave. "You have done very well in your task," Thane speaks to you, pushing back his hood. "I duly believe you deserve a reward. Relations with Synara are greatly strengthened by your actions." With a smile, the Archmage turns to rummage through the leather pack that all magi carry with them. Finding what he sought, he turns back to you. "I give this to you," he begins, "with a message: a true magi sees a friendship, and seeks to strengthen it, always." Placed into your hands is an egg, decorated with rings of yellow and blue, like nothing you have seen before. With an energetic bow showing your enthusiasm, you thank Thane and hurry off to make the egg comfortable. Fail The present for the prince's coronation will be an albino direwolf pup. The name 'Kira' means 'friendship', and this is the name chosen for the creature. Raise a pup and bestow on the young animal this name. When you have completed your task, return to this place. Do not tarry, for the nameday event draws near.
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Post by TNHawke on May 25, 2010 6:12:40 GMT 8
The Foreign Scroll The BasicsStart- The Keep Requirements- 1 Xand bear egg , 5000 gold , 1 Manticore egg Reward Naga Ally Additional Information: This quest had a few hiccups when it was released, but it works properly now. The QuestPart 1: The Foreign ScrollWhere- The Keep Bent over your book, you didn't notice when someone came up to your table. You did notice, however, when a piece of scroll was laid over the page you were reading. It was old, almost crumbling, and showed its age. Script you could not read was written over it, in an unfamiliar language. Thoughtfully, you held it up to the light of the window, surprised at the sharp scent it gave off. “This is from Raza, isn't it?” you ask, raising your gaze. “I didn't know there were any people there.” The boy who interrupted your studies was much younger than you, his blue cloak marking him as a student specializing in water magic. “There aren't,” he replied, blue eyes bright with interest. “Where on earth did you find it?” you continue, wondering how a student so young came by this clearly valuable scrap. The boy shrugged; “Traded a sanus for it. I don't know the language, though. You're older than me. Do you?” Still examining the paper, you shake your head, intrigued. The boy sigh impatiently; “Will you help me figure out what it means? Or at least buy it off me? The other students say things like this are valuable.” “Oh, it is,” you agree, smoothing out a wrinkle. “What will you take for it?” The water mage gives his brown hair a quick ruffle, a thoughtful look coming over his face. “Well... how much is it worth to you? Will you give me a xand bear egg?” Part 2: The Foreign ScrollWhere- The Keep “Ah, thanks! I've been wanting a xand egg forever!” Gently, the younger student takes the egg from you, and you smile at the look on his face. “Well, now you have one,” you reply, taking the scrap of scroll from him. “I should have fun translating this.” Fail“Hey, what is this?” the young water mage asks, confused. “You said you'd give me a xand bear egg in return for that weird scroll. Are you still going to?” Part 3: Encounter in the LibraryWhere- The Keep Deciding that the library is the best place to translate this piece of parchment, you quickly make your way there. The place is nearly empty at this time of the day, and the glass ceiling gives a breathtaking view of the emerging stars. You light a nearby candle to fight off the encroaching darkness and settle down at a table to work. Quickly becoming absorbed in your translation, you become frustrated that you can't seem to find any information on this strange writing. It is unheard of for an entire language to go undocumented in The Keep's library. This library is one of the best known, rivaling even those of Synara with its extensive selection. The fact that you can't find even a mere mention of this language is bizarre. “Excuse me,” says a student, the second one of the day to interrupt you. Looking up from the dusty tome you're bent over, you see a magi from your year. “Nimor,” you say by way of greeting. “What are you working on?” she asks, sweeping back her long, dark hair. You sigh and offer her the scrap of paper. “This ridiculous piece of scroll. I can't find any translations for it.” Pulling up a chair, Nimor settles next to you and wrinkles her nose as she scrutinizes the scrap of paper. “Do you have any clues to its origin?” she asks. “It's supposedly from Raza,” you say, shrugging with exasperation. "Oh, this looks like n..." she says, stopping herself and looking at you with a mischievous smile. "Looks like what?" you ask, leaning forward. “Oh, I don't know, just something my father was studying before he died. You wouldn't be interested." With a groan, you reach for your satchel. “Can I make you think otherwise?” Fiddling with one of your feather pens, she gives you a jackal grin. “Perhaps.” You draw out a handful of large coins gold. “5,000 gold sound good enough?” Leaning back casually, Nimor produces a fake yawn. "Doesn't look like five thousand gold to me," she replies. "It isn't," you say, digging through your things, "It was just on top of my checkbook." Part 4: Encounter in the LibraryWhere- The Keep “Ah, excellent,” Nimor says. “Just what we agreed upon. Now I can get that alagos I've had my eyes on. Hand that bit of scroll to me, I'll figure it out.” You happily do so, watching as she sets to work translating the foreign script. She tells you a fascinating story as she works, and you lose track of time as you become engrossed in the tale. “Once, a long, long time ago, magi spoke to nagas. Do you know of the nagas, the snake people? They are half human, half snake, and possess unknown magic. They live deep in the Jungle of Raza, which is why we never see or hear about them. My father was one of the last magi to travel there – it's too dangerous. He never returned from his last trip.” Her voice grew sad for a moment, but she shook her head and kept writing. “Anyway, these snake people, they even lived among us once. If a magi finds the naga, and presents them with the traditional peace offering, a manticore egg, then a naga becomes an ally. The naga will come back to The Keep and live among us. We'll teach each other different magic and strengthen our bonds. Or so it used to be,” she said, growing thoughtful. “There haven't been any nagas here for hundreds of years. But this bit of scroll could change that!” With a warm smile on her face, Nimor pushes the pad of paper she was working on over to you. It reads: “In the land of reptiles, among vine and flower, follow the rising sun to the farthest corner to find the children of the jungle. You will know them by their blue skin and strong tails, whose power none can match. Offer them an egg with red wing and tail, then you will find peace and knowledge.” “Well,” you say with a dry chuckle, “It looks like I have a trip to go on.” FailNimor scowls at you, showing you her most withering expression. “Didn't you promise me 5,000 gold? Come back when you have it, and then I'll help you. A deal's a deal.” Part 5: Mortal DangerWhere- Raza Jungle The sky is darkening rapidly, and you are still deep in the Jungle of Raza. This is farther than you have ever explored before, and you know yourself to be in trouble. Any first year knows better than to be caught here after sunset, the time when unknown creatures come out. It is too late to turn back now, so you decide to face the night high in a tree, with your companion helping to keep an eye out. You resolve not to sleep, and stay alert, but as hours pass you begin to see lights. You blink hard, but the growing flames do not vanish, and you realize this is no dream. Fearfully, you gaze under the branch you're resting on, your jaw dropping over at what you see. A line of nagas are making their way through the undergrowth, strong tails easily propelling them forward. They stop at your tree, and you freeze, certain they know you are there. Breathlessly you wait, not daring to move, until the trail of nagas move away again, back to wherever they came from. You sigh and lean back, considering it a close call, when you hear a chilling sound; a deafening roar. You know this to be a hunting cry of a wild panther, and you draw closer to the tree, hoping it has not spotted you. As you watch, however, you see it is not you that the large cat has spotted, but a straggler. A young naga has fallen back from the others, and even now is frozen in fear. With a loud shout to distract the panther from its would-be prey, you leap from a branch and meet the forest floor. The large cat turns towards you, only half-invisible at this proximity. You wonder at its beauty for a brief second, one of your hands seeking a suitable weapon. The powerful cat opens its mouth to roar again, exposing long lines of sharp teeth that make you cringe. Its yellow eyes meet yours, full of rage, and you brace yourself for the attack. The telvian panther gathers its back legs under itself, readying to pounce. Every line of its body is tense muscle, and you feel for a moment as if you are some strange mouse, caught in a game you do not understand. With only a flick of a tail as a warning, the big cat launches itself. At the last possible second, you flick your hand out in a quick spell, fingers splayed. You murmur a few words under your breath and produce a pinch of powder from a leather bag. Fireballs appear from nowhere, leaping from your palms to shoot into the ground before the panther. An acrid smell rises as the large cat's paw bursts into flame, and in seconds the panther has fled, shrill screams piercing the night. You turn to the young naga, who is uninjured but shaken. Part 6: Mortal DangerWhere- Raza Jungle Cautiously, you approach the young naga who was but a minute before in mortal danger. You know very little of these beings, and hope your actions have not caused more trouble. Behind the youth, the other snake people are standing, silent. With more than a little fear, you approach the young naga with the appropriate peace token, a manticore egg held out reverently with both hands. The snake-child slithers forward, a smile creasing his blue face. You try to suppress your surprise as he takes the egg from you and speaks in your native tongue; “I thank you, friend, for this gift. I will return to your lands as an ally, and once more take up our ancient alliance.” Shocked, you stumble for words, trying to regain your composure. It appears your journey was beneficial for all magi, and it would not do for you to make a mess of it now. “I... share your wishes for alliance,” you say slowly, trying to sound as if you know the proper words. “My fellow magi will be filled with happiness when you arrive home with me.” FailYou need a manticore egg to give as the appropriate peace offer.
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Post by TNHawke on May 25, 2010 6:18:07 GMT 8
A Romantic Request The BasicsStart- The Keep Requirements- Answer 4 questions correctly to "obtain a gem for a NPC" . Reward Hellhound Additional Information: A Hellhound is required for the Dark Brotherhood quest, and this quest must be completed before the Mermaid quest will become available. The QuestPart 1: A Romantic RequestWhere- The Keep You rise from the book you have been poring over the last few hours and step to the window. The day outside is beautiful, the sun sparkling on what snow hasn't thawed yet. You can see the lake off in the distance, ice clinging to life along its shores. The grass is already recovering from winter, slowly turning green again under the first warm rays of the sun. You take your cloak off of its accustomed hook and shrug it on, pulling it tight around yourself. You pass the open gates of The Keep and set off in the direction of the stream; a group of students already there greets you politely and you smile and nod in return. One of the magi bends to pick up an egg, water dripping down his hands. The student brushes past you as he leaves, a smile lighting his face. Picking a dry spot high on a hill, you sit, tilting your face to the sun. The ground around The Keep are busy with people seeking fresh air on this first warm day after the winter. Hatchlings are playing among them, infected by the high spirit. One small kitsune grabs and tugs at your cloak excitedly, until you shoo it away gently. The view is superb from your seat, allowing you to see all the way to the mountains in the north east. They appear blue from this far away, and you can just make out ice caps running along the tops of the peaks. Your attention is drawn to the well worn path leading there, and you lean forward when you notice something odd. Among the carts of goods delivered to The Keep, goods that will replenish the stocks depleted during winter, there is also a lone rider. As he pulls up alongside a group of magi and leans down to speak to them, you eye his beautiful black horse. A fine steed, you judge, and probably worth quite a sum. The rider is not a poor man. One of the students points up the hill in your direction; the horseman noods and urges his mount on. You stand up as he approaches and take in the fine sable cloak, the ring bedecked fingers, the beard neatly trimmed in the latest fashion; all about him speaks of riches. The man dismounts when he reaches you, a smile easy on his lips. You take the hand he offers and exchange greetings. “I greet you, magi,” the man says; “My name is Vasial. I hail from Synara.” Releasing his hand, you introduce yourself. “I'm sure your ride was exhausting,” you say. “Perhaps you would like to continue to The Keep and take a short rest?” The man shakes his head. “Please, let us get straight to business. This matter is of great importance to me.” Curious now, you inquire: “And what is it you would ask?” Vasial brushes back a brown lock of hair, clearly anxious. “I wish to ask for my beloved's hand in marriage. It would be only appropriate to present her with a suitable gift for the occasion. I wish for a gem like no other, to be set into a ring made specially for her.” You smile at this and remark: “I am glad for you, but I ask: what is my part in this?” Vasial grins. “I need the gem. It is said that the Caves of Nareau contain stones the likes of which cannot be found anywhere else. However, those caves contain dangers only the magi dare to brave. Would you undertake this quest, seeking out a stone for me? I promise to reward you greatly for this favor!” Part 2: The GemWhere- Caves of Nareau After several days of travel, you have reached the Alasre Mountains. The ascent is difficult, as the slopes are still covered in snow and ice. Still, you persevere, and soon you have reached one of the large openings that lead down into the Caves of Nareau. You unpack a lamp from your equipment and light it. Entering the dark cave, you begin to walk down the bare corridor, your boots leaving wet prints behind you. As you make your way through the labyrinth of caves and corridors, you use a piece of chalk to mark your way. You are making your way downwards, assuming that the gem you are seeking will be found deep down, in the realm of the crystalwings. The deeper you go, the warmer it grows, and soon you shrug out of your thick winter cloak and put it into your backpack. You have long lost track of time when you reach a large, dome-like cavern. You let the light of your lamp fall inside and see the walls glimmer and twinkle in a multitude of colors. You have reached what legend calls a rainbow cavern, one of the places where Father Earth put the gems the forgotten race was turned into. Walking up to one red stone that has caught your eye, you start prying the stone from the wall. You pause for a moment, wondering if this gem could be the soul of a person. You shake your head to clear the thought; it is only an old legend, after all, something people invented to explain the existence of the gemstones. You quickly take the stone out of the wall, then hold it up and admire it for a moment. The gems from the rainbow caverns are a marvel, larger and more beautiful than any other gem, and they almost look like a jeweler has already worked his craft on them. Carefully you wrap the stone into a soft cloth and stow it in your belt pouch. You turn toward the opening you came from, when suddenly the sound of wings fills the chamber. A large creature descends and hovers in front of you, blocking the way to the exit. Vaguely humanoid in shape, its body is covered in glittering, gem-like protrusions, a long thick tail swishing behind it. You have seen some of the rare crystalwings in the Keep, creatures that live down here in these caves. This, however, while looking similar, seems different somehow, even though you can't put your finger on what makes you think that. The excitement at seeing one of the rare creatures up close is however quickly sobered up by the menacing aura the creature exudes. "You have stolen from our cave," the creature says in a hissing voice. "Return the gem!" Your eyes grow wide in disbelief. Like all the creatures magi keep, crystalwings are not sentient and cannot speak; but there is no doubt that this one just did address you. You quickly gather yourself and reply: "I did not know this place belongs to anyone. But my quest demands I bring one of these gemstones back with me. What can I do to be allowed to keep it?" The crystalwing eyes you closely. "Only those we deem worthy do we suffer to carry them away. You will have to prove your worth." - "How do I prove that?" you ask, worried. "Knowledge