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Chapters for the reborn
Five chapters of the story are told only to the reborn. The first four take up where Chapter III left off: Bram's words about something at the bottom of the world that knows names, keeps a ledger and wants a hold. Each of them is five tales, one after the other, each part is a fight meant for a reborn of its level, and every part ends with something to keep using or to show off. The fifth, Chapter VIII: The Keystones, is for the long reborn: three parts, at ranks 15, 30 and 60, and each one done lets you hold one more keystone in the skill tree.

Who tells them
| Chapter | Who | Where | For | Levels |
|---|---|---|---|---|
| IV: The Ledger Below | Oswin | the Warden House in Aldhearth | the reborn, from your first rebirth | 20 to 120 |
| V: The Last Name | Ysra | the market street in Coldhaven | the reborn, from your first rebirth | 40 to 150 |
| VI: The Second Crown | Oswin | the Warden House in Aldhearth | rank 6 and up | 60 to 140 |
| VII: Past the Threshold | Bram | the well in Aldhearth | rank 10 and up | 100 to 150 |
| VIII: The Keystones | Ysra | the market street in Coldhaven | part 1 rank 15, part 2 rank 30, part 3 rank 60 | 120 to 150 |
A part is offered like any tale: when you reach its level, and the part before it is done. Speak to the teller before your rank allows it and they tell you what the chapter is about, and that it opens to the reborn at its rank. A chapter is told once: a rebirth does not tell it again, and what it gave you stays yours.
In the Journal (J) each chapter has a heading of its own above the other tales, with its parts as Part 1, Part 2 and so on. A chapter not open to you yet says the rank it opens at.
What is new in them
- Sieges. Some parts ask you to hold a place: stay there while waves of Grown come at you, one more in every wave for each of your group nearby, until the count is done. The tracker reads Hold …: n of 75 seconds. Leave the place or die and the count starts again; the Grown already there stay. A siege's Grown hunt only you and your group.
- Stronger Grown. In a chapter, the Grown you are sent to slay and the ones that come at a siege are at least the part's level, and as much stronger as your rank makes you. They are a fight, not a stroll.
- Into the Twenty. Most parts go down into the bands of the Twenty, to the foot of a band or into its depths. A part at its own level is a fair fight for a reborn of its rank: the deeper bands are where your rank is meant to be.
- Choices. Every chapter asks you to choose, more than once. What you choose changes the lines you hear, the fight you get and, at the end of Chapters V to VII, your title.
Chapter IV: The Ledger Below
Oswin finds your name twice in the Registry's ledger: once in his own hand, and once in a grey hand like ash.
| Part | Level | Tale | What it asks | What it gives |
|---|---|---|---|---|
| 1 | 20 | A Second Hand | Down in the Ember Sea: put down twelve Cinderkin, then slay the Ash Clerk | Aura: Ash-script, a Jewel of Ascent |
| 2 | 40 | Names in the Rock | Rubbings at the foot of the first three bands, a siege at the third, and a choice | Ledger ink wing dye, a Warding stone |
| 3 | 60 | The Clerk of Ash | Delve into the Still Dark, hold its foot, and slay Ashgrave | the Ink-wisp, a Mythic companion; a Wanestone |
| 4 | 90 | What Oswin Owes | What the first Wardens did, and a choice of where to take it: each way has its own siege | the Key of the Deep door, two Jewels |
| 5 | 120 | The Ledger Below | As deep as the first Wardens went, the Fungal Vaults: delve, hold the Ledger's door, slay its Hand | the Seal of the Second Hand, Aura: Ledger-light, the title the Twice-Named (Legendary), three Jewels and a page for your codex |
The Seal of the Second Hand is an amulet: 150 life, 14% harder blows, 4% keener strikes and 6 armour, the best amulet in the game. It can be upgraded and given a deep rune like any amulet.
Chapter V: The Last Name
Ysra knows old names. The keeper of the Ledger was a Warden once, and its name was spent; it lies in three pieces.
| Part | Level | Tale | What it asks | What it gives |
|---|---|---|---|---|
| 1 | 40 | An Archivist's Hunch | Three towns' archives, and the thief who carries the last page | Vellum wing dye, a Jewel |
| 2 | 70 | The Drowned Syllable | Down in the Grey Fold: put down twenty of its Grown, then slay the Syllable-eater | Aura: Still water, a Warding stone |
| 3 | 100 | Wings of the First Warden | Up into the night sky to find what flies there, then out past the third ring of towns: hold against its flock and slay the Wane-kite | the Wings of the First Warden, a Jewel |
| 4 | 130 | The Name Spoken | Say the name in three places, and hold the last of them | Ability: Speak the Name, a Warding stone |
| 5 | 150 | The Last Name | At the foot of the Faded Court: hold, slay what waits there, and choose | the Ashwing drake, a tier-VII deep rune, a Mythic title, two Jewels and a page for your codex |
The Ashwing drake is a mount: ash-gold, speed 1.9 and a strong jump, the fastest mount in the game. Use it once to learn it, as with every mount. The last choice decides your title, the Namegiver or the Last Word, and whether your rune is a Heart rune VII or a Might rune VII (Deep runes).