is required of you! If you can answer my questions, I will allow you to leave!" Part 3: The Gem (Question 1)Where- Caves of Nareau You frown, suddenly worried that you won't be able to leave. “Alright,” you say, crossing your arms: “I am sure I know the answers to whatever your questions may be. If you will ask them, let me prove my knowledge.” The bird leans forward, giving you a good look at its bright plumage. “The first questions will be the easiest... then they will become more difficult. What is the first magical creature the magi discovered and tamed?” Kraken Phoenix Koi Fish Narwhal HintThe answer may be found on the map at "The Stream" under "Lore". The legend is "The Hermit and the Stream" FailThe large crystalwing spreads its wings out, clacking its beak loudly. “You have chosen incorrectly! You are no true possessor of knowledge. Leave this cavern and return only when you have become wiser!” Part 4: The Gem (Question 2)Where- Caves of Nareau The great bird bends its head low, its eyes level with yours. “That is indeed the correct answer. Do not rejoice fully, though; I have yet more questions for you. Here is the second question. Which of these gems is NOT found within these caves? Amethyst Jade Jasper Quartz HintThe answer may be found on the map at "Caves of Nareau" Fail“We have many of these stone here. You have answered incorrectly, and may not bring this gem to the world outside. Leave this place now! Return only if you have learned more.” Part 5: The Gem (Question 3)Where- Caves of Nareau The crystalwing scratches at the rocks underneath it, clearly impressed. “This is true. We have no jade here. You appear to know much. You now will answer a third question. Perhaps you know which one of these creatures is not found in these mountains?” Alicantos Dragons Gryphons Alphyns HintThe answer may be found between the following: Alasare Mountain description on the World map Gryphon creature page description Alicanto creature page description Alphyn creature page description Celestial and Void Dragon creature page descriptions Fail“You almost made it,” says the crystalwing, blinking slowly. “But that is not true.” Part 6: The Gem (Question 4)Where- Caves of Nareau “So, you have passed the third question. This last one shall not be so easy! What does a green alphyn egg most closely resemble?” An emerald An apple A leaf A kiwi HintThe answer may be found Answer can be found in Remy's Inn in the Shops. Fail“You almost made it,” says the crystalwing, blinking slowly. “But that is not true.” Success“So, you have passed,” the beautiful crystalwing says, lowering his head to your height. “Your knowledge shows that you deserve this gem. Go now from these caves, knowing you wear the name magi well.” You follow the crystalwing and it leads you back outside, into warm sunlight. You turn to thank the bird and wish it farewell, but it has gone. Shrugging, you start your trip to Synara, intent on presenting Vasial with the rare gem. Part 1: A Romantic RequestWhere- Synara City It took you several days, but you have reached Synara City. The city is as gorgeous as always, and you find it hard to make good time on your way to Vasial's home. It seems the sun has caused everything to become twice as stunning. After several hours, you come to Vasial's home, and knock on the door, waiting for a servant to answer. To your surprise, Vasial himself answers the door, a grin lighting up his face when he sees you. “Have you managed to find the gem?” he asks, wringing his hands. “Yes,” you say, pushing back your hood; “but it certainly wasn't easy.” Drawing the gem from you pack, you unwrap it and give it to him, pleased to see his happy expression. “It is everything I wished for,” Vasial breaths, letting the sun make the gem sparkle. “I am sure she will accept my proposal. But come,” the man says, gesturing at the door, “please enter. I must pay you well for your services!” You draw inside, marveling at the beautiful home. You wait patiently as Vasial goes for your payment, wondering what it will be. When the man returns, he hands you an egg, but unlike one you have ever seen! Although flames are seemingly emanating from it, it causes you no pain; nevertheless, it is warm. “What is it?” you ask, curious. “A hellhound,” Vasial says. “A dark wizard summoned it from another world. Will it do as payment?” You nod, following him to the door. “It will do handsomely. I thank you!” “No, no,” Vasial says, opening the door: “I owe you thanks. This is but a poor thing to give you in return.” FailEntering the city of Synara, you make your way to Vasial's house, marveling at the city sights. The man's house itself is grand enough, and when you knock Vasial himself answers. A frown creases his forhead, and he inquires: "Do you not have the gem I wished for? Please, go to the caves and search for it! Return here to me when you have it in your possession."
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Post by TNHawke on May 31, 2010 4:04:33 GMT 8
Mysterious Business The BasicsStart- The Keep Requirements- 1 adult Hellhound (not taken from you) --> --> , 2 Noctis Enox eggs , 10,000 gold Reward Access to the Dark Shop Additional Information: This is considered the 2nd most difficult quest based on the cost of items needed. There is a strong debate over whether members of the Brotherhood are truly evil, or simply admire 'dark' creatures. It is unknown if one may leave the Brotherhood later on, if other groups become available. The QuestPart 1: Mysterious BusinessWhere- The Keep The market place is situated just outside the Keep’s main building, the closest place people can usually come near the great fortress. Entering the center of the Keep would require the express permission of a Magi, and not many people have a valid reason to be allowed inside. Out here, however, many people gather, and the long lane is usually crowded. It is here where farmers and merchants offer their goods to magi and visitors alike, competing amiably with each other. Shops try to lure customers in with their various wares on display, while coffee houses attract attention with the beguiling smells of hot beverages. If you need a new pair of boots, beautiful handmade jewelry, or just a place to meet and relax with friends, this is it. Leisurely, you stroll through the market, stopping now and then to handle something on display. Even though you are not high in the hierarchy of the Keep, people respectfully greet you as you go past. You smile and nod to them in return, showing your high spirits to these people. They might not be magi, but it is they who provide food and other goods to the Keep; even the most powerful magi would starve without these hardworking people. You have just stopped to inspect a small, wonderfully carved wooden statue that caught your eye, when you notice something odd. Out of the corner of your eye, you see one of your fellow students looking around furtively, then vanishing into a small dark alley. He is not someone you know by name, but you have seen him around the Keep, and your interest is piqued. Putting the statue back on the table absentmindedly, you follow in the student's path to the narrow street and peer inside curiously. Not a street, you quickly correct yourself; a stairway, leading down only a few steps and ending at a dark wooden door. The student who just passed through is nowhere to be seen; he can only have gone through the door, as the opening doesn’t lead anywhere else. You take a look around, then realize you probably seem just as suspicious as your colleague and grin at yourself. Curiosity gaining the upper hand, you walk down the steps and, hesitating briefly, knock on the worn door. A small window in the door is opened from within and a face peers out. "You are not a member," the man inside says in a high, sharp voice. "Go away!" Before he can close the window again, you quickly speak: "But I want to become a member! What do I have to do for that?" The man looks at you doubtfully, but answers: "To prove you are worthy of even being considered, show us that you can tame a dark and dangerous creature! Then we will consider your application!" The expression on his pinch face expresses his doubts about you. "What creature would that be?" you ask, desperate for some more information, but the only reply you get is "Find out!", as the window slams shut on you. Do you want to try to become a member of this mysterious organization? Part 2: Mysterious BusinessWhere- The Keep You knock at the door again and the same man as before opens the window. He looks at your feet and his eyes widen in surprise when he sees the hellhound lying there, its tongue lolling. “So you do have some promise,” he says. “Wait here! I will ask for permission for you to enter.” Frowning, you look down at your fiery companion, and swear the hellhound is almost grinning. He closes the window again and you wait for a few minutes. Then you hear a key turned in a lock and the door opens. “Come in!” the man says and beckons. Quickly you step through, followed by your hellhound, before the bitter man can change his mind. Looking around, the inside of the building appears quite mundane; it is not a not very large room, with only a small table and chair. A plate with a half-eaten sandwich gives testimony to what the man had been doing when you knocked. Two doors lead from the room, one directly opposite the door you entered from, the other through the right wall. That is the door the man leads you to. "Please take a seat in there,” he tells you. “Someone will come and talk to you soon.” Inside, a few well-cushioned chairs stand around a low table; a carafe full with water and several glasses are on the table. You take a few sips while you wait, reclining comfortably. A few minutes later, someone enters the room; a figure of medium height, clad in a dark robe with the cowl pulled down low so you ca not see their face. You rise from your seat and extend a hand, but withdraw it again when the figure doesn’t take it. “So you wish to join us?” a voice comes from within the cowl. “Yes,” you answer eagerly, becoming ever more curious. “Do you even know what it is you want to join?” the person asks, tilting their head questioningly. You try to stammer out an answer, but the figure just shakes its head at you. “Sit down,” they sternly command, and you comply. The figure sits down opposite you and removes their cowl. An attractive woman, surprisingly young with severe dark hair, looks at you. “This is the Dark Brotherhood,” the pale woman starts to explain, and a harsh look prevents you from pointing out that the word “brother” probably shouldn’t be used to address her. “We are a group of magi who have dedicated ourselves to those creatures that are commonly seen as dark and dangerous, even evil by the tales and legends of the common people. Your hellhound for example,” she says and points to the creature that is busily sniffing around the room, “is one of those creatures.” You start to say something but she silences you with a gesture. “You have found this place, and you have tamed a hellhound. That at least buys you the chance to join our fraternity, if you so wish. Know, however, that while we do grant privileges to our members, we also ask things of them. Once in a while, we might put a task on you, which you will have to complete for us. Think well about this, and make sure your decision is the right one. If you wish to join, you will have to make a contribution to this powerful gathering. We ask for a generous donation, no less than 10000 gold, and two eggs of the Noctis Enox, which is one of the creatures we are breeding here. Bring us this and we will receive you into the brotherhood.” With that, she rises and sweeps out of the room, her dark cloak trailing after her. You are led outside again, by the same rat-like man, and are left to think about your decision in front of the door. FailYou knock at the door again and the same sour man opens the window. He looks behind and down at your feet, then eyes you haughtily. “You don’t have a dark and dangerous creature with you! If you still want to join, come back when you have tamed one!” And before you can ask any further questions, the rat-faced man slams the wooden opening on the door shut. Part 3: InitiationWhere- The Keep "Have you reached a decision?" the man at the door asks, squinting suspiciously at you. As an answer, you hold up the two eggs you have brought, as well as the sack filled with the required donation. "Come in, then," he says, opening the door. He takes the eggs from you with surprising gentleness, laying them onto some velvet laid out on the table. He also accepts the gold from you, and then points towards the door you haven't been through yet. "You may now enter that door." You reach for the cold handle and open the door, stepping through quickly, curious what is waiting for you. It is another room, bigger than the entry chamber, and only lighted by a few candles. The woman you have met earlier is sitting behind a counter, and she nods in your direction. Behind her, you see different things on display. In the weak light, you can make out eggs, amulets and strange objects, clearly used for conducting dark magic. Other items you can only guess at in the gloom, but you feel a bit uncomfortable looking at them. "I see you have decided to join us. I am happy to welcome you to the Dark Brotherhood. Of course there will be the formalities to attend to first," she says, giving a little smile that somehow seems a bit disconcerting. "Please step through that door over there." She points with a pale hand to yet another door you did not notice before. Although it doesn't look much different from the door you came through, it somehow seems more ominous, almost hidden in shadows. Hesitantly, you move to it and walk through, entering into complete darkness. You start to turn around when suddenly something is put over your head. "Do not struggle," a deep voice says. "No harm will come to you!" You are led down some stone stairs, for what seems like a long time. Afterwords you go down a long corridor, and are able to hear sounds of low chanting, in some language you cannot recognize. A short time later, the hood is drawn from your head. Looking around, you see yourself in some kind of underground chamber, standing in front of a small altar and facing the same woman from before, who is standing on the other side. On a carved stone table, you see the two Enox eggs you brought, as well as a glass jar. In the vessel, some kind of eel is floating in a clear fluid. At first you think it is preserved in alcohol, but then it lazily turns and looks directly at you, with a gaze that almost seems intelligent. You continue to look around, and in the reddish glow of the fire in the background, you see about half a dozen people in dark robes standing in a half circle. Their cowls are drawn deeply over their heads and they are softly chanting something in a strange language you do not speak. "A new novice has come to join the Brotherhood!" the woman intones, and the chanting behind her grows louder. "Let us now initiate him into our society!" With a quick motion, she takes the eel from the jar, holds it up and shouts: "See the Emissary of the Dark!" As the chanting behind her reaches a crescendo, she moves the eel toward you. "Swallow it, and you will become one of us!" she says. You gulp, but you are certain you want to be in on this. So you open your mouth, leaning forward a bit. "Don't try to resist," the woman whispers. "It will be less uncomfortable that way." Then she slips it into your mouth. You gag as you feel it slithering down your throat, but it all happens so fast, you don't even have time to try and cough it up again. "It is done!" she shouts, turning around. "A new brother has joined us!" The chanting ebbs away and the hooded figures turn around, filing out through an opening in the back. "What was that thing?" you ask worriedly. "What will it do to me?" "Do not be afraid," the woman replies in a soothing voice. "It is not harmful. On the contrary, the Emissary will increase your powers. You will soon notice a difference. From now on, you are a full member of the Dark Brotherhood. We will teach you spells you don't know yet, and with the aid of the Emissary, you will be able to perform them flawlessly. The Brotherhood will also aid and protect you if necessary; we look out after our own." You feel a bit queasy, but you also notice a prickling feeling inside you that is somehow promising power to come. "That opening over there will lead us back to the shop. By the way, I am Jesira. If you have any questions, feel free to ask me. I will help you.” A smile crosses her face, softening her features. You smile back, and follow her to the opening. The two of you walk up some stairs that seem to keep going for a long time, until you finally reach the house again. Jesira escorts you to the front door. As you step out, you see sunlight and you realize that less than two hours have passed, although it seems like you spent a lifetime inside the building. "You should go home and rest for now," Jesira suggests. "If you return later, I will explain some more things to you; and we have some eggs in our shop you might want to take a look at. Good day, brother." Fail"Have you reached a decision?" the man at the door asks, scratching irritably at his balding head. You shake your head. "You have to contribute to this organization, you know. You will have to leave and not come back until you have reached a decision," he says, slamming the door rudely in your face.
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Post by TNHawke on May 31, 2010 4:19:09 GMT 8
The Koi Pond The BasicsStart- The Koi Pond Requirements- As much gold as you care to spend on random chance Reward A New Purple, or Red Koi, or Dragon Koi Additional Information: Some players have be granted a koi on their first try, regardless of which button they chose, others have spent tens of thousands of gold with out a single success. Just like in real world fishing, your chances of being granted any koi egg are higher at dawn and dusk, Magistream time (Eastern aka -4/5 GMT) The QuestPart 1: The Koi PondWhere- The Koi Pond Pushing aside some overgrown foliage, you make your way down to the shore of a beautiful pond. This koi pond is one of only a few places reserved for a single species, and as such is perfectly designed for these fish. Still water resembles nothing more than a mirror, peaceful and calm until a brilliantly colored koi breaks the surface. The shimmering creature flies through the air for a few brief seconds before disappearing into the water. If you peer into the depths, you see many different colored kois, gliding silently above the sandy bottom. Behind you you can distantly see the keep, before the many trees block your view. Click a button below to toss gold into the pond. 15 40 100 300 1000 FailSearching through your pockets, you come up with a handful of coins, which you throw into the lake. Occasionally these offerings are rewarded with koi eggs. It can take a magi many journeys to this pond before being given an egg, but it is well worth the effort. SuccessFishing in your pouch, you draw out a few gold pieces, and, according to rites, throw them in. Within a few minutes a large fish swims to the surface and presents you with an egg.
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Post by TNHawke on May 31, 2010 4:25:13 GMT 8
Missing Dragons The BasicsStart- The Keep Requirements- 5000 Gold , 1 male Axolotl hatchling, 1 female Axolotl hatchling --> Reward Access to Rone Additional Information: This is the first true quest with a repeatable result, allowing players to change as many adult normal Rewins into Ancients as they can bring to the island. The QuestPart 1: Missing DragonsWhere- The Keep You walk slowly across the grounds outside the Keep, returning from a visit to Lake Lakira. Although it is a fine day, you cannot enjoy it as much as you should. Your thoughts keep dwelling on the strange occurence of about two weeks ago. While it hasn't happened to you, you have heared several accounts of that night, and all of them are similar. In the deepest of night, before even a glimmer of dawn had appeared on the horizon, students have been wakened by whining and scratching. When looking around drowsily, they saw their Rewin Dragon standing at a window or the door, whining and scratching at the panels, obviously wanting to be let out. Students had been trying to calm their dragons down; some by talking, some by petting them, some even trying to distract them with food, but nothing made the little creatures stop the noise. Many finally decided to let the dragons out, hoping to catch another few hours sleep that way. By now, they all wish they had left that window closed; not even a single scale of these dragons has been seen ever since, and worry is great among the students that something might have happened to their creatures. Everyone seems to be mystified about where they have gone. As you enter the Keep, a young boy, one of the first year students judging from his age, hails you. "Excuse me," he says. "Master Belmos sent me; he wants to talk to you. He is awaiting you in the Nursery at your earliest convenience." You thank the boy and make haste towards the Nursery. Master Belmos is kind enough under his gruff demeanor, but it doesn't do to keep him waiting.You descend deep into the bowels of the Keep, to the large vaults occupied by the Nursery. After a quick knock, you enter the room; it has the feel of a library, but instead of books, it is lined with nests holding eggs that are kept in the shelves that cover the walls of the vault, only interrupted by the doors leading to adjacent rooms. In the middle of the room, a desk is standing that seems tiny compared to the background of the high shelves. Master Belmos is sitting behind it, peering up at you over his reading glasses as you enter. A low growl comes from below the table, but the master silences it with a quick gesture of his hand. You catch a glimpse of the large, white direwolf lying there and you suspect it to be either Kolsyn or Dydrist, one of the famous pair of direwolves specially bred as guardians of the Nursery. "Ah, my dear, good of you to come so quickly." Belmos says. "Please have a seat!" After you took place on the chair standing opposite the desk, he continues: "You might have noticed that many Rewin Dragons have left the Keep some time ago and have not returned so far." You nod, but do not interupt him. "Usually, that would not be a matter of concern. It is a journey some of them take upon themselves every few years. However, this time their return is long overdue, and we are curious as to what has caused this delay." The master takes off his glasses and leans back in his chair. "Unfortunately, my duties do not allow me to look into this matter myself. Therefore, I would ask you to undertake this journey on my behalf. You will have to travel to the Callisto Islands and make your way to a small island there, by the name of Rone. Someone among the local fishermen will surely know how to find it. Find out if the Rewin Dragons are still there, and what is keeping them. Of course I expect you to make extensive notes of what you find. Are you willing to undertake this journey for me?" Fail"Ah, my dear!" Belmos says, as you run into him in the corridor. "Where you not supposed to set out for the Callisto Islands? It doesn't look like the Rewin Dragons have returned yet. Make haste and see what you can find out!" Part 2: Missing DragonsWhere- Callisto Islands After several days of travel, you step off the boat that brought you to Olavu, the main island of the Callisto archipelago. It has been some time since you were here last, and you had almost forgotten how warm it is here at this time of the year. All around you, people are disembarking from the ship, meeting loved ones or unloading goods they brought to offer on the island market. You grab your bag with the few belongings you brought and walk down the crowded docks. From what Belmos told you, the usual shipping lines are not passing Rone. You plan to talk to the local fishermen, hoping that one of them would be willing to bring you there for a reasonable price. You direct your steps toward a small inn you remember from your last visit and enter, looking for someone to ask. You talk to the innkeeper and easily secure a small room that you use to store your few things. Then you walk back out into the warm air, ready to seek out a fisherman. A few hours later, you sit down at a table in a café and order a sweet, cool drink. You have been walking around and talking to people quite a lot; your feet hurt and your throat is dry, and all for nothing. People are friendly enough, and you've found a few that would have been willing to take you out on the sea, but whenever you mention Rone, they suddenly get dismissive and refuse to talk about it. You tried various approaches, but whenever you turn the topic to that island, all you meet is stone-cold silence. You take a big gulp of the drink set down in front of you and sigh. You're at your wits end, since no one seems to be willing to even talk to you about Rone. You have just taken another sip when someone approaches up to your table. "May I sit down?" a deep voice asks. You look up at the man standing there; he's rather old, with white hair and a matching short white beard. But he still looks spry, and the calloused hands and sun-darkened skin tell you that this is someone who is used to working outside. A quick look around shows you that there are enough empty tables for him to have found another place to sit, which probably means he wants to talk to you for some reason. "Of course," you reply politely. "Please have a seat." He complies, tucking his weathered robe around him, and then looks at you with a half-smile. "I hear you have been asking about Rone. And I think you haven't had much luck with your questions, have you?" You nod and answer him: "No one seems to be willing to even acknowledge that place exists." The old man smiles, seemingly expecting that answer. "It is considered unlucky around here to visit that place, or even talk about it. These people will not go near the island. But you're in luck," he continues, before you can say anything, grinning broadly. "I am not as superstitious as the others. I will bring you there, for the small price of 5000 gold." You sit back in your chair, shaking your head. "Five thousand!" you exclaim. "I want to rent your boat, not buy it!" – "Ah, but you are also paying me for the bad luck that may befall me when I go to the cursed island," the man says,"and if you find someone cheaper, I won't hold it against you if you take his offer instead." The wizened old man smirks, obviously well aware of your inability to find anyone else so far. "It is your choice, of course. Do you want me to bring you there or not?" Fail"5000 gold, not a copper less," the fisherman declares. "That's my price, and if you want me to bring you to Rone, that's what you'll have to pay. Or did you find someone else who is willing to give you a ride after all?" Part 3: Missing DragonsWhere- Callisto Islands With a sigh, you hand over the gold to the fisherman, who has given his name as Koval. He smirks and then gives a small, mocking bow. "Welcome on board!" he says, stepping aside to let you step onto his boat. "We will disembark as soon as you are ready!" You make your way onto the small craft, an old fishing boat that has seen better days. Still, it looks sturdy and well cared for, and as long as the weather holds, you shouldn't be in any danger. As soon as you are on board and have settled down, Koval busies himself hoisting the sails and a breeze carries you out into the ocean. Several hours later, Koval points to the right, or starboard as you have learned it is called on a ship. "There's your island, my friend! We should be there within the hour!" You get up and peer at it; from here, it doesn't look any different from the hundreds of other islands in the archipelago. The island is just a small, flat piece of land, with sandy beaches and a bit of jungle on top of it. There's nothing that would explain why the people of Olavu would think it is cursed - or at least nothing you can see from here. A short time later, the keel of the boat crunches against the sandy beach of Rone. Koval springs out rather quickly for his age and wraps a line around a nearby tree to secure his craft. "Here we are, my friend!" he says to you. "I'll be waiting for your return; but don't take too long, or I might decide you fell victim to the curse and will not return at all," he tells you, with a wink. You frown but give no reply; instead you gather your things and walk away into the jungle. Soon, you have lost all sight of the beach; you are only surrounded by the green of the jungle, and the myriads of sounds made by its inhabitants. You have been to the Jungles of Raza a few times and so this is not completely new to you. Thinking of Raza, you are thankful that on a small island like this, you are unlikely to meet a predator of the size and power of a manticore or telvian panther. Suddenly, a strange sound interrupts your musing; something like a sad bark. You turn in the direction of the sound, curious as to what caused it, and soon you enter a clearing. It is dominated by a large rock pillar, jutting from the ground. You look at it, wondering if it is a natural formation or was built by someone, but try as you might, you can't decide. The top seems to have a kind of recess that looks like it had something set into it, but it is empty now. Looking around, you see dozens of Rewin Dragons sitting around the clearing and on the trees at its edge, all of them fixing a sad stare on the pillar. It's an eerie sight, seeing all these usually jolly creatures sitting there in silence. You step toward the large column to examine it closer, when suddenly all the Rewins around you erupt into loud, sad barking, spooking you with the sudden noise. Still, you can see fresh scratches on the rock, especially around the recess on the top. Something has been removed from there, only recently, and you suspect it has to do with the strange behavior of the Rewins. You step back and think for a moment. If someone removed whatever it was that was set into the pillar, he must have come here; and unless that someone had his own boat, there are not many options for how he got to the island. Quickly, you retrace your step to the beach. "Koval!" you shout, when you reach the boat. "Tell me, have you brought anyone else to this island recently? Say, about three weeks ago? Perhaps a bit more?" Koval smiles his crooked smile and replies: "Perhaps I have; what is it to you?" – "I'm not in the mood for games!" you answer angrily. "I've paid you enough for this journey; tell me who it was!" Koval spreads his hands peacefully and says: "Calm down, my friend! I'll tell you. She was a trader from Olavu, someone who deals in all kinds of curiosities. Her name is Madame Aquile. You will find her shop on the promenade near the docks." You shake your head at the old man impatiently."Then bring me back! I will have to talk to her!" you order. Part 4: Madame AquileWhere- Callisto Islands You enter the shop Koval has pointed out to you as belonging to Madame Aquile. It is brightly lit by valuable lamps imported from Synara City, which throw their light on all kinds of things from various places of the world. Masks, carvings, small statues, tribal weapons and a multitude of other things hang on the walls or are displayed on shelves. In the back, you see a counter, with a woman sitting behind it. You step toward the counter, taking in your first impression of her. She's very fair of skin, too fair to be a native of these islands. You rather judge her to be from Synara City, or perhaps even farther north. Her long, reddish-blond hair is worn back in a thick braid and is half covered under a large hat decorated with fruits. She looks up at you and smiles, a thin smile that doesn't reach her eyes. Her face could be called more handsome than beautiful, and you would judge her to be in her fourties. "Hello, my dear," she addresses you. "How can I help you?" – "Are you Madame Aquile?" you ask, and when she confirms this with a nod, you continue. "I have been told you have been to Rone recently. You removed something from there, and I want whatever it was." – "Ah; you wish to buy," she replies. "This thing does not belong to you…" you answer hotly, but she cuts you off. "It did not belong to anyone, my dear. Finder's keeper, you know. If you want it, you will have to pay my price." You take a moment to gather yourself, trying to control your temper. "What is your price?" you ask, once you are sure you will be able to speak calmly again. "You are one of those magi from the Keep, are you not? There's great profit to be had with some of those creatures you have. I would trade that crystal for a pair of axolotls, a male and female hatchling. Their offspring will make up for the loss of giving away that crystal." Part 5: Madame AquileWhere- Callisto Islands Wordlessly, you hold out the jar that has two axolotl hatchlings swimming around happily to Madame Aquile. She takes it from your hand, holding it up and looks closely at the two creatures. "Yes, I think those two will do nicely," she says. Taking note of your expression, she says: "Don't worry, I will care for them very well, my dear. They are valuable merchandise after all." She reaches below the counter and pulls out an object wrapped carefully in a soft piece of cloth. "Here's what you wanted. It's still in the same shape as it was when I took it from that island. I didn't do anything to it." You unwrap the item and look at a clear crystal, a bit smaller than your fist. It glimmers in the bright light of the lamps and you admire it for a minute. Then you rewrap it into the cloth and carefully stow it in your bag. "I will return this to where it belongs," you tell Madame Aquile. "Be aware that the Keep will set watchers on that island, to prevent it from being stolen again!" Before she can answer, you turn and walk out of the store. You enter the clearing on Rone again and step up to the pillar. You draw the crystal from your bag and slowly unwrap, and suddenly, all the heads of the Rewins swivel and fix their stares on you. A bit unsettled, you reach up and place the crystal into the recess, where it fits perfectly. You step back and the crystal suddenly starts to glow with a bright inner light. Around you, the Rewin Dragons start to bark loudly, rearing up and flapping their wings. You quickly retreat to the edge of the clearing and watch in wonder as the little creatures start to grow, their bodies and wings elongating and the scales on their necks hardening to sharp points. One of them, already grown quite large, fixes you with a cold, hard stare and you realise that you are not wanted here now. Slowly, you walk backwards into the jungle, careful not to make any threatening moves. Once you have lost sight of the pillar, you turn round and almost run back to the boat, where Koval is already ready to leave, obviously frightened by the sudden ruckus from the forest. As you watch the island from the boat, you can see large shapes ascending to the sky, turning into various directions, and you wonder if the Rewin Dragons will return to the Keep soon - and what the magis will think about their transformed companions. FailMadame Aquile looks at you, taking in your empty hands. "I thought I told you what I would trade that crystal! Bring me a pair of axolotl hatchlings, one male and one female, then you can have it!" Part 6: The World - RoneWhere- Rone "This little island is said to be cursed by the local fishermen. In the center, there stands a stone column with a brightly glowing crystal on top. It has the power to transform Rewin Dragons into Rewin Ancients. Click a creature to transform it