Chapter VI: The Second Crown
With the Ledger closed, the names it kept are loose in the Deep, and something is gathering them in frost: the Steward of the Second Crown, the last servant of the Faded Court, who means to write every name into one and crown it.
| Part | Level | Tale | What it asks | What it gives |
|---|---|---|---|---|
| 1 | 60 | Frost on the Ledger | Frost in the Magma Gardens: put down fifteen of its Grown, then slay the Rime-gardener at the foot | Aura: Rime, a Jewel |
| 2 | 80 | The Worm's Letters | Orla's errand: delve the Wormways, hold its foot, slay the Letter-worm, and choose to read its letter or burn it | Steward's blue wing dye, a Warding stone |
| 3 | 100 | Heralds in the Glass | Put down twenty Grown of the Glass Canyon, hold its foot, slay the Herald of the Second Crown | the Rime-hound, a Mythic companion; two Jewels |
| 4 | 120 | The Frozen Court | The Steward summons you: walk into its court as summoned, or come the delvers' way; each way has its own siege | Ability: Rime Ward, a Warding stone |
| 5 | 140 | The Second Crown | Delve the Hollow Library, hold its reading room, slay the Steward, and choose what becomes of the crown | the Rime-stag, a Mythic title (the Crownbreaker or the Uncrowned), three Jewels and a page for your codex |
The Rime-stag is a mount: frost-white, speed 1.8 and the best jump of any mount (1.75).
Chapter VII: Past the Threshold
Bram finally says why he sits at the well. Tamsin Hale counted the Burning Stair with him, went past the Threshold, and did not come back. The Threshold's wardens ask everyone the same question, and keep anyone who cannot answer it. Now something is playing the Starless Organ, and the wardens are failing.
| Part | Level | Tale | What it asks | What it gives |
|---|---|---|---|---|
| 1 | 100 | The Stair Nobody Counted | Count the Burning Stair for Bram (delve it), put down twenty of its Grown, slay the Stair-warden | Threshold wing dye, a Jewel, and Tamsin's chalk to keep |
| 2 | 110 | What the Roots Drank | Put down twenty Grown of the Bloodroot Tangle, hold its foot, slay the Root that Remembers | Aura: Starless, a Warding stone |
| 3 | 125 | The Organ's Song | Hold Tamsin's lamp to three pipes of the Starless Organ, hold its foot, slay the Organist | the Starless wyrmling, a Mythic companion; two Jewels |
| 4 | 140 | The Silent Sea | Cross the Silent Sea in silence, or sing Tamsin's name across it; each way ends in a siege on the far shore | Ability: the Wardens' Answer, a Warding stone |
| 5 | 150 | Past the Threshold | At the foot of the Threshold, answer the wardens' question, hold, slay the Unremembered, and choose | Aura: the Threshold's crown, a Mythic title (the Remembered or the Threshold-keeper), a Wing rune VII and a Swift rune VII, three Jewels and a page for your codex |
Every part pays gold and experience as well, by its level and its length. What the gifts do, and how to use them: The Wardens' gifts.
Chapter VIII: The Keystones
The Weave in one soul bears three keystones, the Wardens wrote; a fourth cracks the arch. Ysra has found the Arch-Wardens' roll: six Wardens rekindled so often that they held more, and how each of them won the next stone. Each part opens at its own rank, and each part done is one more keystone at once in the skill tree: four after part 1, five after part 2, six after part 3.
| Part | Rank | Level | Tale | What it asks | What it gives |
|---|---|---|---|---|---|
| 1 | 15 | 120 | The Fourth Stone | Put down twenty Grown of the Wormways, delve its old quarry, hold its foot, slay the Uncut Stone | a fourth keystone at once, two Jewels |
| 2 | 30 | 135 | The Fifth Stone | Choose frost or fire: delve the Frozen Dark or the Burning Stair, and slay its keeper | a fifth keystone at once, three Jewels, a Warding stone |
| 3 | 60 | 150 | The Sixth Stone | Go down to the arch at the foot of the Threshold, hold the way under it, face the Last Arch-Warden, and choose | a sixth keystone at once, a Mythic title (the Arch-holder or the Seventh Arch-Warden), three Jewels and a page for your codex |
A part waits for its rank: part 2 opens at rank 30 even if you did part 1 long before, and the Journal says so. The keystones you win stay with you through every rebirth after.
Tips
- Bring your group. A siege's waves grow with your group, and so does the help: everyone near you counts.
- Keep the place. At a siege, fight where you stand; chasing a Grown out of the place stops the count.
- Rank up first if a part is hard. The parts are made for a reborn of their level, so a rank or two more is the easiest help there is.
- Use what the chapters give. Speak the Name stuns a siege's wave at once; the Rime Ward and the Wardens' Answer are made for holding a place.
- See Reborn: the long climb for ranks.