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Post by TNHawke on Aug 28, 2010 4:15:29 GMT 8
The Legend Of Archmage Lorien The BasicsStart- The Keep Requirements- 1 hatchling light minicorn --> , 1 hatchling dark minicorn --> , 2 adult Xand bears (not taken from you, can be named, must be one male, one female) --> --> Reward 2 of the 4 Rose Imps Additional Information: The riddle part of this quest can be extremely difficult since the description of the Xand Bears is very vague. This quest was also declared "unfair" due to only being able to acquire 2 of the 4 types of Rose Imps. There is a typo where when you select the direction from which to take your Rose Imp egg, it shows a different direction. Disregard this and make sure you choose the direction you want from the Quests links. The direction you choose will determine which color of Imp you receive. Once you confirm that you wish to take an egg from that direction, there is no turning back! North = White East = Red South = Yellow West = Pink Many players are finding that this quest will allow you to have 5 or 6 eggs if your slots are full when you click the link to pick an Imp. The QuestPart 1: The Legend Of Archmage LorienWhere- The Keep You stiffle a yawn, shifting on the wooden bench and looking around at the other students in the room. Most of them seem to be in various states of boredom, not much interested in the topic of the day. In the front, Master Everin keeps droning on, lecturing about the history of the Keep and some long-dead archmage. You lean back with a sigh, wondering how long until the lecture ends, when one of the other students, an older girl, interrupts the teacher. "Excuse me, Master," she starts, continuing hastily when he glares at her sharply. "This Archmage Lorien you are talking about, is he the same who created the legendary rose garden?" You give her a puzzled look, noticing several of your fellow students who do the same. While there are several gardens in the Keep, and some do contain roses, none of them could be called legendary by any stretch of the word. But Everin nods and replies: "It is indeed the same Lorien. He created the garden and put enchantments on it to keep it hidden, as a refuge where he could take respite from the daily chores when he needed to. When he died, the secret of where the garden is, and how to enter it died with him." "But why didn't he tell anyone about it before he died?" One of the other students asks. A quick glance around tells you that, like you, many of the others are now taking a more active interest in what the Master is telling the class. "As I just told you," he replies dryly, the student blushing under his gaze, "Archmage Lorien died rather unexpectedly. He did not have time to pass on his secrets, and this one he had not written down to be found after his death. The secret of its location has not been revealed to this day." Master Everin turns back to his notes, ready to continue his lecture, when the girl who interrupted him in the first place speaks again. "I heard it has been found a few times in the past, Master, and that those who did brought with them creatures that cannot be found anywhere else. Is that true?" Everin nods. "Yes, allegedly some people once found it." You lean forward, suddenly very interested. "It seems like Archmage Lorien discovered a rare species and put it in his garden; those who found it say they still flourish there and brought eggs with them to prove it. None of these creatures remain today, so we cannot know for sure if it is true or not." The Master claps in his hands and addresses the whole class again. "Well, the time is almost up, so we might as well end today's lecture a few minutes early. You are dismissed!" Al around you, students get up and leave, chattering among themselves. You ponder what you have heard as you slowly rise from the bench. A rare creature, not found anywhere else; that would be quite the prize, and would surely earn you the envy of others in the Keep. Perhaps you should try to find this enchanted rose garden? Part 2: The Legend Of Archmage LorienWhere- The Keep You enter the library, then pause right after passing through the door, unsure how to proceed. Behind the desk near the door, one of the librarians sits, who now looks at you expectantly. You hesitate for a moment, then step up to her and ask: "I require a map of the Keep; if possible, an older one, from around the time of, let's say, Archmage Lorien." She gives you a long look, until you start to feel uncomfortable, then answers. "You are the fourth person today that asks for that kind of map. I am curious, what is going on?" – "Uh…" you start, trying to come up with an explanation on the spot. "It's… an assignement from Master Everin," you blurt out, covering the lie with a half-truth. "He says history not only affects people, but also places, and he wants us to see how it changed The Keep," you say, quicker now that the story has formed in your mind. Again, the librarian gives you a long stare, and you force yourself to meet it until she nods. "I am afraid the last map from that time that I could lend out has just been taken; I can only offer one from a different time period." As she sees the disappointment in your face, she continues. "Of course you could also visit magi Haeron, and ask whether he might have a map you could borrow. Ever since he's been raised to full magi, he has been studying the architecture of the Keep. He should be able to help you." Seeing as this might be your best option, you quickly agree to seek him out. Following the directions the librarian gave you, you easily find Haeron's study. You take a deep breath, then knock, opening the door after you hear someone inside inviting you to enter. You step into a small study that is filled with all manner of maps, charts and books; various rocks that you take as geological samples are all over the place, often used to keep maps unrolled or a book held open. A man, looking to be in his early forties, has turned in his chair to look at you. "Yes?" he asks. "What can I do for you?" – "My apologies to bother you, magi Haeron," you start your prepared story. "Master Everin has given me an assignment, to research the changes in the Keep over the centuries. For that, I require a map of the Keep from a certain time period, and since the library didn't have any left, I was told you might be able to help me." Haeron gives you an affable smile, making a gesture that encompasses most of his study. "I have a variety of maps here; I am sure one can be found that will serve your needs." He leans forward in his chair. "However, I would like to ask a small favor in return?" Seeing your prize within easy reach, you answer. "Sure, what favor?" The man's blue eyes twinkle behind his glasses as he says: "Well, my studies take much of my time; much as I would like to, I don't often get around to raising the creatures we magi are famous for. For some time now, I have set my eye on a pair of minicorn hatchlings, one dark and one light. If you can get those for me, I will search for the map you require in the meantime." Fail"Remember, the deal was for two minicorn hatchlings, one light and one dark," magi Haeron tells you. "Then I will give you the map you require!" Part 3: The Legend Of Archmage LorienWhere- The Keep You return to Haeron's study, knowing he has received and accepted the two minicorn hatchlings you sent. Now it is time for him to keep his end of the bargain. You knock and wait impatiently until he calls, then enter the room. "Ah, the young researcher," he says, recognizing you. "They are fine little foals, those two you brought me. I thank you for your help." He looks at you for a moment, until you nod in acceptance of his thanks, then continues: "I have what you were looking for, a map from the time period of Archmage Lorien." He rummages through the various papers on his desk until he produces an aged scroll, holding it up with a triumphant smile. "Here it is!" he says, handing it to you. "I trust you will treat it with care? It is not without value." You hastily assure him you will handle it with all due caution, then turn to leave, when suddenly he speaks again. "Now that you have the map, would you like to tell me the truth about what you need it for?" You stop, willing yourself not to flinch, then turn around slowly. "What do you mean?" you ask, trying to keep your voice from trembling. "Master Everin hasn't changed his teaching methods in more than thirty years," he replies. "Never has he given out an assignment like this. So obviously, you plan something you don't want me to know." He raises his hand to silence you as you start to speak and continues. "Now, I admit I cannot force you to tell me what it is you are planning. There isn't much mischief you can wreak with that map, or I would not have agreed for you to have it. But," and he leans forward in his chair. "I would like to point out that these maps are not always easy to read. If you let me in on the secret, you could draw on my expertise to help you discover whatever it is you seek." You stand there for a while, contemplating his offer, then take a step toward Haeron. He seems to be honest enough, and it is true his knowledge about the Keep might aid you greatly. "Perhaps you really can help me," you say. "I am searching for the rose garden of Lorien, and the rare creatures that can be found there." Haeron gives a small chuckle, his eyes crinkling at the edges. "I should have known that's what you're after. Well, let us take a look at the map, shall we?" He reaches out a hand and you place the scroll into it. Making room on the desk in front of him, he spreads it out, beckoning to you to join him. You step up to the desk, looking at the map over his shoulder. "If the rose garden ever existed, and that's a big if, mind you, it would have had to be near the Archmage's study." He points to a part of the map, indicating where Lorien's study had been. "He wouldn't want to walk through half the Keep to reach his private sanctuary, after all." You look at the map, trying to make sense of the two-dimensional representation of a three-dimensional building. "Are there any gardens nearby?" you ask. "Perhaps it already was a garden before Lorien declared it his private spot?" The magi nods. "Good thinking. The map lists two gardens, here, and here," he says, stabbing at the map to point out the areas. "This one, you should know. It is the herbal garden used by the healers guild. I think we can safely dismiss it." He points to the other area again. "This one no longer exists. The entrance has been walled up, so thoroughly you can't even see there has been a doorway there." You look at him in excitement. "But if it is still there, that might be exactly where the garden is!" you say. "Perhaps there is a way to open the doorway again, and enter the garden through it!" – "There is no garden behind it; you can look at the place through windows, or fly over it, and you won't see any garden." – "But if it could be found just by flying over it, the garden wouldn't have remained secret for so long!" you counter his words. "Lorien must have put spells on it to keep it hidden from prying eyes!" Haeron ponders your words, smoothing back graying hair with one hand, then replies slowly. "You do have a point. Perhaps we should take a look at this place." He rises from his chair and looks at you. "Shall we?" Part 4: The Legend Of Archmage LorienWhere- The Keep "Well, there we are." Haeron declares, gesturing at a piece of wall. "They've covered it with a tapestry, for some reason, but you'll only find stone behind it, same as every wall. You can't even see where the archway has once been." You step up to the wall and push the tapestry aside, scrutinizing the wall. Quickly you come to the conclusion that what Haeron said is true; there is no trace left of the former archway. You examine the wall minutely, going over every inch, hoping to find something, an uneven edge, a crevice hinting at a door, perhaps even a hidden handle. After almost an hour, you sigh in frustration, leaning against the wall. There's nothing, not even the smallest hint that this is anything but a normal wall. And yet, according to the map, this must be the spot where the entrance to the garden had been, long ago. You look at Haeron, wondering whether he is amused at your useless efforts, but his eyes are locked on something to your side, a strange look on his face. "You know," he says quietly. "Perhaps there is a reason they put this tapestry here…" You follow his gaze with your eyes to where the tapestry is hanging in folds, shoved to the side in your search for a clue. Not understanding what Haeron is hinting at, you unfold the heavy cloth again. After only a moment, you realize what the magi meant. In the center of the tapestry, a large rose is displayed. You take a few steps back, to take in the complete scene. The rose is surrounded by an archway, formed by tangled vines that meet at the top. At each side, an animal with short, round ears is standing on its hind legs, the clawed forepaws resting on the vines of the archway. "It looks old enough to be from Lorien's time," Haeron muses. "Perhaps it is a clue." You lean against the wall opposite the tapestry and stare at it intently. Haeron is right, it must be a clue; you just have to figure out what it means. FailYou return to the wall, staring at the tapestry again. A rose surrounded by an archway made of vines, with a creature on either side, their paws on the vines. If you could just figure out what it means. Part 5: The Legend Of Archmage LorienWhere- The Keep You have discussed your idea with Haeron, and he agreed it will be worth a try. The two of you return to the hall and take the tapestry away, carefully rolling it up and putting it down on the floor. Then you instruct the creatures you brought, two Xand Bears, to take position to the right and left of the wall. You give each of them an affectionate stroke over the head, smiling as one of them nuzzles your hand, then tell them: "If there is anything here, make it grow!" For a while, nothing happens, and disappointment starts to rise in you, when suddenly you notice a small shoot coming out of a crack between the stones of the floor and the wall. First slowly, then quicker and quicker the shoot grows and starts to form vines that snake upwards along the wall. A glance to the other side shows that the same thing happening there. Both tendrils grow larger and thicker, moving up the wall and forming an arch that meets in the middle. Finally the growth slows, and when it stops, a plain wooden door fills the space between them. You and Haeron share an amazed look, then you take a step toward the door and put your hand on the tarnished brass knob. You glance back at Haeron again, who gives you an encouraging nod, then you turn the knob and open the door. The smell of roses greets you as you push the door back. You step through the opening into a garden full of roses of every color imaginable, in every state of blooming, as if the changing seasons had no affect on them. A few feet from where you entered, a small pedestal with a brass insignia is placed. You step closer to read the inscription: Welcome to my garden! Now that you have found this place, I hope it will give you as much enjoyment as it did me. Feel free to return here whenever you need respite from the world. I only ask two things of you: do not share the secret as it is my intent to only allow those in here who can find the secret on their own; and do not take more than two eggs of the Rose Imp with you, so their population will flourish in this garden forever. Archmage Lorien Part 6a: Take a Rose Imp egg from north end of the gardenWhere- The Keep "Do you wish to take an egg from the north end of the garden?" Part 6b: Take a Rose Imp egg from east end of the gardenWhere- The Keep "Do you wish to take an egg from the east end of the garden?" Part 6c: Take a Rose Imp egg from south end of the gardenWhere- The Keep "Do you wish to take an egg from the south end of the garden?" Part 6c: Take a Rose Imp egg from west end of the gardenWhere- The Keep "Do you wish to take an egg from the west end of the garden?"
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Post by TNHawke on Oct 24, 2010 11:43:57 GMT 8
Vasial's Crush The BasicsStart- The Keep Requirements- 1 Amethyst Capricorn egg , 1 Tidal Capricorn egg , 1 Meridian Capricorn egg , and 1 Hallow Capricorn egg Reward Mermaid Ally Additional Information: There are not supposed to be male Mermaid allies, the few you may see were errors resulting from various Crashes. You must have completed the Hellhound quest in order to have this quest become available. This quest must be completed in order to join the Society of the Trident. The QuestPart 1: Vasial's CrushWhere- The Keep For hours, you have been poring over scrolls and tomes, but you haven't been able to make much headway in your studies. With a sigh, you lean back in your chair, stretching your legs and rubbing your eyes tiredly. A knock on the door makes you turn around and invite whoever it is to enter, relieved to get some distraction. A man in expensive clothing takes a few steps into the room, then stops and gives you a grin. "Hello my friend," he says. "We haven't seen each other in some time." You are confused for a moment, then a smile lights your face. "Vasial!" you exclaim. "It has indeed been a while. How have you been? And how's your fiancée? Do you have a date for the wedding by now?" Vasial chuckles. "Ah, that's something you don't know yet. She and I split up." You start to give your regrets, but he waves your words away. "Don't worry, my friend, it is just as well. If we had not split up, I would not have had the opportunity to meet my true love, after all." You give him a curious look. "Your true love? You already found someone else?" - "In a way," he replies, and seeing your confused stare, he continues. "I have not yet introduced myself to her. There are special circumstances surrounding her. In fact," and he gives you a lopsided grin. "That is why I came to see you today. I would like to ask your help bringing me and my love together." "My help?" you ask, astonished. "I don't see why you would need my help, Vasial. You are not a shy man, after all, and have a way with words. I don't see what I could help you with." – "As I said, this is a special case. If you agree to accompany me to the Callisto Islands, you will soon understand why you are suited to help me like no other. Please, in the name of our friendship, will you come and help?" Part 2: Vasial's CrushWhere- Callisto Islands The journey to the Callisto Islands has been swift and uneventful, if a bit frustrating. Even though you tried again and again, Vasial has been adamant in not telling you anything about the woman you are about to meet. Every time you asked, the man just gave you a mysterious smile and told you to wait and see. After a few days, you stopped asking and waited impatiently for your ship to arrive at Olavu, the main island of the Callisto archipelago and your destination. You give a small sigh of relief as the coastline of the island finally appears on the horizon, and a few hours later, you and Vasial step off the ship with your luggage. Soon after your arrival, you check in at a small inn that looks plain, but clean enough. Judging from the way Vasial is greeted by the landlord, he's a regular customer, and a welcome one at that. You quickly stow your things in your rooms on the second floor, then meet up again downstairs. "Well then," you start. "Where do we meet that lady of yours?" Vasial takes a swig from a mug of beer he has purchased before answering: "There's a secluded bay a little bit down the cost," he answers. "with a bit of luck, that's where she'll be." You shake your head at the man's infuriating vagueness. "A bit of luck?" you ask, exasperated. "You don't even know where the woman lives? But it is no matter," you say, raising your hand to interrupt him before he can reply. "I'm eager to find out what this is all about, so just lead the way, please." A good hour later, the two of you are following a small path that leads along the rocky coast. After the stifling days spent on the ship, the exercise provided by the hike feels good, although the sun here on Olavu is hotter than at home in the Keep. The heat makes you sweat more than you are used to, as well as make you wish you had packed lighter robes. The two of you continue on in silence for a time, and you can not help but notice the gorgeous view. The sun shines brightly on blue waters, and beautiful beaches can just be seen. A short while later, Vasial points to a group of large boulders up ahead. "The place we are going to is right behind there. We'll be able to see it once we've made our way around those rocks." He leads you around the huge boulders and through some thick bushes. The vegetation is so dense that you wouldn't have thought it passable, but the man somehow finds a way through. "Here we are," he says, stepping aside to let you have a look. You find yourself at a small incline, thickly overgrown with bushes. At the bottom of the hill lies a rocky beach, only extending a few dozen feet before reaching the ocean that lazily laps at the shore. Larger rocks are jutting from the shallow water, the lower parts covered in algea and barnacles, telling you that the tide is low. On one of these rocks, someone is sitting. It is a bit hard to make out the person, thanks to the distance, but it seems to be a woman with light brown skin and dark hair. She appears to be wearing some odd garment that gives off a greenish glint in the sunlight, and you shield your eyes with your hand, squinting to get a better look. You draw in a sharp breath as you realize what you are looking at; it is no garment at all. The woman's body ends in a long, fish-like tail, completely covered in small greenish scales. You turn to Vasial and give him an incredulous look. "One of the merfolk? Please tell me you are joking! You can't seriously tell me you have fallen for one of them!" The man blushes, a bit embarrassed, but meets your gaze. "It is not unheard of. I am sure you know the old stories." You nod at him and point out: "Yes, of course, but they usually end badly." Vasial merely shrugs and says: "Not all of them. I just need your help making contact. You are a magi, so she is more likely to be willing to talk to you. Please go down there and try, that is all I ask." You stand there for a moment, meeting his pleading look for a while, then you sigh in defeat. "Very well, I will try and speak to her. But I can't promise anything," you warn. "There's no guarantee she'll be willing to even acknowledge my presence." Vasial smiles at you happily. "Thank you, my friend," he says, shaking your hand. "I knew I could count on you!" Carefully, you make your way down the incline and across the beach. The mermaid doesn't seem to notice your approach, and you continue until you are close enough to the water that the waves almost reach your shoes. You clear your throat, then start to speak: "Excuse me, please," you venture. "May I speak to you for a moment?" She turns around slowly, looking at you coolly. If she was startled by the sudden noise, she isn't showing any sign of it. "Why would I want to talk to you, landdweller?" she asks, raising one eyebrow. You introduce yourself, giving her your name and title, then continue: "I came here from the Keep by request of a friend. He would like to meet you, and asked me to talk to you on his behalf." She smiles thinly, playing with a strand of dark hair. "So why would I want to talk to him?" She asks, looking rather bored. "I… had hoped you'd just agree to talk to him, to be honest," you admit. "That wouldn't require much effort, after all." She gives an amused laugh. "Interesting, but not good enough," she replies, continuing quickly when she sees your face fall. "However, since you are from the Keep, you could help me with a small matter, and in return, I would agree to talk to that friend of yours." Stepping back from an oncoming wave, you consider her words. "Looks like no one is doing anything for free these days," you mutter with a sigh, then ask louder; "What is it you want me to do?" The mermaid flips her tail into the water briefly, then replies: "My city needs to stock up our Capricorn flocks, but seeking out the wild herds is a bothersome task. It would be easier on us if you would supply us with a few eggs. One each of the Amethyst, Tidal, Meridian and Hallow variant should be enough. If you bring those to me, I'll happily speak to your friend." Fail"Do you have the four eggs the mermaid requested?" Vasial asks. You shake your head. "Then there's no use returning there for now. It was one each of the amethyst, tidal, meridian and hallow capricorn, right?" Part 3: Vasial's CrushWhere- Callisto Islands You and Vasial slowly make your way back to the secluded bay. Luckily, the beautiful mermaid is there when you arrive, sitting elegantly on her rock. You both descend the steep incline, but Vasial stays back while you approach her. "I have what you asked me for," you declare, taking the eggs out of your backpack and carefully unwrapping the soft cloth that kept them protected. The woman takes one of them, the meridian you notice, and holds it up to her ear, as if listening to something she can hear from within. After the inspection, she places the egg gently back onto the cloth and smiles for the first time since you met her. It softens her face, and you feel a moment of hope for Vasial. "Yes," she says to you, "these look very healthy. I am sure they will make a good addition to our flocks. Thank you!" And with that, she wraps the cloth securely around the eggs once more. "Is that your friend who wishes to meet me?" she asks, nodding in Vasial's direction. "Call him over to us, then. I will keep my part of the bargain." You wave at Vasial, beckoning him over and he quickly approaches, wringing his hands nervously. You note that his hair is freshly combed, and a fresh flower adorns his buttonhole. With a smile, you introduce him to the mermaid, then make your excuses and leave. After all, you don't want to get in his way, even though you don't expect that he will have much luck winning the heart of this lady. In the evening, you are sitting over your dinner when Vasial enters. He immediately makes his way to your table and takes your hand, shaking it vigorously. "I really have to thank you, my friend! This is the second time you helped me a great deal!" The man is quite shining with joy. You quickly offer him a seat, then ask: "Your day went well, then?" You try not to let your curiosity be obvious, though you are wondering if the wooing was successful. "Indeed it did, indeed! The two of us get along very well, and she has agreed to meet me again. I will be staying here on the island for a while, to get to know her better. Luckily, I have already made arrangements back home in Arkene, so my business can get along a bit longer without me. Will you be returning to the Keep?" You nod. "Yes, I will leave tomorrow morning. I have to return to my duties. I am glad I could help you, and good luck, Vasial." He shakes your hand again. "Then let us celebrate tonight. Everything will be on me. I owe you something, after all, and this is the least I can do." A few weeks later, you are sitting on the shore of Lake Lakira, relaxing after a long day at the Keep. Suddenly, the water in front of you ripples and to your amazement, the mermaid you met on your journey surfaces. "Well, that is a surprise," you declare, after you politely greet her. "I didn't expect to see you again, my lady. How are things going with my friend Vasial?" The woman smiles and tilts her head. "He's not bad, for a landdweller," she replies, with a wink. "I consider him a friend by now, although his hopes for more are in vain. But I didn't come here to talk about him," she continues. "I didn't have a chance to talk to you again after you introduced him to me. The capricorns you brought me have hatched and are cared for well in our city. They look to be very healthy specimens. We are thankful for your help, and from now on, you will be considered friend to the merfolk." You blush and bow deeply. "Thank you! I realize this is a great honor, and I will do my best to live up to it." She grins, paddling around playfully. "Good, I hope you do. We might be asking you for help now and then, so perhaps it's not as much of a privilege as you think it is." She waves away your protests. "Well, I have to leave again. I'll visit you again when I have time. Farewell!" With those words, she turns around and dives down into the lake again, leaving you standing there. The last thing you see is a long tail disappearing, then you are alone. With a chuckle and a shake of your head, you turn toward the path that leads to the Keep. Befriending a mermaid; that was quite an unexpected outcome to what seemed like a simple request in the beginning.
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Post by TNHawke on Dec 2, 2010 14:16:37 GMT 8
A Vision of Danger The BasicsStart- The Keep Requirements- 15,000 Gold Reward Centaur Ally Additional Information: Although there are male and female sprites available, you will only be granted one, and you may not choose which gender you receive. As allies, these are neither breedable, nor tradeable. The QuestPart 1: A Vision of DangerWhere- The Keep Peering into your cauldron, you watch carefully as your potion brews. The amber liquid swirls are mesmerizing before your eyes, and as you peer in you almost feel as though the magic is speaking to you. Bending closer, the aroma of the potion drifts upward, and in a flash, you are experiencing a vision. It is nothing concrete, and you see only rushing shapes. Everything is dark and fluid, but the feeling of fear and need rushes through you. Someone, somewhere, needs help. They are close, full of magic, and are reaching out to you. You must go to them. Will you? Part 2: A Vision of DangerWhere- Silva Forest As you near the edge of the Silva forest, you pause for a moment, considering the paths before you. To your left lies the well worn path most commonly used by students. The beaten dirt leads off in the direction of the direwolves, and offers nothing new to you. You have visited those areas many times before, and although dangerous, they are no longer very interesting. The center path is almost as well worn, and leads directly into the heart of the woods, where unicorns can sometimes be spotted. That trail is a very long one, and one you have trodden before. What catches your attention is the trail to the right, a path almost grown over with various weeds and plants. No one really bothers to explore much in that direction, as the woods quickly grow dark and the way is all but impossible. Without paths, the woods can be a very bad place to go walking, especially when you do not know your way. Still, this path must have been made for a reason, and so it is with only a glance over your shoulder that you proceed in that direction. Your vision has made you believe that the one in trouble can not be found in a common place. After a few turns, you can no longer see The Keep and have no idea where this trail may lead. It is difficult to make out the path, as the huge trees overhead block out the light. After casting a simple light spell, your way is made a bit easier, but your confusion still remains. After what seems like a few hours, you stop for a break, considering turning back. It seems like this trail leads even further in than you imagined, and night will be falling soon. The decision to remain for the night is perhaps foolish, but you decide to do so regardless, and press on. You hope you will find a clearing larger enough to set up camp, or a tree with branches large enough to sleep on. A few minutes later, you find yourself at a branch in the path, the only break you have seen since embarking. You have the choice to go either left or right, and you sit down on a nearby rock to ponder the choices. “You don't want to take the left way,” a deep voice says, and you jump to your feet, heart pounding. You peer around into the branches around you, but are unable to see anyone. “Who is there?” you demand, reaching for your wand. You know no one has followed you from the castle, and suspect an enemy is near. “My name is Nythilum,” the voice says again, and this time you are alert enough to hear where it is coming from. Peering into the thickets to your left, you can just make out a shape far too large to be human. “Will you show yourself, perchance?” you ask, sitting down once more, cautiously. “I am afraid not,” the male voice says, and you hear only the rustling of leaves to know that the person has left. Frustrated, you scuff at the ground with a boot, succeeding only in stubbing your toe. Standing, you think for a moment about following the person, but quickly realize that leaving this path to go gallivanting after a stranger would be foolish. The sun is setting, and you must be able to find your way back out. So it is that after a moment's thought you pick the left way, curiosity overtaking your common sense. Why would you not take this path? The direwolves live far to the west, and you can handle most of the ordinary creature you might encounter. Bears and the such are not large threats for magi who wield powers. The path you have chosen is difficult to follow, and many leaves cover it. Still, you press on, cautiously listening to the sounds of the forest. You think you hear water, and so you move forward swiftly, hoping to refill your flask. As you step into a clearing, however, something quite heavy hits you on the back of your head, and you see only sparks before the world turns dark. Upon awakening, you are greeted with a headache of powerful proportions. Wincing, you attempt to raise your hands to feel the bump, only to learn that your hands are bound with thick rope. Cursing, you sit up and look around. The clearing is empty. No, the clearing is empty save for a lone wolf approaching you, teeth bared and eyes angry. A quick search shows that your wand is missing from your robes. Struggling to your feet, you bleakly realize that climbing a tree is impossible with bound hands. Your best hope appears to be the stream to the right, though swimming also seems impossible. Still, you are out of options, and the snarling beast in front of you prompts you to make your way to the water. Your heart leaps wildly as the wolf readies himself to spring, and then you hear: “Kneel!” from behind you, and realize it is the same deep voice you heard before. Quickly you drop to your knees, and look up to see a horse leap directly over your head and attack the wolf. A large hoof hits the wild wolf in the flank, and with that the animal is fleeing for the cover of the trees. As the horse turns towards you, it becomes obvious that it is no horse. Well, part horse. A majestic stallion seamlessly turns into a human torso, and you find yourself looking into the bright, intelligent eyes of what must be a centaur. “I told you not to take the left path,” the man says. “You magi must not be as intelligent as I have heard.” If you were not so scared, you would have chuckled at the being's manner. “Would it be possible for you to free my hands?” you ask. The centaur leans forwards gracefully and does so. “My people will not be very pleased with me for coming to your aid,” the man says. “They wished for perfect solitude among these trees, and yet I let you live.” “And I thank you for that,” you say, painfully aware of your poor situation. The tall man then hands out your wand to you, which you take thankfully. “I may be exiled for my actions,” the centaur continues, looking grave. “If you were to help me with something, perhaps both of us could live to see another morn.” Rubbing your wrists absentmindedly, you nod. “Yes, of course I will help. I do like to live.” The centaur nods, then continues: “If we are to undergo this task together, we must go now.” “Nythilum,” you ask, remembering his name, “what is it that we seek to do? Perhaps, if you allowed me to speak with your, uh, herd, I could clear this problem up. You see, the magi pose no threat to your people, and -” The man shakes his head sadly. “My people are proud and stubborn. We were forced into this forest by men, and though the magi are said to be peaceful, we do not forget nor forgive easily.” “Alright,” you say sadly, “what can I do to help?” As you and your new companion near the edge of the forest, you are able to see a village, not too far away. “The problem is this,” Nythilum says: “a small foal wandered away a few days ago. We saw her get trapped by the humans of this village. That is why my people treated you so – humans have brought nothing but pain to us. I dare not enter the village – I would also become enslaved. You must go, bring other humans here, and free our foal. If you do this, my people will no longer wish you dead. They may even perhaps grant you our friendship.” You nod in agreement. “A friendship between our people would greatly aid us all. But I must insist that you let me speak to these villagers before we return to The Keep. If the matter is as urgent as you say, the trip would be valuable time wasted. I may be able to convince these people to let the foal go.” Nythilum bows his head and paws gently at the ground, carefully considering your words. “I accept,” he finally says. “but I must warn you that these humans are not kind. They often slaughter the forest deer when they have plentiful herds. I urge you to be careful.” You nod at him, and once you've assured him that you will be wary, take off for the village. The village itself is old and somewhat neglected, with ancient straw roofs. Children are busy playing around the outskirts of the town, and once they have seen you, run for their parents. The adults start to come out of their houses to meet you, their faces stern and harsh. You do not think this will be an easy mission. As you near the center of the village, you spot the foal, tied to a stake and rather frightened. You try to send a smile in her direction, but the little one sees you as just another human. “What do you want?” a large man asks, stepping forward, out of the growing crowd. “What business do you have here?” You turn towards him, and easily identify him as the leader of this town. “You have a captive centaur.” The man wipes large hands on his trousers and frowns at you. “Suppose we do. What concern is it to you?” You take a step towards him, gesturing at your robes. “I am a magi. Magical beings and creatures are my concern. Why do you keep this foal here?” The man spat rudely on the ground, shaking his head. “This freak was on our land, talking to our horses. It means no good.” You shrug, and reply: “Have you spoken to her? You know not her business. She was lost.” Some townsperson laughs at you, and you turn to the woman. “The thing trespassed. Is it not our right to protect our lands?” You nod. “Of course it is.” You have become increasingly aware that perhaps Nythilum was correct; these people are difficult to persuade. Perhaps... “If you take such interest in magical creatures, perhaps we can make a trade? We have wondrous alpacas at the castle. They would make great contributions to your herds. Their fur -” the burly man interrupts you. “We don't want your things. You should go now and leave us to our own affairs.” You sigh, and pull out your last idea: “Gold, then? Perhaps some coins can change your mind.” The man squints at you, tugging at his sparse beard. “Perhaps. How much coin are we speaking of?” You think quickly. “Would fifteen thousand be enough?” The man nods quickly, and does not haggle with you, leading you to believe these people do not often see that much gold. "I'm afraid I don't have so much money on me. If you let me leave briefly, I will be able to get it easily. But you must promise not to hurt the little one while I am gone. Do we have an agreement?" The man nods, and you turn to leave. ell?” Nythilum asks. “she is not with you. Have they hurt her?” “No,” you reply, and quickly tell him what transpired. Once you have finished, the centaur smiles down at you, and says: “We must find fifteen thousand gold, then.” The two of you set off, and as you begin to tire, you ask: “Would it be possible for me to, ah, receive a ride from you?” The taller man stares down at you. “On my back?” “Well, yes,” you reply. “It is a long way.” The centaur laughs at you and counters: “And perhaps some time I could ride upon your back? I think not.” And so you resign yourself to a few more hours yet of walking. Part 3: Return to the townWhere- Silva Forest You quickly count out the gold and pay the town's leader. It makes a small pile which the town leader quickly takes. The man grunts and two large lads haul the coins away. You smile at the man, and say; “I have fulfilled my part of our agreement. I presume I am free to lead this foal away?” as you step towards the frightened centaur child, the man positions himself in your path. You become quite aware of how broad and tall he is. The lads that took the gold away move to stand behind their leader. “Is there some problem I am not aware of?” you ask. “In a matter of speaking,” the man says. “We're keepin' the thing. Might be useful.” You shake your head. “Such a creature does not belong here among you. I must insist -” “You'll be doin' no insisting here!” the man booms. “Now take yourself and your steed out of my town, lest you wish for my boys to assist you!” In a quick moment of anger, you whip out your wand, and the man falls like a tree. The crowd is instantly in turmoil, women screaming and everyone fleeing. You take the chance to dash forward and untie the little foal, who stares at you with wide eyes. “Come, Nythilum is waiting!” you shout, and she runs for the woods alongside you. Once you have reached the shelter of the trees, you dismount from your horse and watch as the little mare gives Nythilum a huge hug. “It's alright, Nikka,” the man says, smoothing back her hair. “Let's get you back to the herd, alright?” The three of you start on the journey back to the clearing. As you near, the foal takes off and runs ahead. Nythilum turns to you and says: “I am in debt to you. You did not need to help us so. Even if my people do not grant you friendship, you will always have mine.” “And you shall have mine,” you reply, embarrassed. The two of you reach the clearing, which is now full of centaurs gathered around Nikka. The largest centaur steps forward, and you can't help but notice his large spear. Or the fact that most of the females are carrying lethal looking bows. The man stops in front of you and Nythilum, and turns towards his brethren first. “Nythilum,” the centaur leader says, “your actions before were dangerous. Humans have always caused us harm.” You swallow, afraid of being attacked again. “But,” the man continues, “the fact that you and this... magi... so bravely went forth and rescued my daughter is honorable. I pardon you, brother. And you,” the chieftain says, turning towards you, “I grant you our friendship. You answered the call of my child, for which I am grateful. If you ever have need of our aid, we will give it to you as you have selflessly given us yours.” Fail"What do ye think I am, daft?" the town leader says, scratching at his stomach. "We agreed upon the sum of fifteen thousand gold. If you don't have it, I'll be keeping the foal. We could use another horse around here, anyway."
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Post by TNHawke on Dec 9, 2010 15:32:08 GMT 8
An Anonymous Note The BasicsStart- The Keep Requirements- 20 Ice Gryphons --> --> , 10 Ice Phoenixes [img src="http://magistatic.com/i/22e9a9b7c229e73eeb5c1cbddc18c13c8fc65648.gif[/img-->] magistatic.com/i/df691b6be94fbccb98541db2034ccd902382989c.gif"]--> , 15000 Gold Reward Icist Additional Information: The QuestPart 1: An Anonymous NoteWhere- The Keep It is said that in the dead of winter, strange creatures walk the nights, wandering through the dark. More superstitious people do not venture forth after the sun sets, wary of strange beasts. But for those who dare to, nighttime walks can be most interesting. It is a cold evening at The Keep; snow has been falling at a steady pace all day, and the ground is heavily carpeted with the downy flakes. The sun is slipping behind a distant mountain, making the air even chillier. You would normally be tucked away inside your rooms, windows barred shut and a fire burning merrily, but for a strange note you found. It was slipped under your door while you slept, and one of your many companions brought it to you as you awoke. The letter was written on old, yellowing parchment, and the hand was unfamiliar to you. It read: “I write to alert you of someone in need. It is heard that the magi help those who require assistance, and unfortunately you are my last hope. I beseech you to travel to the most southern of the caves of Nareau. There you will find someone who is in great need of your help. My many thanks.” Do you want to travel to the caves? It is a long trek, and the weather is not agreeable. Part 2: An Anonymous NoteWhere- Caves of Nareau At first you weren't sure if you should undertake the journey: who could have left the note? But you questioned the other magi, and none knew who left the note. It was strange that someone could have gotten in the castle unaided and unnoticed. Still, the other magi urged you to go on the trip, as it is one of the duties of the magi, and you reluctantly agreed. At least the lands you were traveling to would be warmer than the castle. So you are now on your way to the Caves of Nareau. With a last glance back at the warmth of The Keep you stride forward, beginning your travels. It takes a full week to make your way there, but at least the temperature rises as you do so, making the trip more comfortable. You walk past many of the caves, not venturing inside but passing by. Eventually the caves grow fewer and fewer, until at last you believe you have found the very last one. It lies under a think blanket of snow, and does not have the telltale glimmer that the jewel-bedecked caves have. With a last glance around the land, you pull your cloak tighter around yourself and head inside. You notice immediately how cold it is inside – it is bitterly frigid, too cold not to be magical in nature. You tug on your thickest gloves and continue on. The walls of the cave are covered in thick frost and icicles, and your summoned light casts odd shadows on the walls. The ground underfoot is slippery and you proceed cautiously. The cavern seems to go on and on, and you afraid you will have to spend the night or turn back when the cave suddenly widens and ends. You seem to have emerged aboveground, but it looks nothing like the land around the Caves of Nareau. Mountain ridges form a great bowl, and the whole place looks like it appeared from the middle of winter. Piles of snow cover everything, and you can see a lake in the distance, completely frozen. You stand there for while, wondering why you were called here, when you see a movement. The creature that moved is the same color as the snow, and you start to see that there are many more, perfectly hidden. Something by your foot shakes a little, and you bend down to see a tiny little dragon. No, not exactly a dragon – you're not quite sure what it is. You have never seen one before. It appears to be some strange mix between a draconian and an elk? Tiny antlers spring from its head, and it gently butts against your leg and looks up at you with cool blue eyes. You dig in your pocket and produce a piece of bread for it to munch on, but the hatchling ignores you and takes a bite of snow instead. Looking up, you see a splash of color in all the white. It appears to be a person, and you step away from the small hatchling to approach the human. It appears to be a woman, wrapped up in a long red cloak. Her dark hair is being thrown about by the wind, and the scowl on her face is making her quite unapproachable. “Are you the magi I summoned?” she asks, placing a gloved hand on one hip. You nod. “I wasn't sure who the note was from, but I decided to come anyway -” She waves you off, and continues: “I've been looking after these creatures for years. They're lovely things, a little vicious sometimes, but overall very nice.” You don't know what to say, so you nod. “There's a problem,” the woman continues, brown eyes fierce. “This place is thawing, or melting or something. I don't know how to stop it. I... I need help.” You nod again, and say: “Of course I will do everything to help. I have a few questions.” The woman sighs and rolls her eyes. “If you insist. But I must warm you, I don't think we have much time.” Pulling your cloak tighter around you, you ask: “What's your name?” The woman is apparently named Nyiara. The creatures have been a family secret for generations, and she is greatly concerned for their wellbeing. It appears that no one knows how these beasts came to be here, or how the strange valley was created. You have gleamed some information from Nyiara, and are now talking over strategies with her. “They can't travel at all?” you ask. She shakes her head. “Nope. Even the least bit of warm air and they begin to deteriorate. We've got to get them to somewhere that will be cold forever, but I can't for the life of me figure out where.” The two of you are resting at her home, just a few miles away. Your attempts to use your magic to fix the problem have failed – whatever spell was used to create the spell in the first place is very strange. It refuses any of the power you try to send it, and won't accept new spells. You are almost at a loss. Finally, after many warm beverages, you have an idea. “I believe I know a solution,” you say. “The Keep is constantly being made larger. It would be simple enough to create more caves, magically kept cold.” She shakes her head immediately. “They couldn't stand the journey. I've read a bit about those spells that keep things cold – of course I did – but they aren't portable or anything.” You shake your head at her. “No, they aren't. But ice gryphons are. And phoenixes. They would have to remain by the icists constantly, though, even while at The Keep.” She stares at your for a moment, then a huge smile lights up her features. “Of course! The Keep has plenty of phoenixes and gryphons.” She springs to your feet and fetches your cloak. “Hurry up, get going. The sooner the better. Bring plenty of those companions.” You have plenty of time to consider the situation as you journey back to The Keep. Many of the ice creatures are just beginning to return for the winter, and it may be difficult to get the number of companions you require. If you can't raise a company of twenty ice gryphons and ten ice phoenixes to act as permanent companions to icists, these strange snow beasts may be in serious trouble. FailYou need to find twenty ice gryphons and ten ice phoenixes in order to transport the strange snow beasts to The Keep. These companions will remain with the icists, ensuring that they are comfortable during their travels and at The Keep. Part 3: An Anonymous NoteWhere- Caves of Nareau Finally, after much travel, you have gathered all the necessary animals. It was rather strange to journey back to the Caves of Nareau with so many creatures, but you have done so with great speed. Nyiara is so pleased with your return that she hugs you, and leads the creatures from the castle to the valley herself. The strange beasts, which Nyiara calls icists, quickly gather around the other ice creatures excitedly, and greetings are exchanged. The cold of all these companions evidently are making the icists feel much better, as they are becoming animated and energetic. Nyiara has decided to go with you back to the castle, to make sure the icists made the trip easily. The journey back to The Keep is uneventful at first, with the huge group traveling swiftly. Problems begin to arise when you notice someone is following you, or several people. Glancing backwards every so often, you see a flash of movement, but never got a good look at them. They reveal themselves just as the company is about to exit through a tight pass. It is a band of ruffians, armed with bows, swords, and most importantly, torches. They have surrounded your company quickly, blocking all exits. The ice creatures remain perfectly still, eyes locked on the huge, deadly torches. You step forward to who you assumed was the leader, drawing yourself tall. These were typical mountain bandits, dressed in filthy leather and long beards. Cruel swords hung from their belts, nicked from time and lack of care. “What do you want?” you ask, looking in the leader's small eyes. The man spits on the ground and waves his torch a bit, as if to remind you it is there. “How much gold you carrying?” he asks, mouth splitting in an awful smile. "I think fifteen thousand is a reasonable price. Give it to me or go back." FailWith a sigh, you look at Nyiara. "I'm afraid I don't have that much gold." The leader of the bandits scoffs at the two of you. "You're a magi, I can tell by those robes. You'll get the money or not pass. Fifteen thousand gold." Part 4: An Anonymous NoteWhere- Caves of Nareau You groan inwardly, reaching towards your pouch for the money. “Fifteen thousand. Here.” The man hands his torch to a lackey and counts the coins eagerly. With a mocking bow towards you, he places the gold into a bag and backs away. “And may you have a lovely day,” he says, grinning. The bandits slowly retreat, leaving you free to continue on your way. “I'm sorry,” Nyiara says. “If I can pay you back anything at all -” You shake your head. “It's alright. Let's just get to The Keep.” Companions and magi alike have gathered to watch you arrive. Master Belmos strides forward to meet you, introducing himself to Nyiara politely. “We have been working to create more caves,” he says, gesturing to the north of castle. “Let's get these... creatures settled.” Soon the icists are content in their new homes, after being checked on and reassured by Nyiara. Nyiara herself has decided to take the test, and has passed and is beginning her studies as a magi. She is very pleased by this, not only because of her interest in magic, but because she can remain by her icists. You have retired to your rooms and built a huge fire up before crawling into bed with a good book. Of course, you now have a new egg that will hatch into your own odd little companion.
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Post by TNHawke on Apr 6, 2011 3:28:14 GMT 8
In Search of Monsters The BasicsStart- Alasre Mountains Requirements- 1 albino Nandi Bear egg , 1 Chupacabra egg , 1 Manticore egg Reward Yellow Namista's Spider and Blue Namista's Spider Additional Information: You will need one set of eggs to get the yellow spider egg, and after it has hatched, you will need a second set of the required eggs to get the blue. If you collect the second set, and have not yet hatched your first egg, you will receive an error message This has been brought to Tristan's attention, as it seems that since the quest will take away 3 of the four eggs, resulting in only one egg in the keep, the second spider egg will give you two and you will be under the 4 egg limit. The QuestPart 1: In Search of MonstersWhere- Alasre Mountains It has been several days since you have set out on your journey. You were the only one who would dare to go, for there has been nothing but storms for weeks now. Traveling through the Silva forest and up the mountains in this weather has been no easy task, but you had a very good reason for this trip. A large village in the remote regions of the mountains has sought help. The villagers claimed that gargantuan monsters have been raiding their lands, and several people have gone missing. The accounts of the monsters have been vague at best, and no one knows what they are, not even the magi. Most of the magi who have heard the tale believe it to be nothing more than trickery. Perhaps someone had reason for making the missing people disappear, and the tales of the monsters were created to ward off suspicion. Either way, the task falls to the magi to find the missing person and aid the village. None dared attempt the trek; there has been no proof of any unknown creatures existing in the mountains, and the weather at this time of the year is horrendous. But you met with one of the villagers, who dared to undergo this journey, and you feel you must help. The villager had no where else to turn to, and his desperation was all too obvious. The man was at his wit's end, and ranted on about giant creatures with altogether too many limbs. His tale has made you curious enough to go and see what aid you can offer. Of course, such a trip is dangerous. A chill wind blows from the north, and the sun has all but set. A certain smell in the air, the formation of the clouds... yes, a storm is coming, and the village is still hours away. You are not quite lost, but do not know of any nearby clearing in which to spend the night. Wolves and other creatures could easily beset you while you slumber, so you press on in hopes of finding shelter. As luck would have it, the trees in front of you are beginning to thin, and you are just able to make out the shape of a mountain. As you stride forward quickly, you see not only the beginning of the Alasre Mountains, but a dark shape that may be a cave. You are thankful to have found a safe enough area to spend the night. As you approach the mountain, a dark shape becomes clearer, and it appears to be a rather large cavern. Carved deep into the rocks are runes, glowing brightly. Lighting the air around you with a muttered spell, you step forward, examining the runes. It's written in a language used a few centuries ago, mostly by dark magi. You remember learning a little of it, and believe you can decipher it, given time. It takes you several minutes, but you eventually translate it, and are dismayed at what you find written. You cannot pass beyond this point until you have proven yourself worthy. Unfortunately, you are required to give the mysterious maker of these runes three eggs: one from a manticore, one chubacabra egg, and the egg of an albino nandi bear. What the person behind all this wants with such powerful creatures, you do not know, but are very curious to find out. FailYou cannot continue on until you have brought the required creatures before these runes. You need to have a manticore, a chupacabra and an albino nandi bear to gain entry into the cave. Part 2: In Search of MonstersWhere- Alasre Mountains Opening your bag, you gently lift out the eggs. You bring the three needed eggs forward before the glowing runes, placing them in a line. Not knowing what else to do, you step forward and touch one of the runes hesitantly. There is a single bright flash of light, and when your vision clears, both the runes and the eggs are gone. Who put this barrier in place? What would they want with the companions? You duck inside the cave just as the first cracking sound of thunder splits the air, happy enough to have found a safe enough place to pass the night. Pondering what became of your companions, you direct your attention to your own needs, and eat a quick meal before starting a fire. Kneeling, you produce a vial from deep inside one of your pockets. Once you have poured the mixture on the ground, a merrily burning fire is made. Now that you have enough heat to manage till morning, you place your bags on the ground and rise to explore. The cave is ordinary enough, with rough gray walls. There are only a few gems in the wall, which is well enough. Many of the caves in the Alasre Mountains are completely covered in jewels, making it almost impossible to see. You are lucky you did not wander into one. Continuing on, you realize the cavern is much larger than you originally assumed. The entrance is growing farther and farther away, but your light is still burning bright. Peering into the gloom, you see a sort of corridor that the rock has formed, split into three passages. Should you press your luck and continue your exploration, or head back to the warmth of your fire? You may well be able to spend the night here safely, and continue on in the morning. Still, a bit of doubt troubles you – what if you are not alone in this cave? Best to explore fully and sleep easy than be awoken unexpectedly. Do you dare to continue on? The paths may lead into nothingness, ending far beneath a mountain. There is no guarantee that there are no dangerous creatures in here, or that the paths lead anywhere. If the ways were formed naturally, that is probably the case. And if they were formed by humans, to what end were they created? And by whom? Part 3a: The Right PathWhere- Alasre Mountains Hesitatingly, you step toward the right path, and with a last glance at your now distant fire, continue. Feeling the walls with your fingertips to guide you along, you realize with dismay that the cave is becoming more and more encrusted with jewels. Your spelled light causes the whole path to glimmer and shine, until it is hurting your eyes. If you continue on much longer, you will be blinded unless you go on in darkness. That would leave you defenseless, though, and so it is that you turn back. Part 3b: The Middle PathWhere- Alasre Mountains After much deliberation, you pick the middle path. You imagine you can hear a lapping sound that may be from an underground river. The way is easy enough, and as you continue the rock ceiling overhead widens and stretches away. You find yourself at the edge of a murky lake, but are unable to tell just how large the body of water is. This cavern is full of shadows your light cannot repel, and you can see no way to traverse around this lake. Sighing, you turn back, hoping one of the other paths ends with better results. Part 3c: The Left PathWhere- Alasre Mountains From the left path comes a slight breeze, and so it is this path that you choose to follow. The air probably means that the path ends with an entrance to the outdoors. As you progress, you begin to see more and more bright gems embedded in the walls of the cave, and hope that not too many appear, lest you lose the ability to see. You stumble once or twice on the uneven floor, but it is an easy enough journey. As the breeze turns into more of a wind, you press on more hurriedly, sure that the path will end soon. And so it does, but not in the forest or mountains as you had suspected. The corridor gives way to an enormous cavern, one that stretches far above your head. Indeed, you cannot see the cavern's ceiling, as too many shadows mask it. In the center of the cavern lies a pool. It is dark and you cannot see its bottom. Stepping to its rocky shore, you bend down to investigate further. Only the reflection caused by the dark water saves you in time. You whirl around just quickly enough to land a stunning spell on your attacker. The creature cringes away from you in pain, and your stunned reaction gives the thing almost enough time to kill you. The thing recovers from the blow swiftly and springs at you again, sharp legs seeking flesh. Again you stun the thing, and hurriedly back away. The spider, for that is what it must be, cries out in a blood curdling scream, and you almost cover your ears. Preparing for another attack, you are startled when you catch another motion out of the corner of your eye. If it is another monster, you may well be doomed. "Watch out!" a man shouts, and you have time enough to retreat further before a large metal cage clangs to the ground. It must have been set somehow in the ceiling. The trap is cleverly placed, and the giant monster is well caught, to your relief. Still clutching your wand, you take a few deep, shaky breaths and turn to regard your savior. It is none other than the villager who came to The Keep seeking help! "What are you doing here?" the man yells, striding towards you. "I might ask you the same!" you reply heatedly. "I came to answer your call for help. A storm caught me and I found a cave in which to spend the night." Turning away from the man, you step towards the cage to examine the spider. It seems enraged, and eight frightening black limbs are attempting to tear apart the cage. It hisses in rage, frightening dark eyes glaring at you. "I thought no magi would come," the man replies. "They all turned me away. You said nothing to me -" "I only recently changed my mind," you say. "I regret not informing you sooner. The trip over the mountains would have been easier with a guide. Besides," you continue, gesturing at the cage, "it seems my help was not needed after all." The man, you remember his name to be Tarquin, grimaces. "It was not easy. These caves are infested with these monsters. I had to sneak in under the cover of day. They sleep then, in lower caverns." The two of you are silent for a moment, regarding the huge spider. "How long have these creatures been terrorizing your village?" you ask. "A fortnight," Tarquin replies. "I do not know where they came from. We have had no trouble before." Something about his words unsettle you. "New companions do not just appear. Someone either made these, or they come from a place we do not know of. Will you let me help you solve this mystery?" The villager nods. "Of course. I need all the aid I can get. The other men will not help me - do not even believe these things exist. One of them killed my brother. I witnessed it happening, and have taken it upon myself to rid the village of this infestation." You nod deeply. "I am sorry for your loss." Tarquin nods in response. "Shall we continue to your village, then?" you ask. The man shakes his head. "They will be of no help. If you like, we can spend the night at my lodge, then continue this in the morning?" You quickly agree, and the two of you set out for his home. Part 4: The Left PathWhere- Alasre Mountains With the safety of daylight, you feel much better when entering the caves. Tarquin had several torches to offer you, but was pleased when you showed him an easy spell to conjure light. So it is that the two of you are entering these caverns again in search of the huge monsters. The spider that Tarquin trapped last night is still in its cage, sleeping now. Despite the man's wishes, you would not let him kill it until you studied the beast more. Passing by the trap, the two of you continue down, past the dark lake. "There are more of the things in here," Tarquin says, gesturing down a tunnel. "I would rather press on," you reply. "I want to get to the bottom of this. Is there a place where you have not yet gone?" the man nods and the two of you set out again. "I have not been deeper than this," Tarquin says. "All the passages lead here. I did not dare go further without aid." You nod and step forward. The passageway leads to the largest cavern yet, seeming to stretch on for miles. You cannot even glimpse the ceiling above, although a few shimmers tell you there are gems there. Peering into the gloom ahead, you can almost make out something. There are no sleeping spiders here at all. But there is something... yes, out of the dark you can make out... a tower? Who would build such a thing here? A glance at Tarquin shows his confusion as well. "A dark magi?" he whispers. You shrug. There have not been any for many centuries. You would not know how to deal with one. The two of you continue on in silence. As you draw closer to the tower, you draw your wand. The stone building seems to rise out of the cavern floor as if it grew, and the rocky turret looks like a stalagtite. A light burns in a window though, and you feel the hair on the nape of your neck rise up as you realize someone is inside. Approaching the door, you slip inside silently, gesturing for Tarquin to stay behind. If a magic duel does occur, it is best he is away from it. Also, he is the only one you have to return to The Keep to tell of your fate and get more help. If he does not survive, hopefully your roc companion will not come looking for you, but return at once to The Keep to alert the magi that something is afoot. The tower has no door, and you quietly enter. It looks much like a magi's study, a large table in the center of the room holding manuscripts and scrolls. A small fire is burning, and you can see there is no one here. You move towards the stairs at the end of the room, breath catching in your throat. Your hand holding your wand is shaking slightly, but your steel your resolve and slowly, silently, climb the stairs. The first thing you see is a round thing sitting near the top of the stairs. It appears to be an egg. Crouching low, you continue and turn to face the room. Someone is sitting at a desk, facing away from you. Glad to have the advantage, you look about the room. A bed sits at one end, and only a small lamp casts light. The person at the desk is wearing a dark cloak with the hood pulled up, though it is not overly cold. "I thought one of you would come sooner or later," the person says, and you jump despite yourself. Without turning around, the person continues: "Normally I'd give you the option of leaving now and living, but I suppose you'd just run back to your Keep and return with others." The voice appears to be female, and your studies return to you with a flash: Namista. How could she still be living? The last encounter with her was more than a century ago. Though magi do tend to live longer than the average human, that span of time is unthinkable... Namista, the spider queen. Once she was the pride of The Keep, but she delved into dark magics, seeking to create new companions. It is natural for a magi to wish to do this – one must always seek new magic and become curious. New companions have never been sucessfully created, however; only nature can do that. Natural magic is too wild a thing to be controlled, and experiment often turn out... badly. As was the case of Namista's. She had great love for spiders, and was bitter that no spider companion existed. Why should her favorites be neglected? She tried for years to create magical spiders in secret, her frustration and ambition driving her mad. Until one day her experiment worked. The beast she created almost killed her and escaped, and it took ten magi to bring it down. Namista was expelled in disgrace. No one ever heard of her again. Until now. All of your studies assured you that this woman had died of old age. To be faced with such a powerful and ancient magi... you are afraid your chances of survival are slim. Hopefully Tarquin escapes to tell the tale. The figure in the chair rises slowly and turns. The hood covering her face slowly falls away. This woman looks no older than you, her face unlined by age. If not for what you knew, you would think her kind. Namista taps a thick black wand against her cheek. "What to do, what to do..." she smiles. It is a deadly smile with no warmth to it. You feel every inch of bravery drain away from you. Her thick black hair is strangely reminiscent of her pets, and her green eyes freeze you in place. Beautiful she may be, but cold, cold as the dead of winter. She realeases you from her gaze and bends to pick up a large egg. Before you can see what she has in mind, you turn and flee, almost tripping down the stairs in your hurry. You do not look back to see if she is following. As you whirl past Tarquin, you grab his arm, a rough plan formulating. The two of you spring for the passageway, and despite being breathless you are able to shout: "Where is your nearest trap?" Tarquin pauses in flight for a brief second. "I'm afraid it's near that lake!" Cursing, you continue your flight. As you enter the large cavern with the murky lake, you bend over to pant. You hear Tarquin hiss in fear and look up to see Namista in front of you. Not a hair is out of place, and she looks perfectly calm. She is still holding the egg, and you can see it has begun to crack. Closing your eyes, you raise your wand and using every once of energy you have left, summon enough air to raise the cage behind the woman. The spider Tarquin trapped earlier instantly wakes from sleep and runs forward. With one final blast of magic, you surround Namista with a spell she would not expect, something so weak and fragile it is sure to surprise her. It only last a few seconds, but that is enough. Namista appears to be none other than you. The illusion lasts long enough for you and Tarquin to watch, horrified, as the woman and monster proceed to murder each other. With all of the energy and magic you have expended, you are drained. The world turns gray, then dark. When you awaken, the first thing you notice is how marvelously soft the bed is. You are cocooned in warmth, and it is with reluctance that you force your eyes open. An elderly lady is sitting in a chair next to you, and smiles when she sees you are awake. "Good morning," she says. Her weathered face is kind, and when she bends forward you can see she is offering you a mug. Taking it from her, you smile in thanks. "Where is Tarquin?" you ask. "Where am I?" The woman rises slowly, drawing her skirts around her. "Tarquin is fine. He is speaking to our town leader. Drink that, and I will go bring him to you." And with that, she departs. Content, you take a sip of your drink, pleased to find it is warm spiced cider. You lean back and wait for your friend to arrive, hoping he is well. When Tarquin does arrive, he is smiling. Sitting at the end of your bed, he says: "I owe you a great deal, friend. It pains me to tell you that this village is very poor." You shake your head hurriedly: "I require no payment. I could not sit idly by while the things attacked innocents." Tarquin nod and continues: "You'll be pleased to know that the woman is no longer among us. As soon as she died, her creatures... fled. Whole hordes of the beasts were seen fleeing. We do not know where they have gone, but as they left in the direction of inhospitable lands, we do not really care. The only problem is that they have left their young behind. All those eggs are still there, and we are afraid that they may hatch and attack us." Finishing your drink, you place it on the bedside table. "If they are eggs, then there is hope. I shall bring some magi here and we shall remove them. Perhaps these spiders, if raised differently, can become companions." Tarquin agrees with you, thanking you profusely. "My people owe a debt to you." Returning to the lowest of the caverns once more, you are still amazed by how large the place is. It rivals The Keep in size, and you wonder how Namista found it. Perhaps it was carved from magic? Maybe the volumes and manuscripts in the tower hold some information. You enter the dark building, pausing to light the one small lamp. It seems a cold and barren place to live, but somehow you don't suppose Namista minded. You gather the books and papers together, placing them in your side bag. You will read them at a later date, perhaps in daylight. Next to the desk you see an egg, and bend down to pick it up. This one will be yours, you think to yourself, placing it gently in your pack. If properly cared for, these creatures may be suitable companions. You cannot leave them to their own devices, lest they grow large and attack villages like their elders. With your bag full, you turn to leave, casting one more glance at the tower. You are glad to leave this place, and the sunlight feels warm against your face as you step out of the cavern. With your roc flying in lazy circles above you, you prepare yourself for the long trek back to The Keep. Part 5: Get Another Spider EggWhere- Alasre Mountains You cannot pass beyond this point until you have proven yourself worthy. Unfortunately, you are required to give the mysterious maker of these runes three eggs: one from a manticore, one chubacabra egg, and the egg of an albino nandi bear. FailYou cannot continue on until you have brought the required creatures before these runes. You need to have a manticore, a chupacabra and an albino nandi bear to gain entry into the cave. Part 6: Get Another Spider EggWhere- Alasre Mountains Opening your bag, you gently lift out the eggs. You bring the three needed eggs forward before the glowing runes, placing them in a line. You step forward and touch one of the runes hesitantly. There is a single bright flash of light, and when your vision clears, both the runes and the eggs are gone. You see an egg, and bend down to pick it up. This one will be yours, you think to yourself, placing it gently in your pack. If properly cared for, these creatures may be suitable companions. You cannot leave them to their own devices, lest they grow large and attack villages like their elders. With your bag full, you turn to leave, casting one more glance at the tower. You are glad to leave this place, and the sunlight feels warm against your face as you step out of the cavern. With your roc flying in lazy circles above you, you prepare yourself for the long trek back to The Keep.
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Post by BBKat on Jun 30, 2012 0:09:08 GMT 8
The Face Changer The BasicsStart- Etanian Desert Requirements- 100,000 Gold Reward Removed from the society you are in Additional Information: You can complete the quest as many times as you like provided you have the gold to do so. You cannot be in more than one group, so if you wish to join another you must first complete this quest to leave the group you are in. However you can redo the initial quests to join the group again once you have left it(so, if you leave the Dark Brotherhood you can rejoin it by doing the quest again) If you are not part of any group it will not show up. The QuestThe Face ChangerWhere- Etanian Desert From far off, you can see a fire burning, just as the rumors said you would. The day is coming to a close, and you wrap your cloak tighter around you to keep out the chill. Although you are not far from the castle, the air here is colder, and you pay close attention to the land around you. The desert is home to many dangerous creatures. You focus on the fire in the distance, unable to see if there is anyone by it. Still, it is a clear beacon, and with dusk fast approaching, you move forward quickly, eager to see if the stories are true. When you finally reach the meeting spot, you see that you are no longer alone. A cloaked figure is sitting by the blaze, turned away and seeming not to notice your presence. You clear your throat to catch the person's attention, and they slowly turn towards you. Their heavy cloak masks their face, but as the person turns, light from the fire shows them to be an old man. "What brings you to such a place?" he says, beckoning you to sit. The sand still holds some of the warmth of the day, but the fire's heat is welcoming. "I was told your services were very good," you say. As the stranger shifts, their face slips into shadow once again. When you can see their face again, it appears to be much younger. Though it is a disconcerting sight, it assures you that you've come to the right place. "And what services are those?" he asks, his voice sounding much deeper. "I wish to be able to join other secret groups," you say bluntly. "I no longer wish to be a member of the one I currently belong to. I heard you could make this possible." The man nods his head, and when he speaks again, his voice is much higher. "I can do this for you. For a price." You nod, your hand reaching for gold. "And what is that price?" The person chuckles, and you swear it sounds like an old woman's cackle. You catch another glimpse of the stranger's face and realize with some alarm that they are suddenly no longer male. "It is not an easy thing you ask for," she muses. A hand snakes out of the cloak and traces patterns in the sand. "One hundred thousand gold. I do not barter." Part 2: The Face ChangerWhere- Etanian Desert “I hope your skills are as good as I have heard,” you say, dropping a pouch at her side. She turns to you, and her face is abruptly that of a gorgeous young woman. “I assure you it is,” she says. Reaching into a pack next to her, she reveals a beautiful, emerald-green bottle. “Three sips of this and no one will recognize you. You will be free to do what you wish.” You take the bottle from her and hold it to your lips, drinking deeply. The first sip is sour, and you grimace. The second sip is almost spicy, but the third sip is sweet and refreshing. You take out a small mirror from your pocket, and you hold it up to see what transformations you have undergone. “I look the same!” you cry out angrily, but she just smiles at you and replies: “No one will know you. Go now.” You tuck the mirror away and turn to leave, casting one more look behind you. There is nothing there; no fire, no stranger. A sense of foreboding fills you and you hurry back to the castle without another look back. Fail- Unable to pay the price, you stand to leave. “I will return when I have it,” you say curtly, disappearing into the night.
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